Since Pelor is neutral good I should think that it would be 2 negative levels for any non-good wearer, not any neutral wearer. But I'm sure that's what you meant.
Since Pelor is neutral good I should think that it would be 2 negative levels for any non-good wearer, not any neutral wearer. But I'm sure that's what you meant.
I meant 2 negative levels for anyone who's neutral on the good/evil axis, but yeah, I'll change it for clarity sake.
A Companion Cube is a 1x1x1ft. cube made of metal weighing 5lb and decorated with heart shaped symbols on each face. It becomes tied to anyone who picks it up and then holds it or remains within a 15ft. radius of it for 1 hour. As long as its owner holds it or remains within a 50ft. radius they recieve a +1 moral bonus to all attack roles and skill checks. While the Cube is held the holder (owner or not) will believe that it is talking to them. The cube is merely iducing the idea that it is speaking (it is not itself intelligent), what they believe it says to them depends on alignment:
Regardless of what the owner believes it says they cannot bring themselves to lose it or leave it behind. This is a mind affecting compulsion. The player will not willingly move more than 100ft. from the cube or leave a room without it. If they are forced to they take a -1 penalty on all attack rolls and skill checks. The only way to break the enchantment is to destroy the cube. The cube has 25hp and hardness 10. It is destroyed instantly by exteme heat. If the cube is being attack the owner will try to defend it, if it is destroyed the owner becomes panicked for 2d6 rounds. After this they are completly free of the cube's effects.
Preface note: These are very much in development and I am looking for as much feedback as possible, so please comment!
Ok, so I've decided to make a set of relic-artifacts that would be designed basically as side-quest items in an epic campaign or possibly the motivation for one of the characters going with the adventuring party. The individual items are really quite crummy by themselves, but when you put them together you get something incredibly powerful. While I will be giving a market value for the items, that's more intended as "that's what these should be worth when dividing up treasure." They are not meant to be sold (i.e. they shouldn't be in the campaign unless someone's going to use them).
I don't have a good name for them at the moment, but here goes:
The following information can be obtained in-game with a Knowledge (religion) check of the stated DC or a Lore check (Loremaster, Sage, or something else) of the stated DC - 5.
DC 20: The set consists of a tunic, a set of bracers, and a crown, all made of pure gold. They each have a prominent embossed symbol of Pelor surrounded by silver inlay. The bracers' symbol is in the center on top of the arm, the tunic's is prominently on the front, and the crown's is right in the front center. As a result, all three items can be used as a holy symbol of Pelor whether they are worn or not. It is said that these items were used by Pelor himself many millennia ago and that only one of each item exists. Since they have all been lost.
DC 25: The items are said to have great divine power associated with them, but only when combined as a set of three. Some say that this power is only usable by worshipers of Pelor, others say it requires the direct blessing of the Shinning One himself to activate them, while yet others say merely putting them on can drive you mad.
DC 30: It is said that, alone, the tunic will improve your constitution and can protect you from evil spells and attacks. The bracers will improve your physical strength and attack prowess. And the crown will improve your wisdom and insure you are always well-lit. While two of the items together are slightly more powerful than alone, and all three together provide even more power. Some say that the crown alone can give you a direct connection to Pelor. Additionally, the great power associated with the items requires great strength of mind or help from Pelor himself to not drive a man permanently insane should he attempt to use the items.
DC 35: Together, these relics can bestow incredible power upon anyone who wears them. However, first they must survive the surge of raw divine power from putting them on, and then they must show their devotion to the Shinning One and gain his direct blessing. Once they have done so, it is said that, if all three items are worn, they will greatly enhance the wearer's mental and physical capacities as well as protect him from attacks of all sorts, make him completely immune to negative energy, level drain, ability drain, and death effects, and some even say it will allow him to fly. Finally, it is said that the items combined will grant the wearer access to the Shinning One's knowledge of the heavens.
With only two items, it is said they will moderately increase the wearer's mental and physical prowess as well as providing mintor protection against evil and granting the wearer a glimpse into Pelor's knowledge.
DC 50: The character learns the exact functionality of each item, it's significance, and how to put them together. (In other words, the in-game character gets to read the mechanics section.)
Each Item Alone Tunic - Value: 700,000 gp
+6 enhancement bonus to Constitution
Once per round the tunic negates a ranged attack (whether mundane or magical, including spells requiring ranged touch attacks) originating from an evil creature.
Can be used as a holy symbol of Pelor
Evil creatures wearing the item gain 2 negative levels, other non-good creatures gain 1
Bracers - Value: 800,000 gp
+6 enhancement bonus to Strength
+5 sacred bonus to attack rolls
Can be used as a holy symbol of Pelor
Evil creatures wearing the item gain 2 negative levels, other non-good creatures gain 1
The holy symbol must be completely covered to douse the light
If dispelled it returns in 1d4 rounds
Can counter any magical darkness of any level (not including epic spells)
The wearer can gain the direct attention of Pelor once in your life, allowing you to request a very powerful miracle (as the spell, except can request a miracle that usually requires an experience cost without paying the 5,000 XP).
Can be used as a holy symbol of Pelor
Evil creatures wearing the item gain 3 negative levels, other non-good creatures gain 2
Extra bonuses when two together with connection (see drawback 3)
Can shoot a beam of light as searing light, but 10d8 damage to regular creatures and as a 7th level spell (CL 25) as a standard action.
Can cast Mass Heal once per day as a 25th level caster.
(If in the campaign, immunity to light damage)
Drawbacks
For each individual item, when the item is first donned, the wearer must make a DC 40 Will save or go insane. If they fail the save, the insanity cannot be removed by any means short of direct intervention of a deity (usually Pelor), and the wearer will protect the item at all costs (including his life). The need for this save can be prevented by a cleric of Pelor asking for a miracle to prevent it just prior to the character donning the item. This is true for each item, regardless of how many are already worn.
Note: A cleric of Pelor casting Miracle with experience cost is required to remove the insanity (another deity could do it as well, but a simple miracle spell isn't enough for a different deity), whereas the miracle require to prevent insanity beforehand does not require an experience payment.
Any evil creature wearing all four garments at the same time must make a Fortitude save each round of DC 50 + the number of rounds it has been wearing all four garments. If it fails such a save, the creature explodes with positive energy, completely destroying it and healing all creatures within 20 feet 250 damage (positive energy, so it damages undead). A creature destroyed in this way cannot be raised from the dead in any way. Not even True Resurrection, Wish, or Miracle can bring it back.
Upon successfully donning at least two of the items without going insane, the wearer may activate the minor powers simply by showing his devotion to Pelor. He must worship Pelor and either have 17 HD and the True Believer feat or sacrifice a single 9th level divine spell slot.
Upon successfully donning all three items without going insane, to activate the rest of the abilities the character must gain the direct blessing of Pelor himself. To do this, he must be a worshiper of Pelor, have at least 25 HD, and gain the direct attention of the deity to ask for his blessing. Gaining this attention require the character himself casting a powerful miracle spell. This can either be done by using the single miracle from the crown, or if the character can cast Miracle and worships Pelor, he cause use a regular miracle with an experience cost of 5,000 XP. Finally, the wearer must show his true devotion to Pelor by either having the True Believer feat or by sacrificing any number of divine spell slots with total combined level 15 or greater. At least one of these spell slots must be 9th level or above.
(Note: These spell slots replace the one used with two items. If that spell slot is not voluntarily used here, it is regained.)
So I'm thinking the set in my last post might be a little too powerful as-is. I'm thinking of requiring that to maintain the connection the character would need to either have the True Believer feat or burn a very high level divine spell slot every day (possibly even 10th level).
So I'm thinking the set in my last post might be a little too powerful as-is. I'm thinking of requiring that to maintain the connection the character would need to either have the True Believer feat or burn a very high level divine spell slot every day (possibly even 10th level).
Thoughts?
They dont require this yet???? I thought this was standard practice when dealing with relics or Deity Aligned Powerful Items
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
They dont require this yet???? I thought this was standard practice when dealing with relics or Deity Aligned Powerful Items
It usually is, but these aren't regular relics and (literally) requiring miracles to even get them on is nowhere near standard procedure either. I was originally putting those in instead, but someone who worships Pelor and can cast Miracle just needs to have 25 HD and a couple days to get them on. So, I think I'm going to add the divine slot restriction.
Question is, 9th level slot or 10th level slot? The latter kind of requires an epic feat...
I would say 9th level, although i would say theres at least one item there that could be 8th level slot, its usually not cool taking away the 10th level slots
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I would say 9th level, although i would say theres at least one item there that could be 8th level slot, its usually not cool taking away the 10th level slots
It wouldn't be one for each item, it would be one for all three combined. It's a set of three items and to get the relic power you would have to be wearing all three of them and do various things (not the least of which casting a miracle with xp cost). So I think it might not be unreasonable to require a single 10th level spell slot to get all the extra (insane) powers.
Yeah, they're intentionally designed to be beyond the worst items in existence (given their price) unless you get all three, put them all on successfully, and make the appropriate connection. If you pull that off, they suddenly become extremely powerful (even for their price).
I think I'm going to add the requirement that the wearer either have the True Believer feat or burn any number of divine spell slots whose levels total at least 15 and at least one of which is lvl 9 or above. That forces them to have 9th level spells, is much weaker than requiring only a 9th level slot, but doesn't require an extra feat.
Yeah that sounds about right, but i still feel there should be some kind of reward for having at least two pieces (like granting one of the epic powers but in a subdued manner), that way the PC realizes the value of acquiring all the items but is also rewarded for what he has already acomplished
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Yeah that sounds about right, but i still feel there should be some kind of reward for having at least two pieces (like granting one of the epic powers but in a subdued manner), that way the PC realizes the value of acquiring all the items but is also rewarded for what he has already acomplished
Interesting idea. I like it. How's this sound?
So with two items, you need a lesser connection. 17 HD and True Believer or a single 9th level spell slot (no need for miracles or the like past getting them on). You get a +2 sacred bonus to all stats, a continuous Magic Circle Against Evil effect (which gets replaced by Holy Aura when you get all three), a +10 competence bonus to Knowledge (religion) checks, and a +4 bonus to all saves against death effects, energy/ability drain, etc.
It's still almost nothing compared to the effect of having all three, but it's something.
Sounds good, however you should also make it clear that spending the 9th level slot also frees you from spending it again once you get the entire set (or else it would make it so you have to sac 2 level 9 slots)
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Sounds good, however you should also make it clear that spending the 9th level slot also frees you from spending it again once you get the entire set (or else it would make it so you have to sac 2 level 9 slots)
According to the MIC, it's actually a usage per day thing. You don't lose the spell slot, you just spend it every morning to keep the powers active. So, if you so choose, you could deactivate the powers in exchange for getting your spell slot back. For flavor reasons I would never do that even if I would rather have the spell slot than the powers that day, but I think it's actually possible.
Still, you're probably right that to avoid confusion I'll make a note (whenever I bother editing this stuff in).
Heres a few Item drafts I still need to think them over better and have no idea how to price them, but if anyone want to help Yay for me
Item Slot: Head
Usable Only By: Warlocks
Benefit: This Item grants the Wearer access to the Morpheme Savant Epic Feat (Even if he does not Meet te prerequisite).
As an additional Warlocks who wear this item gain access to Baleful utterance, beguiling influence, warlock's call, and word of changing Invocations (if they dont posses them already).
Item Slot: Face
Usable Only By: Warlocks
Benefit: This Item grants the Wearer access to the Paragon Visionary Epic Feat (Even if he does not Meet te prerequisite).
As an additional Warlocks who wear this item gain access to dark foresight, devil's sight, see the unseen, and voidsenseInvocations (if they dont posses them already).
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Heres a few Item drafts I still need to think them over better and have no idea how to price them, but if anyone want to help Yay for me
Item Slot: Head
Usable Only By: Warlocks
Benefit: This Item grants the Wearer access to the Morpheme Savant Epic Feat (Even if he does not Meet te prerequisite).
As an additional Warlocks who wear this item gain access to Baleful utterance, beguiling influence, warlock's call, and word of changing Invocations (if they dont posses them already).
Item Slot: Face
Usable Only By: Warlocks
Benefit: This Item grants the Wearer access to the Paragon Visionary Epic Feat (Even if he does not Meet te prerequisite).
As an additional Warlocks who wear this item gain access to dark foresight, devil's sight, see the unseen, and voidsenseInvocations (if they dont posses them already).
Same requirements, same cost as above.
Both items will run you over 7 million to purchase.
Creation costs will run you: 3,621,625 in gold and 289,730 in XP. Each.
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
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Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
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PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
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Everything I say is fully substantiated by my own opinion.
Ok, Shining Armaments, version 2.0 (with four pieces this time). These should really just be taken as a different version of the same set as they should both work, but these can come sooner and/or more often without breaking the game.
The following information can be obtained in-game with a Knowledge (religion) check of the stated DC or a Lore check (Loremaster, Sage, or something else) of the stated DC - 5.
DC 20: The set consists of a tunic, a set of bracers, a belt, and a crown, all made of pure gold. They each have a prominent embossed symbol of Pelor surrounded by silver inlay. The bracers' symbol is in the center on top of the arm, the tunic's is prominently on the front, the belt's is on the buckle, and the crown's is right in the front center. As a result, all four items can be used as a holy symbol of Pelor whether they are worn or not. It is said that these items were used by Pelor himself many millennia ago and that only one of each item exists. Since they have all been lost.
DC 25: The items are said to have great divine power associated with them, but only when combined as an entire set. Though many believe lesser power can be attained by wearing some subset of the items. Some say that this power is only usable by worshipers of Pelor, others say it requires the direct blessing of the Shinning One himself to activate them, while yet others say merely putting them on can drive you mad.
DC 30: It is said that, alone, the tunic will improve your charisma and can protect you from evil spells and attacks. The bracers will improve your physical strength and attack prowess. The belt will improve your constitution and allow you to heal yourself or others at the most opportune times. And the crown will improve your wisdom and insure you are always well-lit. While two of the items together are slightly more powerful than alone, and all three together provide even more power. All four, of course, are said to provide substantially more power than three. Some say that the crown alone can give you a direct connection to Pelor. Additionally, the great power associated with the items requires great strength of mind or help from Pelor himself to not drive a man permanently insane should he attempt to use the items.
DC 35: Together, these relics can bestow incredible power upon anyone who wears them. However, first they must survive the surge of raw divine power from putting them on, and then they must show their devotion to the Shinning One and gain his direct blessing. Once they have done so, it is said that, if all three items are worn, they will greatly enhance the wearer's mental and physical capacities as well as protect him from attacks of all sorts, make him completely immune to negative energy, level drain, ability drain, and death effects, and some even say it will allow him to fly. Finally, it is said that the items combined will grant the wearer access to the Shinning One's knowledge of the heavens.
With only two items, it is said they will moderately increase the wearer's mental and physical prowess as well as providing minor protection against evil. It is said that Pelor will protect you somewhat as well as grant you limited access to his divine knowledge should a third item be added.
DC 50: The character learns the exact functionality of each item, it's significance, and how to put them together. (In other words, the in-game character gets to read the mechanics section.)
Each Item Alone Tunic - Value: 500,000 gp
+6 enhancement bonus to Charisma
Once per round the tunic negates a ranged attack (whether mundane or magical, including spells requiring ranged touch attacks) originating from an evil creature.
Can be used as a holy symbol of Pelor
Evil creatures wearing the item gain 1 negative level
Bracers - Value: 575,000 gp
+6 enhancement bonus to Strength
+5 sacred bonus to attack rolls
Can be used as a holy symbol of Pelor
Evil creatures wearing the item gain 1 negative level
Belt - Value: 625,000 gp
+6 enhancement bonus to Constitution
Once per day, as an immediate action, the wearer can activate the belt to gain an extra full-round action. As a standard action during this full-round action, he may cast Heal as a 15th level Cleric if he desires. Immediately after the full-round action, the wearer is dazed until the end of his next turn.
Can be used as a holy symbol of Pelor
Evil creatures wearing the item gain 2 negative levels, other non-good creatures gain 1
The holy symbol must be completely covered to douse the light
If dispelled it returns in 1d4 rounds
Can counter any magical darkness of any level (not including epic spells)
The wearer can gain the direct attention of Pelor once in your life, allowing you to request a very powerful miracle (as the spell, except can request a miracle that usually requires an experience cost without paying the 5,000 XP).
Can be used as a holy symbol of Pelor
Evil creatures wearing the item gain 3 negative levels, other non-good creatures gain 2
Extra bonuses when two together with connection (see drawback 3)
Can shoot a beam of light as searing light, but 10d8 damage to regular creatures and as a 7th level spell (CL 25) as a standard action.
Can cast Mass Heal once per day as a 25th level caster.
(If in the campaign, immunity to light damage)
Drawbacks
For each individual item, when the item is first donned, the wearer must make a DC 40 Will save or go insane. If they fail the save, the insanity cannot be removed by any means short of direct intervention of a deity (usually Pelor), and the wearer will protect the item at all costs (including his life). The need for this save can be prevented by a cleric of Pelor asking for a miracle to prevent it just prior to the character donning the item. This is true for each item, regardless of how many are already worn.
Note: A cleric of Pelor casting Miracle with experience cost is required to remove the insanity (another deity could do it as well, but a simple miracle spell isn't enough for a different deity), whereas the miracle require to prevent insanity beforehand does not require an experience payment.
Any evil creature wearing all four garments at the same time must make a Fortitude save each round of DC 50 + the number of rounds it has been wearing all four garments. If it fails such a save, the creature explodes with positive energy, completely destroying it and healing all creatures within 20 feet 250 damage (positive energy, so it damages undead). A creature destroyed in this way cannot be raised from the dead in any way. Not even True Resurrection, Wish, or Miracle can bring it back.
Upon successfully donning at least two of the items without going insane, the wearer may activate the two-item minor powers simply by showing his devotion to Pelor. He must worship Pelor and either have 15 HD and the True Believer feat or sacrifice a single 8th level divine spell slot.
Upon successfully donning at least three of the items without going insane, the wearer may activate the three-item minor powers by showing his increasing devotion to Pelor. He must worship Pelor and either have 17 HD and the True Believer feat or sacrifice a single 9th level divine spell slot.
(Note: The 9th level spell slot replaces the 8th level spell slot. The player regains regular use of that slot.)
Upon successfully donning all four items without going insane, to activate the rest of the abilities the character must gain the direct blessing of Pelor himself. To do this, he must be a worshiper of Pelor, have at least 25 HD, and gain the direct attention of the deity to ask for his blessing. Gaining this attention require the character himself casting a powerful miracle spell. This can either be done by using the single miracle from the crown, or if the character can cast Miracle and worships Pelor, he cause use a regular miracle with an experience cost of 5,000 XP. Finally, the wearer must show his true devotion to Pelor by either having the True Believer feat or by sacrificing any number of divine spell slots with total combined level 15 or greater. At least one of these spell slots must be 9th level or above.
(Note: These spell slots replace the one used with two or three items. If that spell slot is not voluntarily used here, it is regained.)
I'm thinking Lyrillon would like to have all four pieces of those in Adytum...
There are actually two reasons why that wouldn't work:
As Yukora said, Lyrillon worships Heironeous, so that would completely destroy it.
Even if he did worship Pelor, he has no way of casting Miracle and his Will save is only +29, so getting those things on would be one hell of a challenge (or really expensive). Also, he'd need to take True Believer to use them effectively and he doesn't exactly have tons of feats to burn.
Hello all.
Got two more spells for perusal and commentary.
Level: Clr 9, Wiz/Sor 9
School: Evocation
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Target: One object or creature
Area: 50 ft. radius burst, centered on target
Duration: Instantaneous
Saving Throw: Fortitude Partial (for target) or Reflex half (for Area)
Spell Resistance: Yes
The caster draws raw negative energy into his palm, which coalesces into a green orb the size of a sling-stone. It grows as he chants the words of the spell until it is the size of a grapefruit. The caster then hurls it at a target (ranged touch attack to hit). The target immediately must make a fortitude save or be utterly destroyed. If the save is successful, the target takes 10d6 damage. If the target is destroyed by either method, the target is unmade completely, no trace left of anything. Upon impact with the target, the orb bursts, releasing a wave of energy. Anyone within the radius takes 1d6 damage/caster level, maximum 25d6. One fifth of this damage, rounded down, is force damage. Another one fifth, rounded down, is acid. The remainder is raw power, bypassing energy resistances. Anything destroyed by the damage is also unmade utterly. The caster is immune to the effects of his own Total Annihilation.
Level: Clr 7
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 humanoid/level, maximum 20
Duration: Concentration (special)
Saving Throw: Will negates (Harmless)
Spell Resistance: No
The cleric calls down the blessing of his deity on the battle, aiding those he considers his allies, or the side he wishes to win. Whichever side receives the benefits of this spell is granted a bonus equal to the Cleric's Wisdom bonus to their attack rolls, saving throws and caster level checks to overcome spell resistance.
In order for this spell to grant its benefits, the cleric must stand with his arms spread out at an angle from his shoulders in the air and chant the blessing. He may stand easily for one round per point of constitution bonus he possesses. For each round after that, he must make a constitution check, DC 10+1/previous check made for this spell.
This spell is unable to be silenced.
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
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I meant 2 negative levels for anyone who's neutral on the good/evil axis, but yeah, I'll change it for clarity sake.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Not in cruelty
Not in wrath
The REAPER came today
An ANGEL visited
this gray path
And took the cube away
- Unknown
Weighted Companion Cube
Value: 50gp
Craft Wonderous item, DC15, 200xp, 25gp, Ghost Sound, Sympathy
A Companion Cube is a 1x1x1ft. cube made of metal weighing 5lb and decorated with heart shaped symbols on each face. It becomes tied to anyone who picks it up and then holds it or remains within a 15ft. radius of it for 1 hour. As long as its owner holds it or remains within a 50ft. radius they recieve a +1 moral bonus to all attack roles and skill checks. While the Cube is held the holder (owner or not) will believe that it is talking to them. The cube is merely iducing the idea that it is speaking (it is not itself intelligent), what they believe it says to them depends on alignment:
Regardless of what the owner believes it says they cannot bring themselves to lose it or leave it behind. This is a mind affecting compulsion. The player will not willingly move more than 100ft. from the cube or leave a room without it. If they are forced to they take a -1 penalty on all attack rolls and skill checks. The only way to break the enchantment is to destroy the cube. The cube has 25hp and hardness 10. It is destroyed instantly by exteme heat. If the cube is being attack the owner will try to defend it, if it is destroyed the owner becomes panicked for 2d6 rounds. After this they are completly free of the cube's effects.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Ok, so I've decided to make a set of relic-artifacts that would be designed basically as side-quest items in an epic campaign or possibly the motivation for one of the characters going with the adventuring party. The individual items are really quite crummy by themselves, but when you put them together you get something incredibly powerful. While I will be giving a market value for the items, that's more intended as "that's what these should be worth when dividing up treasure." They are not meant to be sold (i.e. they shouldn't be in the campaign unless someone's going to use them).
I don't have a good name for them at the moment, but here goes:
DC 20: The set consists of a tunic, a set of bracers, and a crown, all made of pure gold. They each have a prominent embossed symbol of Pelor surrounded by silver inlay. The bracers' symbol is in the center on top of the arm, the tunic's is prominently on the front, and the crown's is right in the front center. As a result, all three items can be used as a holy symbol of Pelor whether they are worn or not. It is said that these items were used by Pelor himself many millennia ago and that only one of each item exists. Since they have all been lost.
DC 25: The items are said to have great divine power associated with them, but only when combined as a set of three. Some say that this power is only usable by worshipers of Pelor, others say it requires the direct blessing of the Shinning One himself to activate them, while yet others say merely putting them on can drive you mad.
DC 30: It is said that, alone, the tunic will improve your constitution and can protect you from evil spells and attacks. The bracers will improve your physical strength and attack prowess. And the crown will improve your wisdom and insure you are always well-lit. While two of the items together are slightly more powerful than alone, and all three together provide even more power. Some say that the crown alone can give you a direct connection to Pelor. Additionally, the great power associated with the items requires great strength of mind or help from Pelor himself to not drive a man permanently insane should he attempt to use the items.
DC 35: Together, these relics can bestow incredible power upon anyone who wears them. However, first they must survive the surge of raw divine power from putting them on, and then they must show their devotion to the Shinning One and gain his direct blessing. Once they have done so, it is said that, if all three items are worn, they will greatly enhance the wearer's mental and physical capacities as well as protect him from attacks of all sorts, make him completely immune to negative energy, level drain, ability drain, and death effects, and some even say it will allow him to fly. Finally, it is said that the items combined will grant the wearer access to the Shinning One's knowledge of the heavens.
With only two items, it is said they will moderately increase the wearer's mental and physical prowess as well as providing mintor protection against evil and granting the wearer a glimpse into Pelor's knowledge.
DC 50: The character learns the exact functionality of each item, it's significance, and how to put them together.
(In other words, the in-game character gets to read the mechanics section.)
Tunic - Value: 700,000 gp
Bracers - Value: 800,000 gp
Crown - Value: 875,000 gp
If dispelled it returns in 1d4 rounds
Can counter any magical darkness of any level (not including epic spells)
Extra bonuses when two together with connection (see drawback 3)
Extra bonuses when all three together with connection (see drawback 4)
(Replace bonuses from 2 items when activated)
Drawbacks
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Thoughts?
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
It usually is, but these aren't regular relics and (literally) requiring miracles to even get them on is nowhere near standard procedure either. I was originally putting those in instead, but someone who worships Pelor and can cast Miracle just needs to have 25 HD and a couple days to get them on. So, I think I'm going to add the divine slot restriction.
Question is, 9th level slot or 10th level slot? The latter kind of requires an epic feat...
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
It wouldn't be one for each item, it would be one for all three combined. It's a set of three items and to get the relic power you would have to be wearing all three of them and do various things (not the least of which casting a miracle with xp cost). So I think it might not be unreasonable to require a single 10th level spell slot to get all the extra (insane) powers.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
I think I'm going to add the requirement that the wearer either have the True Believer feat or burn any number of divine spell slots whose levels total at least 15 and at least one of which is lvl 9 or above. That forces them to have 9th level spells, is much weaker than requiring only a 9th level slot, but doesn't require an extra feat.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Interesting idea. I like it. How's this sound?
So with two items, you need a lesser connection. 17 HD and True Believer or a single 9th level spell slot (no need for miracles or the like past getting them on). You get a +2 sacred bonus to all stats, a continuous Magic Circle Against Evil effect (which gets replaced by Holy Aura when you get all three), a +10 competence bonus to Knowledge (religion) checks, and a +4 bonus to all saves against death effects, energy/ability drain, etc.
It's still almost nothing compared to the effect of having all three, but it's something.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
According to the MIC, it's actually a usage per day thing. You don't lose the spell slot, you just spend it every morning to keep the powers active. So, if you so choose, you could deactivate the powers in exchange for getting your spell slot back. For flavor reasons I would never do that even if I would rather have the spell slot than the powers that day, but I think it's actually possible.
Still, you're probably right that to avoid confusion I'll make a note (whenever I bother editing this stuff in).
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Item Slot: Head
Usable Only By: Warlocks
Benefit: This Item grants the Wearer access to the Morpheme Savant Epic Feat (Even if he does not Meet te prerequisite).
As an additional Warlocks who wear this item gain access to Baleful utterance, beguiling influence, warlock's call, and word of changing Invocations (if they dont posses them already).
Item Slot: Face
Usable Only By: Warlocks
Benefit: This Item grants the Wearer access to the Paragon Visionary Epic Feat (Even if he does not Meet te prerequisite).
As an additional Warlocks who wear this item gain access to dark foresight, devil's sight, see the unseen, and voidsenseInvocations (if they dont posses them already).
Requires: Epic Item Creation (Wondrous Item) Feat
Base Cost: 7,243,250 gold
Same requirements, same cost as above.
Both items will run you over 7 million to purchase.
Creation costs will run you: 3,621,625 in gold and 289,730 in XP. Each.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
DC 20: The set consists of a tunic, a set of bracers, a belt, and a crown, all made of pure gold. They each have a prominent embossed symbol of Pelor surrounded by silver inlay. The bracers' symbol is in the center on top of the arm, the tunic's is prominently on the front, the belt's is on the buckle, and the crown's is right in the front center. As a result, all four items can be used as a holy symbol of Pelor whether they are worn or not. It is said that these items were used by Pelor himself many millennia ago and that only one of each item exists. Since they have all been lost.
DC 25: The items are said to have great divine power associated with them, but only when combined as an entire set. Though many believe lesser power can be attained by wearing some subset of the items. Some say that this power is only usable by worshipers of Pelor, others say it requires the direct blessing of the Shinning One himself to activate them, while yet others say merely putting them on can drive you mad.
DC 30: It is said that, alone, the tunic will improve your charisma and can protect you from evil spells and attacks. The bracers will improve your physical strength and attack prowess. The belt will improve your constitution and allow you to heal yourself or others at the most opportune times. And the crown will improve your wisdom and insure you are always well-lit. While two of the items together are slightly more powerful than alone, and all three together provide even more power. All four, of course, are said to provide substantially more power than three. Some say that the crown alone can give you a direct connection to Pelor. Additionally, the great power associated with the items requires great strength of mind or help from Pelor himself to not drive a man permanently insane should he attempt to use the items.
DC 35: Together, these relics can bestow incredible power upon anyone who wears them. However, first they must survive the surge of raw divine power from putting them on, and then they must show their devotion to the Shinning One and gain his direct blessing. Once they have done so, it is said that, if all three items are worn, they will greatly enhance the wearer's mental and physical capacities as well as protect him from attacks of all sorts, make him completely immune to negative energy, level drain, ability drain, and death effects, and some even say it will allow him to fly. Finally, it is said that the items combined will grant the wearer access to the Shinning One's knowledge of the heavens.
With only two items, it is said they will moderately increase the wearer's mental and physical prowess as well as providing minor protection against evil. It is said that Pelor will protect you somewhat as well as grant you limited access to his divine knowledge should a third item be added.
DC 50: The character learns the exact functionality of each item, it's significance, and how to put them together.
(In other words, the in-game character gets to read the mechanics section.)
Tunic - Value: 500,000 gp
Bracers - Value: 575,000 gp
Belt - Value: 625,000 gp
Crown - Value: 700,000 gp
If dispelled it returns in 1d4 rounds
Can counter any magical darkness of any level (not including epic spells)
Extra bonuses when two together with connection (see drawback 3)
Extra Bonuses when three together with connection (see drawback 4)
(Replaces bonuses from 2 items when activated)
Extra bonuses when all three together with connection (see drawback 5)
(Replace bonuses from 3 items when activated)
Drawbacks
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
I have 15 cookies in my cookie jar.
Except he worships Heironeous
There are actually two reasons why that wouldn't work:
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Got two more spells for perusal and commentary.
School: Evocation
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Target: One object or creature
Area: 50 ft. radius burst, centered on target
Duration: Instantaneous
Saving Throw: Fortitude Partial (for target) or Reflex half (for Area)
Spell Resistance: Yes
The caster draws raw negative energy into his palm, which coalesces into a green orb the size of a sling-stone. It grows as he chants the words of the spell until it is the size of a grapefruit. The caster then hurls it at a target (ranged touch attack to hit). The target immediately must make a fortitude save or be utterly destroyed. If the save is successful, the target takes 10d6 damage. If the target is destroyed by either method, the target is unmade completely, no trace left of anything. Upon impact with the target, the orb bursts, releasing a wave of energy. Anyone within the radius takes 1d6 damage/caster level, maximum 25d6. One fifth of this damage, rounded down, is force damage. Another one fifth, rounded down, is acid. The remainder is raw power, bypassing energy resistances. Anything destroyed by the damage is also unmade utterly. The caster is immune to the effects of his own Total Annihilation.
Level: Clr 7
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 humanoid/level, maximum 20
Duration: Concentration (special)
Saving Throw: Will negates (Harmless)
Spell Resistance: No
The cleric calls down the blessing of his deity on the battle, aiding those he considers his allies, or the side he wishes to win. Whichever side receives the benefits of this spell is granted a bonus equal to the Cleric's Wisdom bonus to their attack rolls, saving throws and caster level checks to overcome spell resistance.
In order for this spell to grant its benefits, the cleric must stand with his arms spread out at an angle from his shoulders in the air and chant the blessing. He may stand easily for one round per point of constitution bonus he possesses. For each round after that, he must make a constitution check, DC 10+1/previous check made for this spell.
This spell is unable to be silenced.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.