Jack Burton 
Join Date: October 16, 2001
Location: PA
Age: 45
Posts: 5,421
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Crysomer: first appearance Doc’s Island
GP value: 20,000 XP value: 4,000
When used by a lawful good non-paladin, Crysomer will not reveal its true identity, but seems, by all tests, to be an unintelligent +2 long sword. If touched by a creature not of lawful alignment, or one not good it waits until it is used in combat, at which time it shocks the user for 3d8 points of electrical damage (no saving throw, no resistances apply unless it is of a divine origin). When wielded by a paladin, the sword bestows 50% magic resistance in a five foot radius(automatic unless commanded otherwise), on command it can dispel magic in a 5-foot radius, as if a wizard of the paladins level, it also does +10 damage against chaotic evil opponents (instead of +5, automatically)
Its other abilities and properties include an alignment of lawful good, (as a holy avenger) an intelligence of 17, and an ego of 38. It can detect evil within a 20 foot range on command, detect shifting rooms and walls with a 10-foot range on command, detect magic with a 10 foot range, and detect invisibility with a 20 foot range, read languages on command or voluntarily, has telepathy with user, regenerates 1 hp per turn (automatic), and can teleport with user once per day (DM rolls normally, as the 5th lvl wizard spell, but Crysomer adjusts the roll by 5%, and the initiative modifier for activation is +1-a maximum weight of 600lbs can be carried).
This sword can speak Common, Dwarf, Halfling, Fire Giant, Gold Dragon, and High Elf.
Crysomer’s special purpose is to defeat chaos. When used against a chaotic opponent, a successful attack forces the victim to save vs. spells (including wisdom adjustment) or be paralyzed for 1d4 rounds.
As soon as a paladin touches Crysomer, it informs the paladin of its name and abilities, in the order listed above, at the rate of one bit of information per round. This may be pertinent if the paladin needs to use certain abilities of the sword quickly (for example to teleport out from a lurker, or trapper). Remember that a characters ToPS(Total Personality Strength) is equal to intelligence +charisma +level. Note the ToPS for Crysomer is 55; it usually controls all but the most powerful paladins. However, its behavior and preferences are for the ideals of paladins. It is extremely lawful and good, and tolerates no nonsense from chaotics. If Crysomer assumes control, it relies on the user for wisdom and counts on its own intelligence. Where applicable, the user thereafter introduces him/herself by both names. In other words if a paladin named Athelsta was using Crysomer, she would introduce herself as “we are Athelsta Crysomer, paladin.”
Though often misinterpreted as the use of the royal or edictorial “we,” it is literally an introduction to the two life-forces merged into one being. Needless to say, Crysomer does not allow any other magical sword to be used by its paladin, regardless of the results of the comparison between personality strengths. It does not object to the use of other magical items, or weapons.
Crysomer uses the regeneration and teleport abilities as commanded or needed, but does not use the latter voluntarily unless the situation is desperate. It demands that it be decorated once per month. If not appeased, it withholds abilities until satisfied (unless the wielder promises to “feed” it as soon as possible). It only accepts emeralds, rubies, or diamonds as decorations, and a minimum of 5,000gp value per month. The gems currently on its hilt total 50,000gp in value.
Crysomer was forged in the distant past, and, as one of the great legendary swords, it leads young paladins on the road to fame and fortune. Once it has a paladin under its control, it does not needlessly endanger the character. However it does occasionally wear out the users if they are not up to the epic tasks it sets before them
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison
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