Quietus

Quietus is an elegant khopesh with a blade of lustrous black metal inlaid with swirls of electrum and orichalcum creating the image of a stylized duststorm. The hilt is made of magically hardened obsidian wrapped in electrum wire.

Nonlegacy Game Statistics: +1 khopesh; Cost 2,365 gp.
Omen: When Quietus is wielded in battle, tiny amounts of sand seem to fall from it but disappear before contacting any surface.

History

Quietus was forged in ages past by the goddess Coberal for KlikChak Klik'chak's use in the defense of Playground against the gods of Wasteland. Unfortunately, it never saw battle, as the conflict with the Invader Gods was settled with a personal duel between Varr and Lossethir. (DC 15)

The EmissaryOfSand Emissary of Sand, Klik'chak's personal herald, was the first mortal to wield Quietus. When a meeting of the children of Enigma became somewhat less than amicable, Elimanishon attacked the Flameborn FionaIngite Fiona. In love with Fiona, the Emissary rushed to her side, plunging Quietus through the god's wrist as he strangled the life out of Fiona. Because of this passionate act, Elimanishon relented in his attack, allowing Fiona and the Emissary to live. (DC 20; Great Act of Passion)

For a time, Quietus was carried by Dre'tik, a powerful Kreen cleric. The undead children of Eul had begun to infest the northern portions of Da'Chtiksa-luk, the Tohr-Kreen nation on Xiua. Dre'tik led a a band of clerics and desert rangers against the vile undead, harrying the cult of Eul at every turn. Eventually, Dre'tik met his death at the hands of a vile nightwing. As the nightwing laughed in victory, he reached for Quietus to claim it as his own. As soon as he hefted the sword to wield it, a bright light enveloped him. When the light faded seconds later, nothing remained of the nightwing but a scorched mark on the sands and bits of ash blown by the wind. (DC 25; Against the Nightwings)

Possession of Quietus returned to Klik'chak shortly thereafter. Disgusted with Eul's foul usage of the souls of mortals, Klik'chak created an afterlife in which they could be saved from the gaping maw that is Eul; however, Eul worked to undo Klik'chak's designs and spread the influence of the undead into the lands of Klik'chak's followers. Wroth at this, Klik'chak entered Eul's Dark Home alone to face the evil one. Though Eul expelled him from the Dark Home with little to show for it, Klik'chak managed to free some of the trapped souls which had not yet succumbed to the ravagings of Eul by using Quietus to slash open a portal leading into Amensi. (DC 35; Alone in the Dark)

Legacy Rituals

Three rituals are required to unlock all the abilities of Quietus.

Great Act of Passion: You must use Quietus to defend a loved one against a much stronger enemy. This enemy must have a Challenge Rating at least 4 higher than your character level. You need not defeat the enemy, but you must save the life of your loved one. Cost: 3,000 gp. Feat Granted: Least Legacy (Quietus).

Against the Nightwings: In a single encounter, you alone must slay one or more undead with a total Encounter Level of at least 15. Quietus is the only weapon you are allowed, but you can use any spells or innate abilities you possess. Cost: 12,500 gp. Feat Granted: Lesser Legacy (Quietus).

Alone in the Dark: You are required to seal yourself in complete and total darkness for 48 hours. Usually, this ritual is performed deep underground. The rite is ruined by even the tiniest bit of light shining through a chink in a window or under a door. Cost: 40,500 gp. Feat Granted: Greater Legacy (Quietus).

Quietus

————— Personal Costs —————
Wielder
Level
Attack
Penalty
Save
Penalty
Hit Point
Loss
Abilities
5th————
6th——4+2 khopesh
7th———Lightbringer
8th—–1—Death Draw
9th–1—2—
10th———Aura of True Death
11th———Love's Haste 5/day
12th——2+3 khopesh
13th–2———
14th———+3 axiomatic khopesh
15th——2—
16th—–2—Klik'chak's Wrath 1/day
17th———+3 axiomatic disruption khopesh
18th—–32Mantle of sacred protection
19th——2Parting the Veil
20th——2+4 axiomatic disruption khopesh

Wielder Requirements

Most wielders of Quietus are paladins or militant clerics, but any lawful-aligned character who meets the requirements and desires more divine power benefits from carrying the sword.

Quietus Wielder Requirements
Base attack bonus +3
Knowledge (religion) 2 ranks
Any lawful alignment
Ability to turn undead

Legacy Item Abilities

All the following are legacy item abilities of Quietus.
Speed of Action (Su): In order to protect the ones you love, Quietus increases your land speed movement by 10 feet. Treat this adjustment as an enhancement bonus.
Lightbringer (Su): At 7th level, you can use dancing lights, flare, or light at will as the spells, using a different command word for each effect. The save DC is 10, or 10 + your Charisma modifier, whichever is higher.
Death Draw (Su): Starting at 8th level, you are treated as if you possessed the Quick Draw feat when unsheathing Quietus.
Aura of True Death (Su): Even as the sword draws upon your spiritual energy, it magnifies your ability to turn undead. Starting at 10th level, you turn undead as though you were two levels higher in the class that grants the ability.
Love's Haste (Su): Quietus speeds up your perception of time. At 11th level, while you are holding, wearing, or wielding the item, you can activate haste for 1 round as a swift action, as though wearing boots of speed. You can use this ability up to five times per day.
Klik'chak's Wrath (Sp): At 16th level, once per day, when you issue the command word and make a circular gesture with the item, you cause it to slay undeath creatures within 40 feet, as the undeath to death spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher.
Mantle of Sacred Protection (Su): At 18th level, you gain spell resistance equal to 5 + your character level.
Parting the Veil (Su): At 19th level, Quietus grants the ability to part the veil between life and death. Once per day when you issue the command word and gesture with Quietus, you cause small rip in space that can pull one creature directly into Amensi, destroying it utterly, as the disintegrate spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th.
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