Alternate World Artifacts

The houserules and entities of Kain Darkwind

Moderator: Moderators

Alternate World Artifacts

Postby Kain Darkwind » Tue Jun 03, 2008 3:58 pm

The Regalia of Evil
The Regalia of Evil was created at the dawn of time, during a temporary alliance of the Lord of Hell, the Prince of Demons and the Master of Khin-Oin. The paragons of evil infused their energies each into a separate major artifact, which synergized with the others. The regalia was never put to its intended use, that of destroying the Upper Planes. In a twist of fate, the regalia was stolen by an unknown evil goddess for her own purposes. Since that time, it has fallen into various hands, many of whom had no idea of what they truly held.
Each piece of the Regalia of Evil only functions when worn by an evil character. If worn or wielded by a character of any other alignment, the character must make a Fortitude save (DC 45) or be struck dead. Their soul is rent into seven pieces and one is sent to each of the Lower Planes. No protection or immunity against death effects can mitigate this. Even if successful, such a character suffers six negative levels. If these negative levels persist for over 24 hours, the character must make a Fortitude save (DC 45) or they become permanent level loss and the character gains another six negative levels. The actual level loss can be restored via curative magic, but the negative levels cannot be removed in any way while the character wields the artifact.

The Crown of Evil: When worn by an evil character, this iron crown wreathes its wearer in red-black fire that conceals the face. The wearer gains immunity to fire, a +6 enhancement to Intelligence, a +6 deflection bonus to Armor Class and spell resistance equal to 9 + the wearer’s HD.

At will as a free action, the wearer can unleash a fear aura with a 60 foot radius. Creatures failing a Will save (DC 34) are scared for 18 rounds and those that succeed are shaken for 9 rounds. Success confers 24 hour immunity to the fear effect of the Crown.

The wearer gains the following spell-like abilities: at will – create undead, hellfire burst, wall of fire. Caster level 30th.

A mortal wearer of the crown can only speak lies while wearing the crown.

The Scepter of Evil: This weapon is wielded as a Large +6 unholy adamantine heavy mace. The wielder gains immunity to electricity and poison, a +6 enhancement to Charisma and a +6 natural armor bonus enhancement.
All spells and spell-like abilities used by the wielder are corrupted and violated.

The wielder gains the following spell-like abilities: at will – contagion (DC 34), enervation (DC 34), fireball (DC 34), lightning bolt (DC 34), poison (DC 34) Caster level 30th.

A mortal wielder of the Scepter grows more selfish and egotistical.

The Orb of Evil: The wielder of the orb gains immunity to acid, a +6 enhancement to Wisdom and a +6 insight bonus to Armor Class. At will the wielder can rebuke or command undead as a cleric of a level equal to their HD. The orb cannot be used to activate divine feats. The orb can also be used to absorb spells like a rod of absorption.

3/day as a standard action, the wielder can summon a fiend of a type appropriate to the wielder’s ethos.
Lawful evil: cornugon
Neutral evil: nycaloth
Chaotic evil: nalfeshnee

A mortal wielder of the Orb grows greedy and paranoid.

Resonating Effect (Two items): The wielder gains a +6 circumstance bonus on all Diplomacy and Intimidate checks made against evil creatures. The wielder gains a +6 profane bonus on saving throws. Mindless creatures are prevented from attacking the wielder. All evil spells cast by the wielder have a +6 profane bonus on the DC.

Resonating Effect (Three items): The wielder gains a +12 enhancement to all ability scores. The wielder gains a +6 profane bonus to Armor Class. All damage of any type dealt by the wielder is vile and evil aligned. The wielder is protected by a supernatural unholy aura effect. The wielder gains telepathy 100 feet. If the wielder already possessed telepathy, the range is increased by 100 feet.

9/day, the wielder can smite good, with a +9 bonus to attack and dealing an additional 45 points of damage.

The wielder gains the following spell-like abilities: at will – blasphemy (DC 45), power word kill, unholy blight (DC 45) Caster level 40th. The wielder’s other spell-like abilities granted by the Regalia are likewise increased to caster level 40th and DC 45.

The crown’s spell resistance increases to 18 + HD.

The scepter becomes a +9 unholy power heavy mace of wounding that can penetrate damage reduction of any material type. Its critical multiplier is increased to x3.

The wielder can call any of the fiends or fiends of lesser power allowed by the Orb at will, regardless of ethos. In addition, 3/day, the wielder can call a pit fiend, an ultroloth, a balor, 2 gelugons, 2 arcanaloths or 2 mariliths. Called fiends remain for 2 hours before returning from whence they came.



The Orbs of Dragonkind
The dominate DC of the Orbs of Dragonkind is equal to the HD of a great wyrm dragon of that type. (So DC 40 for the red orb, DC 36 for the white orb and so on) The dragons within the orbs are great wyrms rather than ancient, for the purposes of the breath weapon, armor class and saving throws. The wielder of the orb replaces their base saving throws, dexterity bonus and natural armor bonus with those of the dragon. The wielder of the orb gains immunity to both the energy and the effects of the the dragon’s breath weapon, this immunity extends across to similar effects. (For example, the wielder of the copper dragon orb gains immunity to all acid and slow effects.)

The Moaning Diamond:

The elemental summoned by the Moaning Diamond is a primal earth elemental with maximum (864) hit points. No other changes from the DMG.

The Shield of Prator:

The shield of Prator is a +6 adamantine large shield It grants a +6 deflection bonus to Armor class and a +6 resistance bonus on saves. Its bearer gains spell resistance 30 against evil or chaotic spells and spells cast by evil or chaotic creatures. Its bearer is protected from possession and mental influence, identical to protection from chaos and evil. Any evil creature that successfully strikes the bearer in melee must make a Fortitude save (DC 31) or be blinded. Any chaotic creature that successfully strikes the bearer in melee must make a Will save (DC 31) or be slowed.
The shield also grants damage reduction 20/adamantine and magic and resistance to energy (all) 30. The shield allows its bearer to cast spells as if a 30th level paladin with a Wisdom score of 26. The bearer can also prepare spells from the domains of Good, Law and Protection as well. This is in addition to any spellcasting the bearer may have.
Once per year, the bearer is forced to go on a quest at the behest of an archon leader or lawful good deity. The shield chooses which entity its bearer will visit.

The Sword of Kas:

+6 unholy keen vorpal longsword that grants a +10 enhancement bonus to Strength. The Sword of Kas’s mental ability scores are Int 21, Wis 18, Cha 22. Its ego is 50. The wielder can use call lightning, chain lightning and unhallow at will. It can use blasphemy 3/day. It can use slay living 1/day. It deals vile damage.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet

Re: Alternate World Artifacts

Postby Crazy Art » Mon Jun 09, 2008 9:54 pm

Kain Darkwind wrote:The Sword of Kas:

+6 unholy keen vorpal longsword that grants a +10 enhancement bonus to Strength. The Sword of Kas’s mental ability scores are Int 21, Wis 18, Cha 22. Its ego is 50. The wielder can use call lightning, chain lightning and unhallow at will. It can use blasphemy 3/day. It can use slay living 1/day. It deals vile damage.

Caster Level for the at will spells?
Crazy Art
d12
 
Posts: 404
Joined: Wed Apr 02, 2008 6:12 pm

Re: Alternate World Artifacts

Postby Custom_Hobby » Mon Jun 09, 2008 10:18 pm

Are the Shield of Prator & the Moaning Diamond in any 3.x books?
User avatar
Custom_Hobby
d8
 
Posts: 153
Joined: Thu Apr 10, 2008 9:14 pm
Location: NYC

Re: Alternate World Artifacts

Postby MythMage » Mon Jun 09, 2008 10:21 pm

Custom_Hobby wrote:Are the Shield of Prator & the Moaning Diamond in any 3.x books?

The DMG, both 3.5 and 3.0. And the SRD.
User avatar
MythMage
Why don't I have a custom title yet?
 
Posts: 3194
Joined: Tue Apr 01, 2008 8:05 pm
Location: Spelunking in Andomhain with the Planar Cartographic Society

Re: Alternate World Artifacts

Postby Custom_Hobby » Mon Jun 09, 2008 10:28 pm

Thanks, I see them now. I was just getting back into the game when they decided to move on to 4e.
User avatar
Custom_Hobby
d8
 
Posts: 153
Joined: Thu Apr 10, 2008 9:14 pm
Location: NYC

Re: Alternate World Artifacts

Postby Kain Darkwind » Mon Jun 09, 2008 10:53 pm

Crazy Art wrote:Caster Level for the at will spells?


26th or equal to the wielder's HD, which ever is better.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby Kain Darkwind » Tue Jun 10, 2008 6:25 am

Warduke's Helm (Major Artifact)

Warduke's Helm provides a +5 deflection and +5 natural armor bonus to AC and a +5 resistance bonus to saves. It provides spell resistance 32 and immunity to mind-affecting.

Both of the two lesser rubies in the helm's face plate allow a double strength death knell to be cast as a swift action, activated by the wearer's thought. While death knell is in effect, the ruby glows and cannot activate another death knell, thus allowing Warduke to have a maximum of two death knells in effect at any one time.

The large third ruby can store any spell up to 9th level, as a ring of spell storing. The spell can be cast as a swift action requiring only a thought. Warduke usually stores a word of recall, although for important or dangerous missions he has it replaced with limited wish instead.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 11:36 am

Despoiler of Flesh (Major Artifact)
This rod is made of humanoid tongues sewn together end to end. The animated tongues cause the rod to bend and curl of its own volition.
The rod is capable of reshaping the form of any creature to the whims of the wielder. This functions similarly to polymorph any object, save that it works only on living creatures. The forms bestowed need not be based in reality, but a ill conceived form can result in the death of the victim as it collapses on its own body. The rod must make a successful touch attack against the intended victim. A Fortitude save (DC 30) is allowed to resist the rod's reshaping effect.
The rod can also be used in combat as a Large +6 club. In addition to its regular damage, it deals 1d4 points of ability drain to every ability score on a successful hit. On a successful critical hit, the wielder may make an automatic reshaping attempt against the victim with a Fortitude DC 40.
Finally, the rod can also be used at a distance. As a standard action requiring a ranged touch attack with a max range of 150 ft., the rod can fire a bolt that deals 6d6 nonlethal damage and forces a Fortitude save (DC 25) against reshaping.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 11:39 am

The Ruby Rod (Major Artifact)

The rod functions as a +9 heavy mace of unholy and lawful power. It has a critical of x3 and affects those who are touch it against Asmodeus’ will as harm (Will save DC 50 for half, caster level 40th). Wielders may make use of each special ability 1/day.

Absorption: The Ruby Rod can be used as a rod of absorption, capable of absorbing up to 9 spell levels per round.

Armor of Malsheem: When this ability is activated (a full round action), the wielder’s damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the wielder does not possess one or more of these boons, he receives a DR of 9/ - , fast healing 9, and regeneration (good and silver) 9).

Bolt of Lightning: 180 foot long, 10 foot wide line; deals 30d6 points of corrupted, violated electricity damage (Reflex DC 50 for half). Failure on the save knocks a victim prone; furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet for every additional 10 points of damage taken. If this effect causes the victim to strike a solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they travel before striking. A victim must also make a Fortitude save DC 50 or become paralyzed for 9 rounds. Anyone taking any electrical damage from this attack becomes charged with static electricity for the next 9 rounds and deals 15d6 points of electricity damage whenever they come within 5 feet of or touch another being.

Cone of Frost: 90 foot long cone; deals 30d6 points of corrupted, violated cold damage (Reflex DC 50 for half). Those struck must also make a Fortitude save DC 50. On a successful save, victims are slowed for 9 rounds. On a failure, victims are stuck in place as though by hold monster for 9 rounds. If they fail the Fortitude save by 10 points or more, they are frozen into ice and rendered helpless for up to 9 days (a miracle or wish can thaw victims out). If they take 50 points of damage or more from any one attack while in this state, victims shatter into pieces and die.

Jet of Acid: 360 foot long, 5 foot wide line; deals 30d6 points of corrupted, violated acid damage (Reflex DC 50 for half). The acid eats away at the flesh, dealing 1d6 points of Constitution damage (Fortitude DC 50 for half) immediately and an additional 1d6 points at the beginning of each of the next nine rounds. A heal, miracle, or wish spell can stop the continuing Constitution damage. Resistance or immunity to acid is only effective against 1/2 of the Constitution damage.

Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from the Rod in a 90 foot radius. The area within 90 feet of the Rod is surrounded by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from affecting those without and vice versa, similar to the lesser layers of a prismatic wall. All save the wielder within the area are affected as if by disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect begins (caster level 80th, DC 68 where applicable). A nearly impenetrable shield is erected around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats within a 90 foot radius of the Rod.

The shield surrounding the wielder is immune to all forms of attack save those with the good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack against which it is vulnerable, the shield ignores the first 90 points of damage per round. Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of damage per spell level to the shield.

During the first round, the Rod’s wielder is purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations and death. In the second round, the wielder is healed to full hit points. By the third round, the wielder regains spells, spell-like abilities, and any other limited-use abilities innate to his nature (not granted by an item) as if he had rested for a day. Tyrant Triumphant will automatically activate once per day should its wielder perish.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby KingCrazyGenius » Thu Aug 14, 2008 11:44 am

So, you can either reshape via a DC 30 from a touch attack, a DC 40 from a critical hit from it as a weapon, or a DC 25 ranged touch attack? Alright.

As for the Ruby Rod, you may want to clarify that the absorption power is always available, rather than limited to one use per day like the other powers.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 11:52 am

KingCrazyGenius wrote:As for the Ruby Rod, you may want to clarify that the absorption power is always available, rather than limited to one use per day like the other powers.


I thought about that...but do I want to clarify that?
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby KingCrazyGenius » Thu Aug 14, 2008 11:57 am

I'll find a way to use it against you if you don't, despite the fact that there is literally no means by which to do so (I've already thought that far ahead).
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 1:09 pm

Mjölner (Major Artifact)

Mjölner is a Large adamantine +10 throwing and returning warhammer of collision and impact. It deals base damage of 4d10. Giants damaged by the hammer must make a Fortitude save (DC 35) or be struck dead.

Whirling the hammer around the wielder's head (a full round action) causes a blast of lightning to deal 10d10 electricity damage in a 100 ft. radius centered on the wielder. (Reflex 35 half) One round after, a blast of thunder deals 10d10 sonic damage in the same area. (Fortitude DC 35 half) Those who fail their save against the sonic damage are deafened. Those who fail both saves are stunned for 1 round.

The hammer deals 10d10 divine electricity and 10d10 divine sonic damage (no save) to any one who touches it. A Strength check (DC 35) is required to lift the hammer.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 1:30 pm

Gungnir (Major Artifact)

Gungnir is a +10 spear of distance and returning. When thrown, it strikes as a ranged touch attack. The spear can pierce through foes, striking all creatures in a line between it and its target. The attack roll is compared to each creature's touch armor class. Any miss by more than the creature's size and Dexterity modifiers stops the spear from striking more targets.

Gungnir's flight over a battlefield causes the field to be hallowed as per the spell. Those who worship the Aesir gain the benefits of greater heroism while on the hallowed ground.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby KingCrazyGenius » Thu Aug 14, 2008 1:46 pm

The hammer deals 10d10 divine electricity and 10d10 divine sonic damage (no save) to any one who touches it. A Strength check (DC 35) is required to lift the hammer.


How does this ability work precisely? Is this damage dealt with every attack, as well as every time someone picks it up? Does it deal the damage over and over again each round to the wielder?
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 1:57 pm

KingCrazyGenius wrote:
The hammer deals 10d10 divine electricity and 10d10 divine sonic damage (no save) to any one who touches it. A Strength check (DC 35) is required to lift the hammer.


How does this ability work precisely? Is this damage dealt with every attack, as well as every time someone picks it up? Does it deal the damage over and over again each round to the wielder?


If you pick it up. Every round. Doesn't deal the damage on a regular hit.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby KingCrazyGenius » Thu Aug 14, 2008 2:00 pm

So it actually does a better job killing the wielder than the wielder's enemies. I feel bad for Thor.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 2:02 pm

KingCrazyGenius wrote:So it actually does a better job killing the wielder than the wielder's enemies. I feel bad for Thor.


Hence the gauntlets.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby KingCrazyGenius » Thu Aug 14, 2008 2:04 pm

Which should be taking the damage themselves then.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Artifacts

Postby Evilmonkeygod » Thu Aug 14, 2008 2:46 pm

im going to guess Thor is immune to that damage.
my girlfriend's art page: http://www.myspace.com/artsygirl5621

"We'll get you anything, with that evil smile"
User avatar
Evilmonkeygod
d20
 
Posts: 1099
Joined: Tue Apr 01, 2008 10:21 pm
Location: Fortress of the Apocalypse

Re: Alternate World Artifacts

Postby KingCrazyGenius » Thu Aug 14, 2008 3:06 pm

Nothing is, or should be, immune to divine damage, and only a scarce few entities should be resistant to it.
If anyone needs me, I will be up here on my throne, being awesome!
User avatar
KingCrazyGenius
d65535
 
Posts: 8331
Joined: Tue Apr 01, 2008 7:28 pm
Location: Land of Cows and Metal

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 3:29 pm

Evilmonkeygod wrote:im going to guess Thor is immune to that damage.


No. Like KCG says, very little should be immune or resistant to divine damage.

The gauntlets absorb the damage. Technically, they turn electricity and sonic damage into healing, which has the net effect of no damage and no healing from the hammer.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby Evilmonkeygod » Thu Aug 14, 2008 4:51 pm

Can't Thor be immune to just this specific instance of divine damage, but vulnerable to all other kinds?
my girlfriend's art page: http://www.myspace.com/artsygirl5621

"We'll get you anything, with that evil smile"
User avatar
Evilmonkeygod
d20
 
Posts: 1099
Joined: Tue Apr 01, 2008 10:21 pm
Location: Fortress of the Apocalypse

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Aug 14, 2008 5:47 pm

Evilmonkeygod wrote:Can't Thor be immune to just this specific instance of divine damage, but vulnerable to all other kinds?



The entire point of not making him immune to the hammer's power is to emphasize that he needs the gauntlets to wield the hammer.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: Alternate World Artifacts

Postby Kain Darkwind » Thu Sep 04, 2008 5:21 pm

Gemstones of Pimaninicuit (Minor Artifacts)

These gemstones' abilities are activated through the Use Magic Device skill.

* Amber (DC 11): allows the user to walk on water as water walk. Concentration required.


* Cabochon garnet (DC 15): allows the user to detect magic in a 200 ft. radius.


* Chrysoberyl (DC 13): grants darkvision. Concentration required.


* Clear quartz (DC 15): Produces a clairaudiance/clairvoyance effect. Concentration required.


* Diamond (DC 11): Produces a light effect for 1 minute. Every 5 points by which the user exceeds the DC, the duration and radius is doubled.


* Emerald (DC 12): Produces a longstrider effect for 1 hour. Every 5 points by which the user exceeds the DC, the duration is doubled.


* Graphite (DC 13): creates a 100 ft. lightning bolt, dealing 2d6 electricity damage. Every 2 points by which the user exceeds the DC, the length of the line is increased by 10 ft. and the damage is increased by 1d6 electricity damage.


* Hematite (DC various): Can produce a number of effects.
-Cure (DC 12): heals 1d8+1 points of damage. Every 2 points by which the user exceeds the DC increases the healing by 1d8+1 points.

-Remove Disease/Poison (DC 15): Allows the inflicted character to make an immediate save against the effect with a +1 bonus. The user of the stone must save against the affliction or be infected as well, the user gains no save bonus. Every 5 points by which the user exceeds the DC, the save bonus is increased by +1.

-Possession (DC 18): The user's spirit takes command of the target's body. An opposed Charisma check is made every round, with the body's rightful spirit gaining a +4 competence bonus to the check. For every 5 points by which the user exceeds the DC, the user gains a +1 competence bonus to his opposed Charisma checks.


* Magnetite (DC 14): rockets toward metal objects as a ranged attack dealing 1d8 damage. Metal armor provides no armor bonus against this attack and increases the damage dealt by an amount equal to its normal armor bonus. For every 2 points by which the user exceeds the DC, the attack and damage is increased by +1.


* Malachite (DC 11): creates a jump effect.

-(DC 15): creates a levitate effect. Concentration required.

-(DC 19): creates a fly effect. Concentration required.


* Ruby (DC 13): creates a 10 ft. radius blast of fire dealing 2d6 fire damage, centered on the user. (Damages user also.) For every 2 points by which the user exceeds the DC, the radius is increased by 10 ft. and the damage is increased by 1d6.


* Serpentine (DC 10): grants the user fire resistance 5. For every 5 points by which the user exceeds the DC, the resistance is increased by 5.


* Sunstone (DC 13): Inflicts a -10 caster level (or -10 skill check penalty) on magic used in a 50 ft. radius. For every 5 points by which the user exceeds the DC, the penalty is increased by -5 and the radius is increased by 10 ft.


* Tiger's paw (DC 12): Turns the wielder's arm into a tiger's paw for 1 minute. (Enhances the wielder's natural attack by three steps, dealing lethal slashing damage.) For every 2 points by which the user exceeds the DC, the duration lasts another minute.

-(DC 19): Turns the wielder into a tiger or tiger hybrid for 10 minutes. (in tiger or hybrid form, the wielder gains +12 Str, +4 Dex, +6 Con. It adds any enhancement to its unarmed strike to the tiger's natural attacks and any enhancement to its speed to the tiger's speed.)
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet

Next

Return to Alternate World

Who is online

Users browsing this forum: No registered users and 1 guest