The Three Skulls, Serrasan (3.5e Equipment)

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The Three Skulls, Serrasan: :The Skull of the Angel

History: Ages ago, a war was fought between the angelic forces and the infernal forces of the universe. During this war, many souls were lost on either side, and many realms fell to ruin and the passage of aeons. Though, everything that happened during this war seemed to lead up to a single event: a battle of titanic porportions. This single battle spanned across multiple planes, and brought with it much devastation. The lives of nearly every entity invovled in the battle was brought to a abrupt end during it's this battle, with only a few thouand devils retreating to the hells that were their homes, and only a few hundred angels withdrawing to the celestial planes to see to their wounded. Though, there was one being, who did neither. No, there was one general of the angelic armies who left the battlefield, and walked out to the material plane, seeking to escape from the horrors that she had witnessed, to escape from war. She lived her life in a town on the material plane for a long time after this, assuming the visage of a young human girl, and enjoying the kind and quite life she had found. She was the only being to ever have left the clestial realms at the time, and she knew that this was true.

Though, one night, a necromancer attacked the town, setting fire to buildings, killing hundreds of people, until the angel entered the battle, forcing herself back into war. She began to fight against the necromancer in that moment with a strength that few have ever witnessed. During that battle, the necromancer struck several blows that should have killed the angel, yet she kept on fighting, refusing to die until her body was all but destroyed. In the aftermath of this battle, the necromancer began thinking about this angel's ability to resist the pull of death. He experimented on the body with necrotic energies for a long time,eventually taking the skull from her form, and fashioned a relic from it, a relic that embodied the power of the angel, christening it, "Serrasan". This necromancer has been dead for a long time, though, Serrasan still exists, resting within the depths of an ancient tomb.

Powers: Serrasan is a bright, clean, white skull that is missing it's lower jaw and appears to be perfect in shape and condition. When worn as a pouldron (thereby occupying a characters shoulder slot), bright white light shines from it's eyes, and it is activated. While active, the skull grants it's wearer a +5 sacred bonus to AC. 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.

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 pouldron and both being able to be worn silumtaneously 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, encirling 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 anchorred 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.

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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