Zeful
2006-07-25, 11:55 PM
Okay I saw this thread (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1153846692 ) and I thought of the Deck of many things used in conjuction with my own artifact.
Warning: This is being made up as I write. It will most likely be unbalanced please don't point it out I know already.
Shadow gauntlet: Major artifact
This item appears to be a simple magic gauntlet. A DC 10 seach check reveals a small 3inch by three inch slot. This slot is only apparent when the glove is worn. An Identify spell (or similar effect) reveal it as a +1 gauntlet. When this gauntlet is within 100ft of a Deck of Many Things it begins to vibrate making a slight humming sound. The owner must make a DC25 will save after the first 24 hours of experiancing this noise or be compeled to find the nearest Deck of Many Things (deafness or magical silence does not negate the need for a saving throw). If a Deck is in your possesion you may draw and then place one card within the slot. Which card you place with in the gauntlet determines the addtional effect. You must draw the card from the deck in order to use it with the gauntlet. The Donjon and Void cards have no effect when used with the gauntlet. Only the Comet card alters the properties of your other weapons.
Balance: Deal 1d6 extra damage to any opponent who's alignment does not macth yours. Take 1d6 damage from any opponent who's alignment doesn't match yours.
Comet: Your melee attacks become ranged attacks with a 30ft range incriment and deal fire damage instead of there normal types. This effect extends to on additional melee attack of the users choice.
Euryale: Attack places Bane on target. CL5
The Fates: Once a month you may reroll an single melee damage roll with a +1 to damage
The Flames: Outsiders see you as enemies, and attack on sight.
The Fool: NPC's attitude starts at indifferent
Gem: Your attacks destroy inatimate objects.
Idiot: 1d6 permanate intelligence drain with each successful melee attack.
Jester: Your attacks deal non-leathal damage
Key: Once per day you may attack a locked baracade and it is subject to a knock spell.
Knight: You are immune to one attack/week
Moon: Able to cast shadow conjuration 1/day
Rogue: You take 2d6 extra damage when subject to a sneak attack.
Ruin: You attack destroys magic items. No magic item works within 100ft ofyou
Skull: You gain the death touch granted ability of the death domain once per month as a twentyith level cleric. If you destroy your opponent you take half of his Hp in damage.
Star: Your attack and damage rolls benefit from your highest ability modifier, instead of strength.
Sun: The guantlet becomes a +2 flaming burst spiked gauntlet of wounding. You lose one random magic item.
Talons: Your attack deals 4d6 slashing damage. You may use no other weapons besides the gauntlet.
Throne: You gain a +6 to charisma.
What'cha all think.
Warning: This is being made up as I write. It will most likely be unbalanced please don't point it out I know already.
Shadow gauntlet: Major artifact
This item appears to be a simple magic gauntlet. A DC 10 seach check reveals a small 3inch by three inch slot. This slot is only apparent when the glove is worn. An Identify spell (or similar effect) reveal it as a +1 gauntlet. When this gauntlet is within 100ft of a Deck of Many Things it begins to vibrate making a slight humming sound. The owner must make a DC25 will save after the first 24 hours of experiancing this noise or be compeled to find the nearest Deck of Many Things (deafness or magical silence does not negate the need for a saving throw). If a Deck is in your possesion you may draw and then place one card within the slot. Which card you place with in the gauntlet determines the addtional effect. You must draw the card from the deck in order to use it with the gauntlet. The Donjon and Void cards have no effect when used with the gauntlet. Only the Comet card alters the properties of your other weapons.
Balance: Deal 1d6 extra damage to any opponent who's alignment does not macth yours. Take 1d6 damage from any opponent who's alignment doesn't match yours.
Comet: Your melee attacks become ranged attacks with a 30ft range incriment and deal fire damage instead of there normal types. This effect extends to on additional melee attack of the users choice.
Euryale: Attack places Bane on target. CL5
The Fates: Once a month you may reroll an single melee damage roll with a +1 to damage
The Flames: Outsiders see you as enemies, and attack on sight.
The Fool: NPC's attitude starts at indifferent
Gem: Your attacks destroy inatimate objects.
Idiot: 1d6 permanate intelligence drain with each successful melee attack.
Jester: Your attacks deal non-leathal damage
Key: Once per day you may attack a locked baracade and it is subject to a knock spell.
Knight: You are immune to one attack/week
Moon: Able to cast shadow conjuration 1/day
Rogue: You take 2d6 extra damage when subject to a sneak attack.
Ruin: You attack destroys magic items. No magic item works within 100ft ofyou
Skull: You gain the death touch granted ability of the death domain once per month as a twentyith level cleric. If you destroy your opponent you take half of his Hp in damage.
Star: Your attack and damage rolls benefit from your highest ability modifier, instead of strength.
Sun: The guantlet becomes a +2 flaming burst spiked gauntlet of wounding. You lose one random magic item.
Talons: Your attack deals 4d6 slashing damage. You may use no other weapons besides the gauntlet.
Throne: You gain a +6 to charisma.
What'cha all think.