The Three Skulls, Jasmaguran (3.5e Equipment)

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The Three Skulls, Jasmaguran: The Skull of the Jackal

History: In aeons past, in a time before even the the first glimmers of written language began to surface, there was a terrible beast, known only as "The Jackal". This beast had supposedly existed since before any living thing could remember, and, thusly, was viewed as a god by the few tribes that struggled for existence in this harsh world, and a vicious god at that. They offered it sacrifices many times to appease it and to avoid it's vile wrath from being brought down upon them, but the beast was without thought, and aimed to kill those who worshipped it all the same. So the world was at the time, and so it lasted, for an age, entire tribes vanishing before the the onslought of the Jackal, and those that weren't entirely destroyed, quaking with fear at the mere mention of the beast. Until, that is, a paticuar tribe grew strong, and their numbers stretched into the hundreds, and they began to loose the fear that had gripped them so.

This tribe rose up in this time, rising above other tribes, and banding them together behind their name, becoming stronger with each passing moment, until they turned to the Jackal, and sought to overthrow the tyrannical god that had laid waste to them so many times before. They were victorious too, rising above the massive frame of the Jackal, and celebrating for months afterward, revelling in their freedom. Until, one of the branches of the tribe was laid waste to, and the Jackal was seen, stalking through the countryside. Now all that remains of the tribe that struck down the Jackal is but a few blood stained tablets that hold their history, and even these were lost for a long time. Though, one man, a necromancer, found them one day, and decided to seek out the Jackals body, to research it's powers. He eventually found it, and took the faded bones from the ground, fashioning a powerful item from it, an item that channeled the undying perception of the Jackal, christening it, "Jasmaguran". This necromancer has been dead for a long time, though, Jasmaguran still exists, lying upon the floor of a rotting monestary, deep underground.

Powers: Jasmaguran is a massive dog skull that is missing it's lower jaw and appears as though it's been burnt to the point that it turned black. When worn as a helmet (thereby occupying a characters head slot), tine patterns of bright red lines light up all over it, and it is activated. While active, the wearer of the skull gains an extraordinary mode of sight that duplicates a true seeing spell and that stretches out to a radius of 60 ft. 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.

Serrasan & Jasmaguran
The Storm

Ambient Effects: When the skull of the Jackal, and the skull of the angel are both worn by an entity (Jasmaguran being donned as a helmet and occupying the characters head slot, and Serrasan being donned as pouldron and occupying the characters shoulder slot), they are both activated at the same time, and terrible energies begin to pierce out into the world around the wearer. For example, the wearers eyes begin to glow a bright red as the energies from Jasmaguran are magnified and altered. Additionally, a halo of white light appears, encirling the wearers head.

Further Powers: While both skulls are active, the wearer of the skull gains an extraordinary mode of sight that duplicates a true seeing spell and a +5 sacred bonus to AC, just as they normally would gain from the skulls, but the energies bound within the skulls seem to twist and magnify the energies of the other, and grant the wearer even more intense powers. The wearer of the skulls also gains a +5 sacred bonus to attack rolls, a 60 foot increase to the range of the true seeing mode of sight (making the range be 120 feet), and Blindsight 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.

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 pouldrons 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 uncomprehendable 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, encirling 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 indestructable. 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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