Khilat Moonblade - Luviel

From House of Khilat

Dates: -8,406 to - DR (years)

Powers

Teleport

The blade can be thrown, either like a spear or like a throwing knife, and will travel up to 300’, blinking as it travels. It will blink to bypass allies and strike enemies. It will use blinking to adjust the distance traveled to ensure it strikes point first. It can bypass barriers including walls and shields, but must have at least 1 foot of space to materialize and hit. The blade can teleport to the hand of its owner at any time and across any distance, even in mid-throw or when held by another. 



Dimension Door

Three times a day, the wielder can choose to dimension door up to 500 yards or pass plant through appropriate plants, with up to 500 lbs of non living matter or 250 lbs of living matter. Creatures with innate ability to teleport, such as unicorns and cath shee, are not counted in this weight limit and neither do they expend their own powers.

Teleport Woodland Beings

Once per week, the wielder can teleport woodland beings to his location. This functions similar to a call woodland beings spell, but creatures appear immediately in the same round. Creatures can be teleported into any place, including other planes with the same chance of success as a teleport without error spell.

Creatures appearing have the same parameters as the call woodland beings spell, or the wielder may choose to call any of the following:

  • Specific woodland beings can be summoned, like the spell. If they choose to respond to the summons, they are instantly transported to the wielder.
  • 1d6+1 Unicorns of any variety desired, including winged and even evil.
  • 1d3 Cath Shee
  • 3d10 animals of the same type as the tiny companion obtained below.
  • 2d6 animals of the same type as the medium companion obtained below.
  • 1d4 animals of the same type as the large companion obtained below.

Once the duration of the spell is complete, or the called beings complete their task, they can return to their original location, automatically teleporting back if needed.

Call Animal Companion

Once per week, the wielder can summon an animal companion. Creatures called can fill an empty slot for any class that normally retains animal followers, including Rangers, Meistersingers, and even Paladins. The creature arriving can be normal or magical, as deemed appropriate for the class and companion slot being filled.

Animal companions will always be exceptional creatures of their type. They will be the healthiest, strongest and often the biggest. If the type of creature has special or enhanced varieties, or the chance of special abilities now or as they mature, they will be the exceptional examples of their kind. They will be the most intelligent, falling at the very top of any ranges that are normal for their type, with a 25% chance they will fall at the bottom of the next highest range; thus creatures of animal intelligence have a chance of being at the bottom of semi (2-4) intelligence with a rating of 2.

Special Companions

Three of the wielder's animal companions, one each of the sizes listed below, will become special companions. If the wielder doesn't already have an animal companion in a particular size category, then one of that type can be called to serve.

  • tiny-small: Available at 1st level and has 1 hit die.
    • Like a familiar, the companion gains the benefit of the wielder's saving throws and magical protections while in contact with its master. The creature takes half damage on a failed saving throw, and no damage on a successful roll.
    • The wielder gains sensory powers like having a familiar of a similar type.
  • medium: Available at 5th level and has 5 hit die.
  • large-huge: Available at 10th level with 9 hit die, unless this is a Paladin's bonded mount (warhorse) which may be called as soon as 4th level.
    • The companion will serve as a loyal trained mount, similar to a Paladin's bonded mount.

These special companions will have the following characteristics and benefits:

  • Companions creatures will always have above normal intelligence, so if they would have a range of intelligence, they will always start with a base intelligence at the top of the range normal for their type; thus creatures rated at low will be at the top with a rating of 7. Those who's normal intelligence rating is low (5-7) or less, will show increased intelligence of 1d3 points. Creature of average to high intelligence will be above normal with an additional point
  • The wielder can communicate with these special companions, even if such creatures do not normally speak. The quality of the communication is determined by the intelligence, and language skills of the creature.
  • Companion creatures can be enhanced by familiar enhancer spells. Other spells affecting familiars may also apply to these special companions.

Special companions will remain loyal for life, though they will typically retire when their age limits their abilities to perform their duties. If they have been actively involved in combat, this period will not usually exceed 10 years, and permanent disabling injuries will result in early retirement. Companions can be dismissed from service at any time, but when service has been less than one year, a replacement can't be sought until the one year period has elapsed.

Abuse or neglect of companion creatures is considered evil, and the sword will punish such actions, typically with the immediate death of the wielder. Companions lost by old age or accident, can be replaced either by promotion of an existing follower creature, or calling a replacement in the case where a creature of the appropriate size is not available.

Emergency Teleport



Once per month, the blade can teleport up to 400 lbs, always including itself and owner, up to 1000 miles distance to a place with a hospitable environment; typically in response to when the blade or owner are in imminent danger of complete destruction. After teleporting its owner, the blade is unable to blink or teleport itself for 30 days.


Interactions

Appearance

Rune

Rainbow - on front. 


Feature

Cutting edge of the sword of 1/8 inch width has been turned to clear crystalline diamond with iridescent sheen. Near the very tip, above the slits, on each side of the adamantium spike are two small triangular chips of rainbow obsidian. Rainbow obsidian is an obsidian variety in which all colors save yellow are included in the black or gray base, sometimes in pronounced bands or spangles. Its magical use is as a pass stone for prismatic magics: It can pierce the various shells of such spells without ending them or suffering harm and can bring inorganic materials that it is fastened to with it. (In other words, a rainbow obsidian-tipped weapon could strike through a prismatic wall, but a living person or undead creature wearing a rainbow obsidian ring would not escape the normal effects of the prismatic magic.)


Rite