The Three Skulls, Baatara (3.5e Equipment)

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Death seeks out all, but only the strong seek out death.
—Damion Leth, a Human Wizard.

The Three Skulls, Baatara: The Three Skulls have each been known by many names in the past: "The Unholy Skull", "The Faded Spirit", "The Forgotten", "The Black Bones" are but a few amongst a thousand. Though, no matter what they were known as at the time, they left a noticable scar in the history of the world. The Three Skulls were originally the skulls of three beings; an angel, a king, and a jackal. While each skull was created in it's own unique way, they somehow formed a bond between themselves, and that bond has manifested itself in rather spectacular ways.

The Skull of the King

History: Many ages ago, in a time when the world was still mostly wild, and nations were still a new concept, there was a king. This king ruled his land with a fair hand, but, he was remarked for having a temper that could be sparked with ease, and he often had punishments exacted swiftly, and had led his people to war many times in the past. This temper eventually led him to his death, for, one day, a necromancer rose to power, and attacked a city that was under the kings rule. The king veiwed this as an unacceptable slight to his honor and his lands, and so, before considering the threat at hand, formed a war party and marched against the necromancer. After a short battle was had, the necromancer stood victorious amongst the blood stained corpses that had once been the king and his personal warriors.

At this point, the necromancer decided to raise from the dead the forces that had aimed to slay him to fight by his side, beginning with the king himself. Though, when the king rose from the blood soaked soil, he did not have the lifeless stare of the undead. No, his eyes glinted with purpose still, and the moved, attacking the necromancer, instead of marching into line with the other cadaverous warriors he had risen for himself. The necromancer barely managed to kill the deathless king with his life intact, though, when he had, he took the kings body, becoming impressed with its insurmountable will power, and examined it. He eventually took the kings skull from the corpses body, and fashioned a tool from it, a tool that channeled the will of the king, christening it, "Baatara". This necromancer has been dead for a long time, though, Baatara still exists, lying deep within a dusty tomb.

Powers: Baatara is a heavily scratched skull that is missing it's lower jaw and appears to be extremely faded. When worn as a pouldron (thereby occupying a characters shoulder slot), bright white runes light up around its crown, and it is activated. While active, the wearer of the skull gains a +5 untyped bonus to their Will save, and the ability to take 10 on any Will save they must make. Additionally, any and all undead take a −2 penalty to attack rolls made against the wearer, AC when being attacked by the wearer, and saving throws made against the wearer's special abilities.

Jasmaguran & Baatara
The Vile

Ambient Effects: When the skull of the king, and the skull of the Jackal are both worn by an entity (Jasmaguran being donned as a helmet and occupying the characters head slot, and Baatara being donned as pouldron and occupying the characters shoulder slot), they are both activated at the same time, and strange effects begin to manifest themselves around the wearer. For example, the white runes that originally only lit up around the crown of Baatara actually slide off of it and begin to move along the wearers skin. Additionally, the entities eyes begin to glow a bright red as the energies from Jasmaguran are magnified and altered.

Further Powers: While both skulls are active, the wearer of the skull gains a +5 untyped bonus to their Will save, the ability to take 10 on any Will save they must make, and an extraordinary mode of sight that duplicates a true seeing spell, just as they normally would gain from the skulls, but the powers of each individual skull seems to magnify the strengths of the other, and grant the wearer additional powers. The wearer of the skulls also gains a +5 untyped bonus to their Reflex save, the ability to take 10 on any Reflex save they must make, a 60 foot increase to the range of the true seeing mode of sight (making the range be 120 feet), and tremorsense out to 60 feet. Additionally, any and all undead take a −6 penalty to attack rolls made against the wearer, AC when being attacked by the wearer, and saving throws made against the wearer's special abilities. This penalty overlaps (does not stack with) the penalties imposed by the two skulls individually.

Baatara & Serrasan
The Exalted

Ambient Effects: When the skull of the angel, and the skull of the king are both worn by an entity (Both being donned as pauldron and both being able to be worn simultaneously while only occupying the characters shoulder slot), they are both activated at the same time, and magnificent effects begin to come about around the wearer. For example, the white runes that originally only lit up around the crown of Baatara actually slide off of it and begin to move along the wearers skin. Additionally, a halo of white light appears, encircling the wearers head.

Further Powers: While both skulls are active, the wearer of the skull gains a +5 untyped bonus to their Will save, the ability to take 10 on any Will save they must make, and a +5 sacred bonus to AC, just as they normally would gain from the skulls, but the forces anchored within of each of the individual skulls seem to focus the energies of the other, and grant the wearer even more potent powers. The wearer of the skulls also gains a +5 untyped bonus to their Fortitude save, the ability to take 10 on any Fortitude save they must make, and a +5 sacred bonus to initiative. Additionally, any and all undead take a −6 penalty to attack rolls made against the wearer, AC when being attacked by the wearer, and saving throws made against the wearer's special abilities. This penalty overlaps (does not stack with) the penalties imposed by the two skulls individually.

The Three Skulls
The Trio

Ambient Effects: When all three of the skulls are worn by an entity (Jasmaguran being donned as a helmet and occupying the characters head slot, and both Baatara and Serrasan being donned as pauldrons and both being able to be worn silumtaneously while only occupying the characters shoulder slot), they are all activated at the same time, and nearly incomprehensible forces begin to come into existence around the wearer. For example, the wearers eyes begin to glow a pure white as the energies from Jasmaguran are magnified and lensed by the other skulls, a halo of black lightning appears, encircling the wearers head as the magics within Jasmaguran and Serrasan cross paths, grey runes begin to flow all over the wearers skin, with such density that it appears that the wearers skin is merely grey in color.

Final Powers: While all three skulls are active on a single entity, the wearer of the skulls gains a +5 untyped bonus to their Will save, the ability to take 10 on any Will save they must make, a +5 sacred bonus to AC, and an extraordinary mode of sight that duplicates a true seeing spell, just as they normally would gain from the skulls, but the potent powers of each individual skull leaps into the paths of the powers of the others, focussing them, granting them more momentum, to the point that the wearer is nearly indestructible. The wearer of the skulls also gains a +5 untyped bonus to their Fortitude and Reflex save, the ability to take 10 on any Fortitude and Reflex save they must make, a +5 sacred bonus to initiative, a +5 sacred bonus to attack rolls, a 120 foot increase to the range of the true seeing mode of sight (making the range be 180 feet), tremorsense out to 120 feet, and Blindsight out to 120 feet. Additionally, any and all undead take a −10 penalty to attack rolls made against the wearer, AC when being attacked by the wearer, and saving throws made against the wearer's special abilities. This penalty overlaps (does not stack with) the penalties imposed by any of the three skulls individually, or any combination of any of the three skulls.

;  CL <!-Caster level for spell-like effects, usually between 18 and 20-->;

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