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AlanBruce
2012-06-04, 03:08 AM
Greetings, I have been toying with an idea for a campaign to be ran in the following weeks. The central plot is that an ancient armor crafted from the 6 Energy Planes was, for reasons lost to time, split into 6 parts and scattered across the Material Plane. In time, these parts gained sentience and new forms, along with an utter loss of memory as to who they were. So far the following ideas have been brainstormed. Bear in mind that each part, corresponding to a piece of the armor represents the pure essence of the Energy Plane it was crafted in.

1. Negative Energy (left gauntlet): a human child with pasty skin and black hair. He was found a few hundred years ago by a tribe of stone giants who lived in a sunken valley of petrified trees. The giants used to trade with nearby villages, yet for the last 50 years, the giants have stopped coming from the valley and reports of hauntings in the area around the valley have become more numerous.

2. Positive Energy (right gauntlet): a once run down hamlet is now thriving since the appearance of "the goddess", an elven female who has taken a liking with the people in the hamlet and has brought forth bounty by making the lands grow fertile and increasing the life spans and vitality of the villagers. Rumors say that no one has died since the goddess moved in.

3. Fire (chest): A hobgoblin from an unknown tribe has amassed an army of humanoids and giants. It is said he rose to power and warlord status by burning an entire city to the ground with but the wave of his blade. The army is growing steadily in number, more out of fear than anything else (since the hobgoblin recruits from would be victims).

That's all I have so far. If anyone can help me with ideas as to effects or more fluff for the pieces I have written or the other 3, I would be most grateful.

Thanks in advance.

AlanBruce
2012-06-04, 08:09 PM
No one out there? I would appreciate your input very much. Thank you.

Fouredged Sword
2012-06-04, 08:21 PM
Water - leggings - A vicious sahuagin has been raiding the coastal shipping. The currents of the sea seem to pull his prey directly to his raiders.

Earth - Boots - A dwarven king has risen from out of the bottom of the mines. All the dwarves follow him without question and he has told them it is time for the mountains to move and to destroy their traditional foes.

Air - Helm - A halfling trickster has been bothering the market square, stealing things and taunting the guards. This would be less troubling if every city and town on the continent didn't have a problem with a halfling matching the exact description.

AlanBruce
2012-06-04, 08:29 PM
Water - leggings - A vicious sahuagin has been raiding the coastal shipping. The currents of the sea seem to pull his prey directly to his raiders.

Earth - Boots - A dwarven king has risen from out of the bottom of the mines. All the dwarves follow him without question and he has told them it is time for the mountains to move and to destroy their traditional foes.

Air - Helm - A halfling trickster has been bothering the market square, stealing things and taunting the guards. This would be less troubling if every city and town on the continent didn't have a problem with a halfling matching the exact description.

Thank you so much, Fouredged Sword! Love the idea of sending the party to different environments and dealing with a bunch of skills (the dwarves king and a bunch of diplomacy/bluffs come to mind). I had intended to make this a high level campaign, given what they would be dealing with. Maybe start at level 10?

Downysole
2012-06-05, 08:05 AM
This sounds a lot like the game DnD Heroes for the Xbox where you have to go through a cold environment, a hot environment, a jungle, and so on. I loved those games.

Make sure that your party (through your friendly neighborhood bard) is aware of the nature of the pieces of the artifact so that you avoid a blaster going with only one element or some other player taking a similar tack that will make him useless for 1/6 of the campaign.

From a logistics perspective, it makes sense for you to start planning out your adventures now and statting up the parts of the artifact, including any bad guys trying to control the pieces. I would recommend that you figure out the order in which you want to expose the characters to the next pieces and then leave a clue as to where they may find the next one upon completion of the last.

So if they go to positive energy first and convince the lady to take part in the arcane ritual that will revert her to her original form, get the gauntlet (and put it on the healer), the person who wears it has a vision of the other gauntlet ripping the souls from the stone giants and sucking them in...

Or maybe each piece has an affinity one of the other pieces of the set and has started looking for that piece without knowing. So, word has traveled from far abroad of the sickly child and the eleven lady is drawn to go to him and heal him. She has gathered information about the events surrounding him and has all the information laid out in her home.

AlanBruce
2012-06-05, 02:37 PM
This sounds a lot like the game DnD Heroes for the Xbox where you have to go through a cold environment, a hot environment, a jungle, and so on. I loved those games.

Make sure that your party (through your friendly neighborhood bard) is aware of the nature of the pieces of the artifact so that you avoid a blaster going with only one element or some other player taking a similar tack that will make him useless for 1/6 of the campaign.

From a logistics perspective, it makes sense for you to start planning out your adventures now and statting up the parts of the artifact, including any bad guys trying to control the pieces. I would recommend that you figure out the order in which you want to expose the characters to the next pieces and then leave a clue as to where they may find the next one upon completion of the last.

So if they go to positive energy first and convince the lady to take part in the arcane ritual that will revert her to her original form, get the gauntlet (and put it on the healer), the person who wears it has a vision of the other gauntlet ripping the souls from the stone giants and sucking them in...

Or maybe each piece has an affinity one of the other pieces of the set and has started looking for that piece without knowing. So, word has traveled from far abroad of the sickly child and the eleven lady is drawn to go to him and heal him. She has gathered information about the events surrounding him and has all the information laid out in her home.

Thank you, Downysole for the feedback! Yes, I have written down some of the antagonists for the campaign down, mind you that some are extremely overpowered for the current level that the PCs will be, but are not intended to have any direct interference with the party (until later levels, at least). The idea is that an elderly caster (have yet to determine what kind), has grown extremely old and will not accept Lichdom as an alternative to perpetuating his life. As such, he has his most trusted friend, build him a "medical ward" of sorts in the Astral Plane. The elderly man has researched about the ancient armor and believes the tale to be true. More so, he believes that donning the full set will recover his youth and vitality. His best friend, who happens to be the leader of an unusual band of mercenaries agrees to hunt down the pieces for free, as an old debt to his old friend. The mercenary make-up is as follows:

1. Grey elf wizard 15/archmage5
2. Half Stone Golem Nycaloth warblade 5
3. Nymph Rog9/Bard6
4. Dryad Rog6/Assn3
5. Aranea Clr12

Granted, some of the NPCs listed above would pose too much of a threat for a 10th level party, but these guys are planned to be recurrent (although if one dies, so be it). Yet another reason why they I´ll try and use them sparingly, apearing only at critical moments when the party is about to locate a piece of the armor or vice versa.

I do like the "elemental attune" factor between pieces, I may have to incorporate it, particularly between oppsoing energies (that is, once the piece has been worn, convinced to speak to the party, or otherwise). I had planned a quest for the party to find a scroll with the ritual that could transform the pieces back into armor sets. Naturally, this would be an adventure all on its own and would be a race against the party mentioned above.

As to the stats for each piece.. Well, they are greater artifacts. I have read the power of these in the DMG, and used that as a base to work with. Here is a proposed idea for the Positive Energy piece, the right gauntlet:

- Regeneration 20/negative energy

- CLW at will, CL 20

- CMW every 2 hours, CL 20

- CCW every 6 hours, CL 20

- Superb Healing: As Mass Heal, but empowered and within a 1 mile radius, usable 1/day. The effects of this power are such that the wielder of the gauntlet must make a DC 15 Fortitude save or die. Success means he's unconscious for 24 hours, CL 20

- Consecrate, Bless, Produce Food & Water at will, CL 20

- Immunity to Energy Drain, Ability Drain & Damage, and poison

- Heroe's Feast, 1/day

- Superb Resurrection: as True Resurrection, but affects any number of creatures within a 100 foot radius except constructs, usable 1/week. Wearer must succeed at a Fortitude DC 20 or die. Success renders him unconscious for 1 week.

- Turn Undead as a 20th level Cleric with Charisma score of 30. This increase in Charisma provides further turn attempts for clerics, but does not synergize with DMM related feats. If the wearer has access to DMM feats, calculate his Charisma before wearing the artifact when determining use of his DMM spells.

- Positive Burst: if the gauntlet is worn for more than 1 week without the other pieces, the wearer will burst in a flash of radiance unless they succeed at a Fortitude save DC 30, becoming the essence of the Positive Energy Plane and healing everyone within 60ft. of a number of hit points equal to the wearer's full normal HP. This utterly destroys the wearer and leaves the gauntlet behind.

-Attune: The gauntlet can be worn and have its powers used as described above, however, if removed before the whole week is through, the gauntlet will refuse to be worn again for another 2 weeks, choosing either the same wearer or someone else.

- Planar Trait: Should the artifact remain in a single location for a period of over a year, the area within 1 mile acquires a minor positive dominant trait that remains in place while the artifact is present and for 1 year after it has been removed from said location.

- Anchored: Through an ancient decree by the higher powers, the artifacts may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the wearer leaves the artifact behind.


I also took the time to stat the embodiment representing the right gauntlet. As always, any and all critique is welcome. If you are planning to play this campaign on PbP, please do not open the spoiler.

As you make yourself the top of the hill, you can't help feeling a tremendous sense of calm around you. Animals have gathered around the elven maiden wrapped in a white silk gown with an embroidered unicorn motif, in awe and serenity. The sun sets on the horizon, crowning the lady's blonde hair with its golden rays. Your legs shake as you feel the urge to kneel before this image of utter purity and divine essence. Somehow, you can't stop noticing her deep blue eyes looking down with a longing of ages past, as she plays a soothing yet melancholic tune with her lute.

http://i140.photobucket.com/albums/r36/AlanBruce/Arrallae.jpg



Arrallae, female elf cleric 13
Medium humanoid (elf, embodiment)
Hit Dice: 13d8+ 52 (156 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 30 (+7 Dex, +10 deflection, +3 armor +3 bracers of armor ), touch 27 , flat-footed 23
Base Attack/Grapple: +9/+11
Attack: +12 +3 ghost touch holy longsword (1d8+5/19–20) or +18 Oathbow (1d8 +4/x3)
Full Attack: +12/+7 +3 ghost touch holy longsword (1d8+5/19–20) or +18/+13 Oathbow (1d8 +4/x3)
Space/Reach: 5 ft./5 ft. (with longsword)
Special Attacks: Positive Suffusion, spells, spell-like abilities, gaze of the goddess, Turn Undead
Special Qualities: Anchored, Damage reduction 15/-, darkvision 60 ft., fast healing 10, immunity to poison, ability damage and drain and energy drain resistance to acid 10 and cold 10, spell resistance 25, telepathy 100 ft., Supreme Healer, Divine Grace and Health, Ritualistic Rebirth
Saves: Fort +22, Ref +21, Will +27
Abilities: Str 14, Dex 25, Con 18, Int 15, Wis 28, Cha 30
Skills: Concentration + 24, Knowledge (Religion) +20, Knowledge (History) +10, Spellcraft +10, Diplomacy +14, Heal (see below)
Feats: Nimbus of Light (B), Consecrate Spell, Persist Spell, Domain Spontaneity (Sun), Domain Spontaneity (Purification), DMM (Persist Spell)
Environment: The Prime Material
Organization: Solitary or with followers (1-100 commoners)
Challenge Rating: 15
Alignment: Neutral Good
Possessions: Oathbow, +3 Ghost Touch Holy longsword, Bracers of armor +3, Quiver of Elhonna, Pearl of Power (1st), Quaal's Feather Token (swan boat), 150gp

Arrallae was found many years ago by a pair of trappers in the outskirts of a hamlet shy of a few miles outside of the province of Justcrown. When the trappers found her, she was asleep, surrounded by a bed of blooming flowers and animals of all types, resting beside her, some even keeping watch. One of the trappers got greedy, and, seizing the opportunity, knocked his bow ready to make an easy kill on one of the wlves. Suddenly, Arrallae opened her eyes, looked at both trappers and stood up. The hunters immediately fell to their knees, shedding tears for what they had been thinking to do. It was then that the two humans realized they were in the presence of no ordinary elf, but of something beyond mortal understanding, something divine. Humbly, the trappers invited the lady to their hamlet, run down as it was. As Arrallae walked through the dirt roads that made the streets of the town, she noticed the famine in the children and the withered crops beside each house. Having taken a liking to the people, Arrallae called forth that night an amazing feast for everyone. Wine, bread, fowl, pork, cakes, and pies. Never had the people of this town eaten so well in such a fanciful way! The next morning, the townsfolk saw their crops had borne fruit, and the grass had gone greener. They sent out the two trappers to find the maiden and sure enough, they found her in the same thicket of flowers, surrounded by her animal friends. The trappers begged Arrallae to return, claiming their hamlet needed her divine assistance. After much thought, the elven maiden decided to return with them, if only because of the children in town, which she had grown so fond of and because she did not wish to see her forest friends killed by trappers. Upon arrival, the entire town had gathered at the gates to meet the "goddess", as they now called her and made great merriment in her honor. Throughout the years, Arrallae has seen many generations come and go in this town, which now has grown from a run down hamlet to a well-sized town, carefully keeping itself away from the outside world, however. She has seen small pilgrimages to her town, now named Swan's Rest, in her honor. Although she denies divinity and would not have people woship her as such, a small congregation has formed around her. The local bards have even written tomes about her origins. Arrallae allows this to happen as long as it does not devolve into zealotry and she can help as many as she can in her beloved Swan's Rest. Yet many nights, when she sleeps in her temple, the locals have heard her wake up in the middle of the night, yelling in a strange language, as if nightmares of a life long gone still haunted her.

Languages Known: Elven, Common, Celestial, Dwarven, Draconic

Spells: Arrallae casts spells as a 13th level cleric with access to the Purification and Sun Domain

Spells/day: 6/9/8/7/7/6/4/3, DCs for her spells are 19 + spell level.

Sun Domain: Once per day, perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Purification Domain: Cast abjuration spells at +1 caster level.

Typical Spells prepared:

0: Detect Magic, Purify Food & Drink, Read Magic, Resistance, Virtue, Detect
Poison

1st: Nimbus of Light, Shield of Faith, Remove Fear, Light of Lunia, Vision of
Glory, Sanctuary, Lesser Vigor, Omen of Peril, Blessed Aim

2nd: Deific Vengeance, Consecrate, Gentle Repose, Shield Other, Zone of
Truth, Light of Mercuria, Eagle´s Splendor, Protection from Negative
Energy

3rd: Searing Light, Magic Circle vs. Evil, Light of Venya, Remove Curse,
Remove Disease, Mass Conviction, Demon Dirge

4th: Castigate, Death Ward, Spell Immunity, Positive Energy Aura, Assay
Spell Resistance, Shadowblast, Summon Hound Archon

5th: Flamestrike, Hallow, True Seeing, Incorporeal Nova, Atonement,
Summon Bralani Eladrin

6th: Fires of Purity, Greater Dispel Magic, Undeath to Death, Visage of
the Deity

7th: Sunbeam, Restoration, Summon Monster VII



SLA: At will: Calm Emotions (DC 26), Detect Evil. 3 times/day: True Resurrection, Hero's Feast CL 20

Turn Undead 13 times/day as a 20th level cleric.

- Supreme Healer (Ex): Arrallae may convert any spell she has prepared into a Heal spell rather than a "cure spell" equivalent in level. She always succeeds in Heal checks when applying the skill.

- Gaze of the Goddess (Su): As a standard action, Arrallae may cast her judging gaze upon those who have committed vile acts. Treat this as a cone attack with a 60ft. range affecting all targets within the area. Creatures subject to this effect must save vs. Will DC 26 or feel extreme guilt at their actions past and present, dropping or sheathing their weapon (if appropriate) and kneeling in abject fervor and shame. The effect is immediately broken if the target is attacked, otherwise it persists for 24 hours. This ability is usually followed by her Calm Emotions SLA to resolve any conflicts. Should the target succeed at the save, they may not be affected again for 24 hours. This is a mind affecting effect and is Charisma based.

- Positive Suffusion (Su): In cases when someone has truly angered Arallae, the goddess may inject upon the offender the entirety of the Positive Plane into his body in one massive jolt. By making a melee touch attack, Arrallae places her hands around the targets face and looks deeply into his eyes. At this point, the targeted creature must make a Fortitude save DC 30 or explode in a blast of pure white light that heals everyone in a 30ft. radius of the creatures total hitpoints. Success leaves the target unconscious from the energy overflow for 24 hrs. This ability is usable 1/day. The ability is Charisma based and includes a +4 divine bonus.

- Divine Grace and Health: Arrallae applies her Charisma bonus as a deflection bonus to AC and a divine bonus to saves. Arrallae also produces a Hallow effect that spreads 1 mile around her if she has been stationary in an area for 1 year or more. She also gets max hp/hd.

- Ritualistic Rebirth: Killing Arrallae is impossible. PCs may reduce its HP total and "kill it", watching the embodiment regress to its armor form. However, unless the ritual has been cast on the artifact, this one will reform back into the embodiment it was in 1d10 days should it remain unworn. Should anyone be wearing the piece and use any of its powers or be recipient to positive energy from an outside source, the embodiment will immediately attempt to regress. The wearer must make a Will DC 25 or have the embodiment take over, transforming the new body into the embodiment´s former self (this replaces the creature´s abilities, stats, etc. It effectively becomes a new character). Should the creature succeed at their saving throw, the armor piece expels itself from the body of the wearer, and may choose to reform on site or flee and reform elsewhere. Should the wearer die while wearing the artifact, the embodiment takes over the wearer´s body immediately, assuming their former self back. If the wearer has more than one armor piece worn that has not been subject to the ritual and the above conditions are met, only one embodiment takes over the wearer's body, chosen randomly by the DM, leaving the other embodiments released to act as they so choose, be it staying in place and enacting revenge on those who "killed" them, or fleeing immediately. Note that none of these risks are present if the ritual is performed, which renders the embodiment in its armor form permanently.

- Anchored: Through an ancient decree by the higher powers, the embodiments may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the embodiment fails.

As you can probably see, this NPC is far from finished. If anyone has any ideas or suggestions, I would be most grateful.



This is the early stages of writing for the first piece. I am certain many balance issues must be addressed. I hope you guys like it and can provide further imput. Thank you again.

rweird
2012-06-05, 06:55 PM
Superb Resurrection: as True Resurrection, but affects any number of creatures within a 1 mile radius except constructs, usable 1/week



- Positive Burst: if the gauntlet is worn for more than 1 week without the other pieces, the wearer will burst in a flash of radiance unless they succeed at a Fortitude save DC 30, becoming the essence of the Positive Energy Plane and healing everyone within 60ft. of a number of hit points equal to the wearer's full normal HP. This utterly destroys the wearer and leaves the gauntlet behind.

I assume the former cannot save someone from the later. The Former still is very very powerful, If your world has any ancient heroes, make sure they've been dead for 200+ years or died from old age, or else they'll find them and have them save the world again. I hope you realize the power this would have, If a general gets a hold of it, he could have his army be entirely destroyed save him, bring them all back (If willing) and crush there foes. You could empty 200 years of dead people from a crypt, and people would rally to your banner because if they die, you can bring them back. If any member of a court knows of this, there will be nations going after it.

Also,
Regeneration 20

Regeneration 20/what? Negative Energy? Fire? Acid? Cold Iron? Evil? multiple of them?

Invader
2012-06-05, 07:53 PM
I like the story and all the fluff but are you planning on giving the set to one of your PC's to use? I'd be wary of giving a player that kind of power and I'd say its safe to say the resurrection power is really crazy for any mortal to have.

deuxhero
2012-06-05, 07:59 PM
I'd change positive, as the positive energy plane (which the artifact is from and represents) can and does kill things.

Fouredged Sword
2012-06-05, 08:13 PM
First off let the artifact do cool stuff, but not that cool.

These things are not ment for mortal hands and show it.

CLW at will CL 20 (1d8+5 hp healed) fine
CMW every x hours - also fine
Heal once per day - No crazy AOE healing just yet.

Now the effects to powerful for mortal use

Mass empowered heal - exactly as a empowered mass heal spell. User makes DC 15 fort save or dies. On a successful save the user passes out for 24 hours.

True Resurrection - The user can pull one person back from the dead. DC 20 fort save vs death. On a successful save the user passes out for 1 week.

Ascend the mortal coil - The user may restore full hp to everyone in sight, and restores all negative levels, ability damage, drain, cures all poisons, breaks all curses, and otherwise restores all to perfect health. To do this the user becomes one with the positive energy plane, dissolving into it after the effect is over. No resurrection will work as the soul is destroyed.

AlanBruce
2012-06-05, 10:53 PM
Thank you so much for the responses. Indeed, the writing for the artifact as intended is still in its very early stages.

Regarding regeneration, it should read as 20/negative energy.

The mass resurrection is indeed too powerful, considering the radius. I may have to reduce that in order to prevent accidental raisings (on the other hand, that could open up to interesting hooks...)

A creature that fails the save and bursts up in positive energy cannot be brought back. I like the idea of the additional save suggested when using the more powerful abilities.

I had overlooked defense against negative energy effects like drain, damage, enervation, poison, etc. I will have to add those in, since it makes sense for the artifact to do that.

The artifact is indeed not intended for use by the PCs, since it is a plot device. The possibility exists that it may land on their hands. And if so, it will be used, most definitely. However, the artifact is sentient (maybe even more so than the wielder at the time). Also, there is a faction that is going after the artifacts as well, not to mention the artifact itself, which may not even want to acquiesce with the PC's demands. I may have to stress in game, that these powers were not meant for mortals to use. Naturally, I expect PCs to use them afterwards. I do rely, however, on player wisdom regarding meddling with forces outside their comprehension, especially if one of the party members explodes in a flash of sunlight.

Thank you again for your amazing input.

Invader
2012-06-05, 11:04 PM
I like the idea of the artifacts being living people. How are you handling them turning back into the artifacts? What if they don't want to revert, do you just automatically change if they're killed?

AlanBruce
2012-06-05, 11:33 PM
I like the idea of the artifacts being living people. How are you handling them turning back into the artifacts? What if they don't want to revert, do you just automatically change if they're killed?

The artifacts have no idea they are artifacts. Sure, some are aware they can use powers beyond what normal people can, but never even imagine their origin. Regarding reverting them to their original forms, there will be a ritual, written on a scroll, that must be performed in order for the artifact to revert to its original form. Upon further consideration, I decided to make all the artifact pieces living creatures, to go along with the theme.

Regarding whether they want to change back or not, well... that's the tricky part. The PCs may have the ritual to transform them back, but how do you convince someone they aren't what they are? That they are something vastly different and, worse still, must change back for the protection of a world they don't even know is out there (be aware that many of the artifacts live in secluded areas, and have been since their "crashing" on the material plane). That last part is what I leave the players to figure out.

Made some changes for the artifact as per the suggestions thrown here. Thank you very much!

Invader
2012-06-06, 10:22 AM
The updated abilities look a lot better. Still really powerful but it's a lot harder to abuse them.

AlanBruce
2012-06-06, 04:52 PM
Thank you for the suggestions Hopefully the artifacts will be "balanced" in a way that should deter PCs from using/abusing them.

Here is my try at the Negative Energy piece, the left gauntlet:

- Regeneration 20/positive energy

- Cause Light Wounds at will, CL 20

- CMW every 2 hours, CL 20

- CCW every 6 hours, CL 20

- Unbearable Harm: As Mass Harm, but empowered and within 1 mile radius. Usable 1/day. The pull from the Negative Energy Plane on the wearer is such that he must succeed at a DC 15 Fortitude save or acquire the Wight template (PC becomes an NPC). Success renders the subject harmed from positive energy effects (such as Cure spells) for 24 hours. In this particular case, immunities (see below) do not apply.

- Desecrate, Bane, Unhallow, Summon Undead II at will, CL 20

- Immune to sleep, polymorph, and any effect requiring a Fortitude save (except those that affect objects)

- Etherealness 1/day, CL 20 (this being the only exception to the Anchored trait)

- Ghost Touch: All weapons wielded by the wearer apply the Ghost Touch ability.

- Soul Absorption: Mass Trap the Soul to any living creatures within 100ft. Subjects must roll a Will save DC 30 to resist the effect. Those who fail their saves have their souls sucked into the gauntlet (which acts as the gem in the spell's description, but with no limit of souls to hold) and their bodies reanimate immediately with the gravetouched ghoul template under the control of the wearer. This ability enacts a terrible price on the wielder of the gauntlet. If he fails a DC 25 Fortitude save, the wearer becomes a Nightwalker (effectively becoming an NPC). Success means the subject is unable to benefit from positive energy (such as Cure spells) for 1 week. This ability is usable 1/week. Immunities do not protect the wearer from this effect.

- Rebuke or Command Undead as a 20th level cleric with Charisma score of 30. This increase in Charisma provides further turn attempts for clerics, but does not synergize with DMM related feats. If the wearer has access to DMM feats, calculate his Charisma before wearing the artifact when determining use of his DMM spells.

- Negative Burst: if the gauntlet is worn for more than 1 week without the other pieces, the wearer will wither into lumps of blackened skin, rising from the ashes as a Greater Wraith (becoming an NPC in the process) unless they succeed at a Fortitude save DC 30, becoming the essence of the Negative Energy Plane and damaging everyone within 60ft. of a number of hit points equal to the wearer's full normal HP. If the damage would be enough to take down someone to 0 HP, they die and rise as regular wraiths This utterly destroys the wearer and leaves the gauntlet behind. Immunities mentioned above do not grant protection to this save.

-Attune: The gauntlet can be worn and have its powers used as described above, however, if removed before the whole week is through, the gauntlet will refuse to be worn again for another 2 weeks, choosing either the same wearer or someone else.

- Planar Trait: Should the artifact remain in a single location for a period of over a year, the area within 1 mile acquires a minor negative dominant trait that remains in place while the artifact is present and for 1 year after it has been removed from said location.

- Anchored: Through an ancient decree by the higher powers, the artifacts may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the wearer leaves the artifact behind.


As written above, I present the second embodiment for the Negative Energy piece. As always, any comments, ideas, and critiques are more than welcome.

You round the corner of the rocky vale. The mists have been growing thicker as you have traversed the winding path. All of a sudden, a shriek a few feet away calls you and your comrades to arms. Lighting a torch through the fog, you see two stone giants with rotten flesh and a malicious glare. They are both holding a female stone giant in a choke hold. The giantess´look of horror intensifies as a small figure, a mere youth clad in grey, tattered robes and black, unkept hair floats up to her and places his hand upon her forehead. An intense chill fills the area as black waves of energy wash through the enormous humanoid. The cries of agony diminish and her two captors release her, dropping the lifeless body to the ground. A few seconds later, the body stirs and slowly picks itself up, bearing a pale complexion and a feral look, much like her brethren beside her. The youth turns around in mid air facing you with a smile on his face. As his hands begin to crackle with dark energy he cheerfully greets you, "Welcome to the family!"

Palindurias, male humanDread Necromancer 8/ Dread Witch 5 /Master of Shrouds 1
Medium humanoid (human, embodiment)
Hit Dice: 228
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 41 (+9 Dex, +12 deflection, 10 +5 Ghostward Mithril Breastplate, +1 amulet of natural armor +1), touch 41 , flat-footed 32
Base Attack/Grapple: +6/+10
Attack: +15 +5 unholy burst battleaxe (1d8+9 +2d6/x3)
Full Attack: +15/+10 +5 unholy burst battleaxe (1d8+9 +2d6/x3)
Space/Reach: 5 ft./5 ft. (with rod)
Special Attacks: Negative Infusion,Negative Energy Burst 2/day, spells, spell-like abilities, Soul Syphon, Command or Rebuke Undead, Charnel Touch, Scabrous Touch, Fear Aura, Fearful Empowerment 2/day, Horrific Aura, Reflective Fear
Special Qualities: Anchored, Damage reduction 15/- and DR 4/bludgeoning and magic, Lich Body 4, darkvision 60 ft., fast healing 10, Advanced Learning (2 spells), immunity to poison, ability damage and drain and energy drain cold and electricity immunity, spell resistance 25, Undead Mastery, Denial of Eternal Rest, Tomb's Caress, Master of Terror, Absorb Fear, Greater Master of Terror, Ritualistic Rebirth
Saves: Fort +33, Ref +28, Will +37
Abilities: Str 18, Dex 29, Con 32, Int 18, Wis 24, Cha 34
Skills:Bluff +28 Concentration + 28, Knowledge (Arcana) +17, Spellcraft +21, Intimidate +36
Feats: DMM (Quicken Spell), Quicken Spell, DMM (Enervate Spell), Enervate Spell DMM (Fell Drain), Fell Drain, Corpse Crafter (B), Destruction Retribution (B), Spell Focus (Necromancy), Augment Summoning, Deadly Chill, Harden Flesh, Extra Rebuking, Unnatural Will
Environment: The Prime Material
Organization: Solitary or with followers (2-20 undead of varying types, see below)
Challenge Rating: 16
Alignment: Chaotic Evil
Possessions: Ioun Stone (Pale Lavender, Pink/Green, Orange), Cloak of Resistance +5, Amulet of Health +6, Necklace of Fireballs VII, +5 Ghostward Mithril Breastplate, +1 amulet of natural armor, Anklet of Translocation, +5 unholy burst battleaxe
Languages Known: Common, Draconic, Giant, Elven, Abyssal

The stone giants stood high as mountains around the crater. The crash had awoken them from their caves in Jottun's Foot, a small vale south of Giantshield Mountain. In the middle lay Palindurias, clad in tattered robes and black hair. Normally, the stern and stoic giants would have taken the child away, some of the more violent ones might have eaten him, even. However, one giantess took a liking to the young sorcerer- and who wouldn't, the child had fell from the sky and had a most charming otherworldly look. Some of the giants refused, but the giantess stood firm by her decision. Cradling a drowsy eyed Palindurias in her grey arms, she took him into her cave and made a nest for him among the rocks.

As the days and weeks rode by, Palindurias adjusted rather well to his new home. That isn't to say the rest of the tribe took him in so well. For one, his "mother" had become somewhat of a recluse, only showing up at dusk for tribal gatherings and never eating or drinking. Moreover, the soil had withered, and many giants were behaving erratically. One had to be sustained by 3 of his kind after savagely attacking a halfling caravan that used to trade with them. Superstitious as they were, the giants assembled with their tribal shaman to divine what was the source of misfortune- In the middle of the night, the shaman pointed towards Palindurias' cave. The remaining tribe members marched towards the cave, demanding the boy to step outside. In the cave, Palindurias sat against the cave's wall. Tears coming down his pale cheeks as the cries and demands of the giants became louder and more hostile. All he wanted was a family, like his mother, to love him.

It was told that a passing caravan through Jottun's Foot heard the sounds of what appeared to be a slaughterhouse. Giants cried in sheer anguish and terror at some unseen force that ripped them apart, body and soul, It is said the cries lasted throughout the night.

Today, that area in the Giantshield Mountain is known as Ankor Grimaz, the Barren Domain. Fog perpetually shrouds the vale, and hulking figures are said to be seen lumbering through its mists if one dares to peer close enough.

As for Palindurias, he has never felt more at home than now.

B]SLA:[/B] At will- Blindness/Deafness (DC 25), Spectral Hand
3/day- Create Greater Undead, Wail of the Banshee (DC 32), Slay Living (DC 28), the spells are charisma based.


Spells: Palindurias casts spells as a 13th level Dread Necromancer, he favors spells from the Necromancy school. DC's for spells are 21+ spell level, except for Necromancy DC's which are 22 + spell level.


spells/day: 9/9/9/8/7/5

Spell List:

1st: Bane, Bestow Wound, Detect Magic, Doom, Ray of Enfeeblement, Cause Fear x2, Summon Undead I x2

2nd: Summon Swarm x2, Darkness, Ghoul Touch, Scare, Inflict Moderate Wounds x3, Death Knell

3rd: Inflict Serious Wounds x3, Ray of Exhaustion, Crushing Despair, Summon Undead III x4

4th: Wrack, Wither Limb, Enervation, Phantasmal Killer x2, Evard's Black Tentacles, Bestow Curse x2

5th: Cloud Kill, Greater Dispel Magic x2, Magic Jar, Summon Undead V, Insect Plague x2

6th: Geas/Quest, Acid Fog x2, Waves of Exhaustion, Mass Inflict Moderate Wounds,

Charnel Touch: At will, Palindurias may use a touch attack (10 to the attack) and deliver 1d8 +2 points of damage to living creatures.

Negative Energy Burst: Twice per day, Palindurias may emit a pulse of negative energy in a 5ft. radius. This causes 14d4 points of negative energy to all living creatures, healing undead of the same amount. A will save DC 28 halves the damage.

Fearful Empowerment: Any spell cast by Palindurias with a visual effect may leave opponents shaken as well. Targets must roll a Will save DC 28 or be shaken for 1d4 rounds in addition to the regular spell's effect.

Horrific Aura: Palindurias may enact sheer terror from any creatures of 6HD or less within 10ft. Unless they pass a Will save DC 28 or become shaken as long as they remain in the area. Additionally, 11 times/day, Palindurias may use a touch attack (+10 to the attack) on a target, regardless of HD. Targets must succeed at a Will save DC 28 or be panicked for 1d4+1 rounds.


- Soul Syphoning (Su): Palindurias may suck in the souls of living creatures with an action as simple as sucking in air to one's lungs. The effect extends to a cone 60ft. wide. Creatures caught in the are must make a Fortitude DC 28 or have their souls sucked right out of their bodies and instantly slain. Success leaves the targets immune against the syphoning effect for 24 hours. This ability is usable 3/day as a standard action. The DC is charisma based.

- Palindurias may Command or Rebuke Undead as a 20th level cleric 18 times/day.

- Denial of Eternal Rest (Ex): Palindurias carries the essence of the Negative Energy Plane within, As such, he may choose to apply any of the following templates to his victims upon death: Wight, Zombie, Skeleton, Umbral, Vampire, or Necropolitan. He may also choose to immediately apply the Evolved Undead template. This ability is usable 1/day to a number of creatures whose combined HD is equal to 4x his HD.

- Tomb's Caress: Palindurias is blessed from attuning with the artifact so many years ago. As such, the divine spark of the Negative Plane within him allows the sorcerer to add his charisma bonus to all saves and a deflection bonus to his AC as well as emanating an Unhallow effect over an area he has lived in for over a year, as cast by a 20th level caster. He also gets max hp/hd.

- Negative Infusion (Su): Should Palindurias encounter a resilient foe (usually one who has managed to breach his undead defenses), he may choose to focus the raw power of the Negative Energy Plane as a standard action on such a foe as long as Palindurias is within 60ft. of the creature and has line of sight. The target is engulfed in black flames that chill the creature's body and soul, while flaking off his skin in dark lumps of frozen coal. The target must make a Fortitude save DC 32 Fortitude save or turn into a greater wraith under Palindurias' control. Success leaves the target with 1d4 hp. This ability is usable 1/day is Charisma based and includes a +4 bonus.

- Ritualistic Rebirth: Killing Palindurias is impossible. PCs may reduce its HP total and "kill it", watching the embodiment regress to its armor form. However, unless the ritual has been cast on the artifact, this one will reform back into the embodiment it was in 1d10 days. Should anyone be wearing the piece when this time has expired, must make a Will DC 25 or have the embodiment take over, transforming the new body into the embodiment´s former self (this replaces the creature´s abilities, stats, etc. It effectively becomes a new character). Should the creature succeed at their saving throw, the armor piece expels itself from the body of the wearer, and may choose to reform on site or flee and reform elsewhere. Should the wearer die before the 1d10 days have passed, the embodiment takes over the wearer´s body immediately, assuming their former self back. If the wearer has more than one armor piece worn that has not been subject to the ritual and the above conditions are met (1d10 days to transformation or wearer's death), only one embodiment takes over the wearer's body, chosen randomly by the DM, leaving the other embodiments released to act as they so choose, be it staying in place and enacting revenge on those who "killed" them, or fleeing immediately. Note that none of these risks are present if the ritual is performed, which renders the embodiment in its armor form permanently.

- Anchored: Through an ancient decree by the higher powers, the embodiments may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the embodiment fails.



As always, any imput is much appreciated. Thank you.

Downysole
2012-06-06, 05:02 PM
You want to flesh out the stats regarding the "turn as ... 30 charisma" because that may lead the characters to having more turn checks, which can cause other shenanigans with DMM and such. Just make sure you know what you want that to mean.

AlanBruce
2012-06-06, 05:13 PM
You want to flesh out the stats regarding the "turn as ... 30 charisma" because that may lead the characters to having more turn checks, which can cause other shenanigans with DMM and such. Just make sure you know what you want that to mean.

Thank you very much for that observation. I should have forseen that an increase in charisma would invite the use of DMM. I could either ban DMM from the campaign (which i feel inclined not to, since i have used it and was never banned from it), or I may state that this Turn or Rebuke abilities are not subject to DMM, Besides, if it falls in the PC´s hands, maybe it won't be a cleric with a bunch of metamagic feats on his list. In my experience, rogues love to snatch the shiny objects.

Thank you very much for that observation, though.

AlanBruce
2012-06-06, 07:22 PM
[QUOTE=invaderk2; What if they don't want to revert, do you just automatically change if they're killed?[/QUOTE]

If the PCs choose to engage the artifacts, they can. I have yet to stat them as living creatures. However, they would display several powers in addition to the ones shown when in armor piece.

As to whether they can be actually killed and revert to their form, it would rule out the ritual I have intended for PCs to use, which specifically turns them back into a piece of the armor. Maybe enough damage to subdue them "for a few seconds" while the ritual is cast?

Downysole
2012-06-06, 10:44 PM
If it were me as one of the characters on the quest, I would teach the embodiment about the artifact and what has to happen. But, I would tell the embodiment that the real artifact is that dude over there and we need his/her help due to the awesome powers exhibited to perform the ritual.

Heh.

Man, I should have been a rogue.

AlanBruce
2012-06-07, 11:50 AM
If it were me as one of the characters on the quest, I would teach the embodiment about the artifact and what has to happen. But, I would tell the embodiment that the real artifact is that dude over there and we need his/her help due to the awesome powers exhibited to perform the ritual.

Heh.

Man, I should have been a rogue.

That is actually a good approach to the situation, Especially if you're a rogue with good social skills. If they can pull that off, more power to them. I'd like to see how they tell the embodiment who has helped them earlier to transform an artifact that now it´s her turn to be one.

togapika
2012-06-07, 04:04 PM
Air - Helm - A halfling trickster has been bothering the market square, stealing things and taunting the guards. This would be less troubling if every city and town on the continent didn't have a problem with a halfling matching the exact description.

BEST THING EVER!!!

AlanBruce
2012-06-08, 12:18 AM
Continuing with the artifact statting I give you the Fire Elemental piece, the chest plate:


- The chestplate is a +1 breastplate

-Regeneration 20/cold

- Fire subtype

- Ability to speak Ignan

-Light Fortification: the wearer has a 25% chance to ignore damage from sneak attacks and critical hits. This fortification stacks with any other fortification bonuses granted by other armor pieces of the same set.

- Produce Flame, Burning Hands, lesser orb of fire at will, CL 20

- Fireball, Orb of Fire, Wall of Fire every 2 hours, CL 20

- Delayed Blast Fireball, Meteor Swarm, Incendiary Cloud every 6 hours, CL
20

- 1/week: summon 4 Elder fire elementals with max hp., CL 20

- Aura of Flame: The wearer is surrounded by a flaming aura. Creatures within 10ft. of the wearer suffer 5d6 points of fire damage (no save). This aura may be suppressed if so desired and reactivated as a free action.

-Touch of Fire: The wearer's melee attacks add an extra 3d6 fire damage.

- Inferno: The wearer may cause his entire body to combust, affecting a 300 ft. radius. The explosion does 40d6 fire damage to all creatures in the area Reflex DC 30 for half damage. The fire generated from this explosion is a pure elemental fire as per Searing Spell feat, and as such, cannot be prevented by spells or special properties creatures may have (fire immunity, resistance, etc.). One round later, the entire area is littered with empowered and maximized delayed blast fireballs spread evenly through the area 20ft. apart which explode in the very same round. This damage also applies the Searing Spell feat. Using this power carries a risk for the wearer who must save versus DC 25 Fortitude or rise from the explosion as the phoenix of myth, who promptly flies away, carrying the artifact to a random location within the Prime material. Success renders the wearer comatose with 3rd degree burns for 1 week, the 3rd degree burns are purely for cosmetic value, implying the tremendous surge of fire that burst forth from the wearer's body. This power is usable 1/week.

- Charred Champion: The wearer may call forth a Fire Monolith with max hp 1/week. Calling the creature may be perilous for the wearer unless he can succeed at an Intelligence check DC 15, otherwise, the beast will focus all his attacks on the wearer until killed (regeneration granted by the artifact is not taken into account against the monolith's attacks) and then proceed to destroy the surrounding areas. If control is maintained, the creature will accompany the wearer and obey his every command for a full day. At the end of this period, or if the monolith is slain, the wearer cannot summon it back again for 1 week.

- Turn water creatures or command and rebuke fire creatures as a 20th level cleric with Charisma score of 30. This increase in Charisma provides further turn attempts for clerics, but does not synergize with DMM related feats. If the wearer has access to DMM feats, calculate his Charisma before wearing the artifact when determining use of his DMM spells.

- Pyre: if the gauntlet is worn for more than 1 week without the other pieces, the wearer will burn in a flash of pyroclastic fire unless they succeed at a Fortitude save DC 30, becoming the essence of the Fire Plane and burning everyone within 60ft. of a number of hit points equal to the wearer's full normal HP. This utterly destroys the wearer and leaves the chest piece behind.

- Attune: The gauntlet can be worn and have its powers used as described above, however, if removed before the whole week is through, the gauntlet will refuse to be worn again for another 2 weeks, choosing either the same wearer or someone else.

- Planar Trait: Should the artifact remain in a single location for a period of over a year, the area within 1 mile acquires the Enhanced Magic trait relating to spells and SLA with the Fire descriptor that remains in place while the artifact is present and for 1 year after it has been removed from said location.

- Anchored: Through an ancient decree by the higher powers, the artifacts may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the wearer leaves the artifact behind.



Here is my take for the Fire embodiment. As always, any critiques and observations are more than welcome.

You have valiantly slain the trolls, giants, and various goblinoids that stood in your way. As you run up the tower, you feel an intense heat coming from the top. Upon reaching the roof, you and your party see a lone warrior clad in full plate armor. The heat rising from this creature is so intense, the armor blazes in scorching white, emanating a tower of pure fire from the warriors body which takes on the shapes of beasts and men, as if his many victims were trapped in the furnace that springs forth from his armored body. Great flaps of leather are heard behind him and a gigantic red dragon lands beside the warrior, roaring at your group. The armored figure unsheathes a flaming blade, directs it at you and utters, "You may have taken my men down...but I still stand!!!" Before rushing your entire group, dragon in toll.

General Lurkordek, male hobgoblin fighter 15
Medium humanoid (goblinoid, fire, embodiment)
Hit Dice: 15d10+ 120 (278 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 34 (+1 Dex, +10 deflection, +13 +5 Greater Cold Resistance fullplate), touch 22 , flat-footed 32
Base Attack/Grapple: +15/+31
Attack: +32 +3 adamantine flaming burst vorpal greatsword (2d6+20 +25 19-20/x2 +5d6 fire)
Full Attack: +32/+27/+22 +3 adamantine flaming burst vorpal greatsword (2d6+25 19-20/x2 +5d6 fire)
Space/Reach: 5 ft./5 ft. (with greatsword)
Special Attacks: Arc, Touch of Fire, spell-like abilities, Blaze, Elemental Turning
Special Qualities: Anchored, Damage reduction 15/-, darkvision 60 ft., fast healing 10, immunity to poison and electricity, fire subtype light fortification, spell resistance 25, Scaled Servant, Pyroclastic Providence, Ritualistic Rebirth
Saves: Fort +27, Ref +17, Will +18
Abilities: Str 34, Dex 14, Con 26, Int 12, Wis 16, Cha 30
Skills:Ride+27, Intimidate +28, Climb +27, Jump +20
Feats: Imp. Initiative, WF (Greatsword), GWF (Greatsword), Leap Attack, Imp. Grapple, WS (Greatsword), GWS (Greatsword) , Power Critical, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Environment: The Prime Material
Organization: Solitary or army
Challenge Rating: 16
Alignment: Lawful Evil
Possessions: +3 adamantine flaming burst vorpal greatsword, +5 Greater Cold Resistance Fullplate
, Belt of Giant Strength +6, Elemental Gem (fire) x13
Languages Known: Hobgoblin, Common, Ignan

Lurkorderk has no recollection of where he landed (or for that matter, that he landed at all). All the hobgoblin recalled was that he was part of a slave raid. His captors had been unable to remove his armor, but they certainly had been able to chain him up pretty tight. When his vision got used to the harsh sands of the Sea of Dust, he realized his captors weren't too different than he: four massive ogres hauled the cage with him and the other prisoners across the sands, behind Lurkorderk walked a small phalanx of hobgoblins, and leading the group was red skinned humanoid clad in a desert colored tunic.

When the travel stopped, Lurkorderk saw the makings of a rag-tag campsite, with a few tents waving in the harsh desert wind, and a central throne made of stones, sticks, and bones. The red skinned humanoid took the chair and ordered Lurkorderk brought forth.

"You will kneel before me, slave", hissed the harsaff from his throne. When he got no response, the leader unleashed on Lurkorderk a wave of pulsating heat and fire, the rest of his minions backed away, howling and yapping madly, eager to see what was left of this silent slave. To everyone's surprise, the warrior stood there, still chained and defiant.

Before the harsaff had any chance to utter an order, Lurkorderk's body began to glow. It was a heat to rival that of the Sea of Dust. Before anyone could react, a surge of fire burst forth from the hobgoblin. The heat so intense it melted his chains. So mighty it enveloped a very surprised harsaff, who had boldly declared himself lord of fire due to his immunity and now felt-for the first and last time- what it was like to be burned alive.

When all was set and done, Lurkorderk would establish a proper army. The meager followers of the harsaff were spared, but only under the condition of extreme fealty to him. As the years passed, General Lurkorderk marched across the Sea of Dust, conquering villages and increasing his army of men and beasts alike. Now he sets his blazing eyes on the east, to greener pastures. All eager to burn under his metal boot.

SLA: at will CL 20: Burning Hands (DC 21), Scorching Ray (+17 ranged touch)
3 times/day: Wall of Fire, Fireball (DC 23), Flamestrike (DC 25). DCs are Charisma based.

Arc (Ex): The general may empower the surging fire within his body onto his blade. Three times per day, as a standard action, he may release an arc of fire subjected to the Searing Spell Feat in a 30ft radius. This wave of fire causes 8d6 points of fire damage unless targets succeed at a Reflex save DC 27 for half damage. As a variant, Lurkorderk can combine the Arc ability with the Whirlwind feat, should he find himself surrounded by enemies within striking distance. Should this happen, the activation time increases to 1 round as per the feat. The save is Charisma based.

Elemental Turning (Su): Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. This ability is usable 13 times/day as a 20th level cleric.

Touch of Fire: Anyone striking the general with a handheld melee weapon, grappling him, or being struck by the general's melee attacks, suffers an additional 4d6 points of fire damage subjected to the Searing Spell feat (no save).

Blaze (Su): By making a grapple check, the general wraps his scorching gauntlet around his victim's throat and transfers his elemental fury into his opponent. The target must succeed at a Fortitude DC 31 or have his entire body immolated, taking fire damage affected by the Searing Spell feat becoming a medium sized fire elemental at the general's service. This surging flame is so powerful it can melt non-magical armor immediately. Magical Armor must save verus a Fortitude DC 31 or melt as well. Success deals 10d6 points of fire damage to the target. This ability is usable 1/day and is charisma based, with a +4 bonus.

Scaled Servant: Drawing respect from fire creatures all over the Prime Material, Lurkordek may have 1 red dragon that serves him loyally until either sent away or slain. The dragon is usually a young adult version of the species. Should the dragon be slain, the general may not call forth another servant for 1 month.

Pyroclastic Providence: Blessed by the flames of the Elemental Plane of Fire, Lurkordek gains a bonus to saving throws equal to his charisma bonus as well as the Enhanced trait relating to spells with the Fire descriptor to an area spreading out for 1 mile. He also gains max hp/hd.

Light Fortification: Drawing traits from the elemental planes, the embodiment has a 25% chance to shrug off sneak attack damage and critical hits.

- Ritualistic Rebirth: Killing Lurkorderk is impossible. PCs may reduce its HP total and "kill it", watching the embodiment regress to its armor form. However, unless the ritual has been cast on the artifact, this one will reform back into the embodiment it was in 1d10 days. Should anyone be wearing the chest piece and use one of the powers from the artifact or be subjected to a fire attack, must make a Will DC 25 or have the embodiment immediately take over, transforming the new body into the embodiment´s former self (this replaces the creature´s abilities, stats, etc. It effectively becomes a new character). Should the creature succeed at their saving throw, the armor piece expels itself from the body of the wearer, and may choose to reform on site or flee and reform elsewhere. Should the wearer die, the embodiment takes over the wearer´s body immediately, assuming their former self back. If the wearer has more than one armor piece worn that has not been subject to the ritual and the above conditions are met, only one embodiment takes over the wearer's body, chosen randomly by the DM, leaving the other embodiments released to act as they so choose, be it staying in place and enacting revenge on those who "killed" them, or fleeing immediately. Note that none of these risks are present if the ritual is performed, which renders the embodiment in its armor form permanently.

- Anchored: Through an ancient degree by the higher powers. The embodiment may never leave the Material Plane. Any attempt to do so fails.


I have also added details for the general's Scaled Servant, since he will most likely be present when/if the PCs face him.

Andrathraxis, male young adult red dragon
(dragon, fire)
Hit Dice: 19d12+95 (218 hp)
Initiative: +4
Speed: 40ft. fly 150ft. (poor)
Space/Reach: 15ft./10ft. (15ft. with bite)
AC: 26 (-2 size, +18 natural), touch 8, flatfooted 26
BAB/Grapple: +19/+37
Attack: Bite +27 (2d8+10)
Full Attack: Bite +27 (2d8+10) and 2 claws +22 (2d6+5) and 2 wings +22 (1d8 +5) and tail slap +22 (2d6+15)
Special Attacks: Breath Weapon, Frightful Presence, Spells, SLA, Crush
Special Qualities: Immunity to Fire, Cold Vulnerability, DR 5/Magic, SR 19, Blindsense 60ft. Keen Senses, Darkvision 120ft.
Fortitude +16, Reflex +11, Will +13
Str 31 Dex 10 Con 21 Int 14 Wis 15 Cha 14
Skills: Intimidate +26, Concentration + 27, Spot +12, Listen +13
Feats: Maximize Breath, Snatch, Quicken Breath, Imp. Initiative, Clinging Breath, Lingering Breath
CR: 13
Alignment: Chaotic Evil

Languages Known: Draconic, Common, Ignan

SLA: Locate object

Spells: Andrathraxis casts spells as a 5th level sorcerer. DCs are 12+spell level.

Spells Known: 6/4/2

Spells/Day: 6/7/5

Spell List:

0: Detect Magic, Read Magic, Flare, Resistance, Acid Splash, Daze

1st: Mage Armor, Shield, Ray of Enfeeblement, Silent Image

2nd: Scintillating Scales, Blur

-Breath Weapon: Andrathraxis may breathe a cone of fire dealing 10d10 fire damage, Reflex saving thow for half DC 24 every 1d4 rounds.

- Frightful Presence: Whenever Andrathraxis flies overhead, charges or attacks, viewers within 150ft of the dragon must make a Will save DC 21 or suffer the effects as described in the Monster Manual.

killianh
2012-06-08, 12:55 AM
For the adventure including the Positive Energy item, look up the Elder Evil with all of the natural growth stuff attached. To make it into more of an adventure I would hook with something like:

An elven woman has been travelling from village to village offering her aid to heal the sick and make the field fertile. She has been a blessing everywhere she goes, but if she stays to long the field become overgrown and take on a hostile, magical life, and the healed begin to grow tumours and boils eventually exploding and taking their host with them.

Like what I see for the items so far :smallsmile: I would also suggest making (and it would probably be the final one) one for the Material Plane as a binding piece That holds the others together and allows a mortal to wear all of the pieces at once (make it so there is too much raw power for a mortal to handle more then one of these planar incarnations).

As side quests you could even have the players go against beings that hold the regalia of Good, Evil, and\or Neutral to add a little Alignment flavour to your game

TuggyNE
2012-06-08, 12:59 AM
-Regeneration 20/cold

Oddly, this is the most serious problem I see. Anyone wearing two or more pieces from the set will have unbreakable regeneration, which is highly undesirable in most games. And given that anyone wearing only one is going to die in a week, this is quite likely.

AlanBruce
2012-06-08, 02:27 AM
For the adventure including the Positive Energy item, look up the Elder Evil with all of the natural growth stuff attached. To make it into more of an adventure I would hook with something like:

An elven woman has been travelling from village to village offering her aid to heal the sick and make the field fertile. She has been a blessing everywhere she goes, but if she stays to long the field become overgrown and take on a hostile, magical life, and the healed begin to grow tumours and boils eventually exploding and taking their host with them.

Like what I see for the items so far :smallsmile: I would also suggest making (and it would probably be the final one) one for the Material Plane as a binding piece That holds the others together and allows a mortal to wear all of the pieces at once (make it so there is too much raw power for a mortal to handle more then one of these planar incarnations).

As side quests you could even have the players go against beings that hold the regalia of Good, Evil, and\or Neutral to add a little Alignment flavour to your game

Those are very good ideas! Thank you so much. Yes, have her wander the land rather than staying put in one place would suit her better. I was thinking of having the initial town become too dependant on her and lead her to belive that they-and only they-are around (taking advantage of her memory loss).

The idea of alignment artifacts is a good one too and one i have considered. Whether a PC ends up wearing the full set is yet to be seen, since there is another faction after it, on top of the dangers of wearing one piece alone, let alone the full set. There is a reason the armor was split and scattered in the first place.

AlanBruce
2012-06-08, 02:30 AM
Oddly, this is the most serious problem I see. Anyone wearing two or more pieces from the set will have unbreakable regeneration, which is highly undesirable in most games. And given that anyone wearing only one is going to die in a week, this is quite likely.

Indeed. Should someone don 2 or more pieces of the armor, the defensive properties will stack, but as you stated earlier, why would they want to wear a ticking time bomb, let alone 2 of them? These items are meant to be plot devices. They are statted if a player wishes to use them, but hopefully, with enough information gathered or worse, through trial and error, they will keep the items safe and unworn.

Fouredged Sword
2012-06-08, 05:18 AM
See someone will dip thrall herd, and just use disposable minions to activate the artifacts. Just a flaw I saw.

I would nerf the regeneration to fast healing, and make it 2x items worn.

rweird
2012-06-08, 06:17 AM
-Regeneration 20/cold

- Fire immunity




- Charred Champion: The wearer may call forth a Fire Monolith with max hp 1/week. Calling the creature may be perilous for the wearer unless he can succeed at an Intelligence check DC 30, otherwise, the beast will focus all his attacks on the wearer until killed and then proceed to destroy the surrounding areas. If control is maintained, the creature will accompany the wearer and obey his every command for a full day. At the end of this period, or if the monolith is slain, the wearer cannot summon it back again for 1 week.

Impossible.

I think the elemental should be easier to control, a DC 30 in check requires int 30 to succeed on a 20. Also, the fire Chesplate should count as a +x (maybe +1) breastplate of Fortification (light) as well. I also think it should give the user the Fire Subtype instead of immunity to fire so your weaker to cold, giving a bigger weakness to cold.


- Inferno: The wearer may cause his entire body to combust, affecting a 300 ft. radius. The explosion does 40d6 fire damage to all creatures in the area Reflex DC 30 for half damage. The fire generated from this explosion is a pure elemental fire, and as such, cannot be prevented by spells or special properties creatures may have (fire immunity, resistance, etc.). One round later, the entire area is littered with empowered and maximized delayed blast fireballs which explode in the very same round. This damage cannot be averted by fire protection either. Using this power carries a risk for the wearer who must save versus DC 25 Fortitude or rise from the explosion as the phoenix of myth, who promptly flies away, carrying the artifact to a random location within the Prime material. Success renders the wearer comatose with 3rd degree burns for 1 week. This power is usable 1/week.

What are the rules for 3rd degree burns? With immunity to fire and Regeneration 20/cold, I don't think he would care. What is the spacing of the Maximized Empowered Delayed Blast Fireballs? Do they overlap, or is it the following round everyone must make a DC 25 reflex save or take 10d6+120 points of fire damage. For the first round maybe it is effected as per Searing Spell (Sandstorm) so immunity offers partial protection.

AlanBruce
2012-06-08, 12:27 PM
Impossible.

I think the elemental should be easier to control, a DC 30 in check requires int 30 to succeed on a 20. Also, the fire Chesplate should count as a +x (maybe +1) breastplate of Fortification (light) as well. I also think it should give the user the Fire Subtype instead of immunity to fire so your weaker to cold, giving a bigger weakness to cold.



What are the rules for 3rd degree burns? With immunity to fire and Regeneration 20/cold, I don't think he would care. What is the spacing of the Maximized Empowered Delayed Blast Fireballs? Do they overlap, or is it the following round everyone must make a DC 25 reflex save or take 10d6+120 points of fire damage. For the first round maybe it is effected as per Searing Spell (Sandstorm) so immunity offers partial protection.

Thank you very much for these observations. I have reduced the DC for controlling the Monolith and applied more specific rules for the Inferno ability. I knew there was a feat in one of the books that bypassed fire immunity, I just couldn't remember. Thank you for bringing up Searing Spell. Spacing for the DBF has also been specified. And as mentioned in the entry,3rd degree burns are a fluff effect, cosmetic value, although the wearer still becomes helpless for a week..

AlanBruce
2012-06-08, 12:37 PM
See someone will dip thrall herd, and just use disposable minions to activate the artifacts. Just a flaw I saw.

I would nerf the regeneration to fast healing, and make it 2x items worn.

You do have a good point. Psionics are not present in the campaign, since my players are not keen on the powers and classes there. Of course, NPCs can be dominated, charmed, or suggested to wear the armor piece and run "field tests". For one, i'm hoping they do not go that route, since the party usually plays good/neutral characters, avoiding evil PCs due to bad experiences years back. Also, the powers won't be outlined for them from the get go. The artifact has a mind of its own, even if turned back to an armor piece. Certain checks may be necessary to roll to fully understand what the item does before donning. If not, we're takling about trial and error.

rweird
2012-06-08, 08:19 PM
I mean the first part is as per searing spell, to 40d6, not DBF.

I think the monolith's attacks overcoming the wielder's regeneration/cold granted by the artifact. (Kind of like forgoing a ring of elemental commands protection to dominate creatures.)

Also, how long to the 4 elder fire elementals remain summoned?

These are much more powerful than DMG artifacts, though DMG artifacts are pretty weak, I like bringing back the 2nd ed drawbacks of artifacts, nice work so far.

AlanBruce
2012-06-08, 08:53 PM
I mean the first part is as per searing spell, to 40d6, not DBF.

I think the monolith's attacks overcoming the wielder's regeneration/cold granted by the artifact. (Kind of like forgoing a ring of elemental commands protection to dominate creatures.)

Also, how long to the 4 elder fire elementals remain summoned?

These are much more powerful than DMG artifacts, though DMG artifacts are pretty weak, I like bringing back the 2nd ed drawbacks of artifacts, nice work so far.

Thank you very much for pointing that out. Summoning the 4 elementals is equivalent to a 20th level caster summoning them.

I considered the monolith's attacks to bypass the regeneration. Otherwise, the wearer would not be killable by the monolith on damage alone, making a failed check to control it not so dangerous.

The DBF were intended to also have the feat applied to them so as to follow through with the initial attack and theme of the ability.

Thank you very much for pointing it out!

rweird
2012-06-08, 09:15 PM
Are the Elder Elementals summoned as per Summon Monster IX, Elemental Swarm, Planer Binding, Gate?

AlanBruce
2012-06-08, 10:05 PM
Are the Elder Elementals summoned as per Summon Monster IX, Elemental Swarm, Planer Binding, Gate?

The Elder Elementals are summoned as per Summon Monster IX.

AlanBruce
2012-06-09, 04:49 AM
With 3 artifacts down, and 3 to go, I present you the Elemental Water piece, the leggings.

- Regeneration 20/ fire

- Water subtype

- Ability to speak Aquan

- Immune to disease

- Light fortification: the wearer has a 25% chance to ignore damage from sneak attacks and critical hits. This fortification stacks with any other fortification bonuses granted by other armor pieces of the same set.

- Watery Touch: The wearer is constantly affected by a Freedom of Movement effect.

- The wearer gains a swim speed of 100ft. If the wearer had a better swim speed before donning the artifact, use the higher value.

- Oceanic Stride: By immersing himself in water and focusing on a body of water anywhere within the Prime Material, the wearer may appear on that specific place, bursting forth in a jet stream of water and foam. The wearer must have at least a remote idea of where the place is, such as a map, a divination, an accurate verbal description, or the like. The body of water to appear in must be at least twice the size of the wearer. This ability may be used 3/day.

- Amphibious: the wearer can breathe normally in land and in water.

- Drowning Aura: The wearer is surrounded by an aura that induces drowning, as if the target had their lungs filled with water. his extends to a 10ft. radius around the wearer. Anyone caught within the aura must roll a DC 15 Fortitude save or drop to 0 hp. Every round the target remains within the aura after a failed a save. they begin to suffocate as per the Drowning rules in the DMG. This aura may be suppressed or activated as a free action. Creatures that can breathe water through natural or magical means or that do not breathe at all are not subject to this effect.

- Create water, lesser orb of cold, control water at will, CL 20

- Ice Storm , Wall of Ice, acid fog, every 2 hours, CL 20

- Horrid Wilting, Cone of Cold, Extract Water Elemental, every 6 hours, CL 20

- 1/week summon 4 Elder Water Elemental with max hp , Cl 20

- Touch of ice: The wearer's melee attacks deal an additional 5d6 points of cold damage.

- Curse of the Coral Reef: The wearer may channel the power of the Elemental Plane of Water to calling forth multicolored reefs filled with jagged edges emulating a field of Icy Razors within a 300 ft. radius, dealing 40d6 points of cold damage. These razors are under the effect of Piercing Cold (reflex DC 30). The following round, target creatures must roll a Will DC 30 or attain the amphibious template and be under the control of the wearer. The wearer however, risks falling under the strain of such power, saving against a DC 25 or become an elder Water Elemental who promptly becomes aggressive and will attack everyone until slain. Creatures that have fallen under the curse retain the amphibious template but become free willed. Success renders the wearer unable to breathe air (if they have lungs) or water (if they have gills) for 1 week. This overrides the Amphibious quality above. This power is usable 1/ week.

- Typhoon: The wearer may create a mighty vortex of water from any terrain (except fire terrain, such as lava). This works as the Maelstrom spell, but is not restricted by terrain. The vortex is 300ft. in diameter at the base, extending to a full 1200 ft. diameter at the top. Targets must save versus a DC 30 reflex save or be sucked into the vortex, as the spell. This ability may kill the wearer as well unless he saves versus a a Will DC 30. failure means he becomes one with the vortex, causing his body to merge with the swirling water and dissappear completely. Success renders him comatose for 1 week. This ability is usable 1/week.

- Seaside Savior: The wearer may call forth a Water Monolith with max hp 1/week. Calling the creature may be perilous for the wearer unless he can succeed at an Intelligence check DC 15, otherwise, the beast will focus all his attacks on the wearer until killed (regeneration granted by the artifact is not taken into account against the monolith's attacks) and then proceed to destroy the surrounding areas. If control is maintained, the creature will accompany the wearer and obey his every command for a full day. At the end of this period, or if the monolith is slain, the wearer cannot summon it back again for 1 week.

- Turn fire creatures or command and rebuke water creatures as a 20th level cleric with Charisma score of 30. This increase in Charisma provides further turn attempts for clerics, but does not synergize with DMM related feats. If the wearer has access to DMM feats, calculate his Charisma before wearing the artifact when determining use of his DMM spells.

- Cryogenesis: if the gauntlet is worn for more than 1 week without the other pieces, the wearer will solidify in a crysallis of pure elemental ice unless they succeed at a Fortitude save DC 30, becoming the essence of the Water Plane and piercing everyone within 60ft. with ice shards for a number of hit points equal to the wearer's full normal HP. This transforms the wearer into a Chraal and leaves the leggings behind.

- Attune: The leggings can be worn and have its powers used as described above, however, if removed before the whole week is through, the leggings will refuse to be worn again for another 2 weeks, choosing either the same wearer or someone else.

- Planar Trait: Should the artifact remain in a single location for a period of over a year, the area within 1 mile acquires the Water Dominant trait that remains in place while the artifact is present and for 1 year after it has been removed from said location.

- Anchored: Through an ancient decree by the higher powers, the artifacts may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the wearer leaves the artifact behind.




Below is the embodiment of the Water piece.

You have sailed for weeks looking for the infamous Red Zone in the Ocean of Storms, where the fiend is supposed to have been abducting entire fleets. The calm waters and clear skies have lead you and your comrades to believe this may in fact, be another red herring. Suddenly, the skies turn black as night, and a strong wind breaks the sails. As the crewmen rush to repair the damage, a shudder beneath the hull of the ship makes everyone hold on to the deck, when an enormous coral spike breaks through the hull, emerging in the middle of the deck. As the ship begins to fill with water, you realize that the entire vessel has been caught in a whirlpool, aimlessly circling around the vortex, clashing with dozens of derelict ships. As you hold on to the mast, foam and spray hitting your face, you notice an enormous shadow from the side of the whirlpool. A tentacle extends forth and you see a sahuagin clad in hide armor decorated with a mollusk motif standing gracefully on the tentacle's tip. It bears four arms. One pair is folded, another arm clutches a scythe and his remaining arm is stretched out to you. Pointing his webbed claw at your party, the monster grins, "And here I thought I had to hunt you." You can only hope the party's wizard prepared Teleport today.

Zyanya, female sahuagin druid 16
Medium monstrous humanoid (aquatic, embodiment, water)
Hit Dice: 2d8+14 plus 16d8+112 (270 hp)
Initiative: +6
Speed: 30 ft. (6 squares), swim 100ft.
Armor Class: 36 (+1 Dex, +5 natural, 13 +5 Beastskin Greater Fire Resistance Dragonhide Plate ,+7 +5 Greater Shadow Darkwood Shield
,+10 deflection), touch 26 , flat-footed 35
Base Attack/Grapple: +14/+15
Attack: +18 +3 icy burst scythe (2d4+4 +1d6 cold/x4) or +15 4 talons ( 1d4+1)
Full Attack: +18/+13/+8 +3 icy burst scythe (2d4+4+1d6/x4) and bite +13 (1d4+1), or +15 4 talons (1d4+1)
Space/Reach: 5 ft./5 ft. (with scythe)
Special Attacks: Frenzy Control, spells, spell-like abilities, Seaside Requiem, Elemental Turning, Wildshape 5/day, Whirlpool
Special Qualities: Anchored, Amphibious, Damage reduction 15/-, darkvision 60 ft., fast healing 10, immunity to poison, disease, and cold, resistance to acid 10 and electricity 10, spell resistance 25, telepathy , Light Fortification, Animal companion, Wild Empathy, Nature sense, Seaside Stride, Trackless Step, Resist Nature's Lure, One with the Ocean, Ritualistic Rebirth
Saves: Fort +32, Ref +26, Will +37
Abilities: Str 12, Dex 22, Con 24, Int 17, Wis 34, Cha 30
Skills: Concentration + 26, Spellcraft +22, Diplomacy +29, Listen +31, Spot +31, Knowledge (Nature) +13, Ride +25, Hide +19
Feats: Natural Spell, Maximize Spell, Piercing Cold, Spell Focus (Conjuration), Augment Summoning, DMM (Piercing Cold), DMM (Maximize Spell)
Environment: The Prime Material
Organization: Solitary or with followers
Challenge Rating: 18
Alignment: Neutral Evil
Possessions: +5 Beastskin Greater Fire Resistance Dragonhide Plate,
+5 Greater Shadow Darkwood Shield, Periapt of Wisdom +6, Cloak of Resistance +5, Scroll of Elemental Swarm, Potion of Barkskin +5, Potion of Displacement
x2
Languages Known: Common, Sahuagin, Druidic, Aquan, Elf, Draconic, Sylvan

Zyanya awoke from a giant conch shell, or so the legends say, in a grim mockery of a long lost myth. Truth is, the embodiment came out of her sleep like most shark do from the womb- killing. She was found amidst a coral reef by a garrison of sea elves. The elves had little chance to react, as the monster awoke and tore through them-be it by claw or spell. Within minutes, the reef ran red. And thus, would begin Zyanya's rule of the oceans. Her ferocity was such, that mighty sahuagin kings would send her presents to appease her and let their kingdoms alone. Ever the expansionist, Zyanya took over a small island ruled by a lonely baron. The poor soul never had a chance as waves ran over the island over and over again, each carrying monsters from the deep to tear the baron's defenses. Today, the island looks like a giant cluster of coral surrounded by a sphere of water. Those few who have found the druid's abode have not lived to tell of its whereabouts. Be it because they suffocated upon entering her domain or because of the many monsters that patrol is perimeter.

Despite that, Zyanya is happier away from her domain. She has taken it to herself to raid as many ships as she can. Whether she can be negotiated with or whether she plans to build resources to launch a massive attack on the mainland is anyone's guess. As of late, Zyanya has a bounty on her head- for those foolish enough to hunt the Devil of the Deeps.

Spells: 6/8/8/8/7/6/5/5/4, DCs for spells are 19+ spell level. Evocation and
Conjuration spells have a DC of 20+ spell level.

Typical Spells Prepared:

0: Detect Magic, Read Magic, Flare, Detect Poison, Know Direction,
Resistance

1st: Animate Water, Aura vs. Flame, Charm Animal, Entangle, Cold Fire
Thunderhead, Obscuring Mist, Speak with Animals

2nd: Briar Web, Saltray, Wracking Touch, Warp Wood, Pressure Sphere,
Owl's Wisdom, Tojanida Sight, Creeping Cold

3rd: Call Lightning, CMW, Sleet Storm, Energy Vortex, Hypothermia,
Winter's Embrace, Protection from Energy, Infestation of Maggots

4th: CSW, Freedom of Movement, Thalassemia, Wall of Water,
Greater Creeping Cold, Arc of Lightning, Eye of the Hurricane

5th: Blackwater Tentacle, Transformation of the Deeps, CCW, Baleful
Polymorph, Cloak of the Sea

6th: Greater Dispel Magic, Antilife Shell, Cometfall, Extract Water Elemental,
Drown

7th: Control Weather, Heal, Storm of Elemental Fury, Slime Wave,
Swamp Lung, Word of Balance

8th: Word of Recall, Megalodon Empowerment, Stormrage, Maelstrom

SLA (CL 20): At will Detect Ship, Siren's Call (DC 24), Urchin's Spines
3/day: Depthsurge (DC 28), Water to Acid, Waterspout

- Frenzy Control: Unlike other members of her race, Zyanya may voluntarilly end her frenzy if she takes damage.

- Whirlpool: Zyanya may generate an enormous vortex of water 1 mile wide at the top, 1000 ft tall and half a mile at its base. She may use this ability once per day and it may be maintained for as long as she concentrates. While the effect is going on, ships are tossed around the whirlpool and subjected to various environmental obstacles such as coral reefs or Zyanya's minions, who usually hide outside of the whirlpool and stick their tentacles, claws, or jaws to strike at the ships or passengers. Zyanya is well aware of her need to concentrate on this effect, so she usually hides behind the whirlpool's water wall. Anyone caught in the whirlpool may attempt to target the sahuagin by rolling a spot vs. her hide check to notice her and attack with whatever means he may have available.

- Seaside Requiem: Should Zyanya decide an opponent is too difficult to take down, she may place a terrible curse upon him. By casting her watery gaze upon a single target 60ft. away, she may cause the victim's body fluids to escape in a most violent manner. This effect causes the target to die immediately and releases 4 medium sized water elementals at Zyanya's service unless the target succeeds at a Fortitude save DC 33. Success leaves the target in the early stages of Drowning, as the influx of liquids reverts back to his body. This ability is usable 1/day is Charisma based and includes a +4 bonus.

- Light Fortification: Zyanya is attuned to the Elemental Plane of Water. As such, she has a 25% chance to shrug off damage from critical hits and sneak attacks.

- Elemental Turning: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Zyanya may use this ability 13/day as a 20th level cleric.

- One with the Ocean: As the embodiment of the Elemental Plane of Water, Zyanya is blessed with a deflection bonus to her AC and saving throws dependent on her charisma. She may surround herself with the essence of water in a 10ft. radius, subjecting anyone within it to drown unless they succeed at a Fortitude DC 29. This DC is charisma based. She also gets max HP/HD.

- Ritualistic Rebirth: Killing Zyanya is impossible. PCs may reduce its HP total and "kill it", watching the embodiment regress to its armor form. However, unless the ritual has been cast on the artifact, this one will reform back into the embodiment it was in 1d10 days if left unworn. Should anyone be wearing the piece when this time has expired or when the subject is doused with water, immersed in water, or subjected to a cold attack, the wearer must make a Will DC 25 or have the embodiment take over, transforming the new body into the embodiment´s former self (this replaces the creature´s abilities, stats, etc. It effectively becomes a new character). Should the creature succeed at their saving throw, the armor piece expels itself from the body of the wearer, and may choose to reform on site or flee and reform elsewhere. Should the wearer die before the 1d10 days have passed, the embodiment takes over the wearer´s body immediately, assuming their former self back. If the wearer has more than one armor piece worn that has not been subject to the ritual and the above conditions are met (1d10 days to transformation or wearer's death), only one embodiment takes over the wearer's body, chosen randomly by the DM, leaving the other embodiments released to act as they so choose, be it staying in place and enacting revenge on those who "killed" them, or fleeing immediately. Note that none of these risks are present if the ritual is performed, which renders the embodiment in its armor form permanently.

- Anchored: Through an ancient decree by the higher powers, the embodiments may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the embodiment fails.

Once again, I appreciate any and all critiques, Thank you very much.

rweird
2012-06-09, 07:15 PM
Something I just noticed:


- Planar Trait: Should the artifact remain in a single location for a period of over a year, the area within 1 mile acquires a minor trait that remains in place while the artifact is present and for 1 year after it has been removed from said location.

What trait is acquired? is it related to the artifact? chosen by the user? what?

Also, it should give some sort of AC bonus, maybe if worn with a breastplate it becomes a full plate, should be at least +1 and stack with the fire chestplate.

The left and right gauntlets should be +1 gauntlets, or spiked gauntlets.

AlanBruce
2012-06-09, 09:44 PM
Something I just noticed:



What trait is acquired? is it related to the artifact? chosen by the user? what?

Also, it should give some sort of AC bonus, maybe if worn with a breastplate it becomes a full plate, should be at least +1 and stack with the fire chestplate.

The left and right gauntlets should be +1 gauntlets, or spiked gauntlets.

Thank you for pointing that out. Had a quick read at the planar traits in the DMG to see what they actually could do. These traits are not subject to the will of the wearer, they are a manifestation of the energy pulled forth by the artifact.

Unfortunately, I could not find any rule specifying the base AC of individual armor parts, like the gauntlets and leggings.

Thank you again for your imput!

TuggyNE
2012-06-09, 10:36 PM
Unfortunately, I could not find any rule specifying the base AC of individual armor parts, like the gauntlets and leggings.

There isn't any; only various suits of armor have any defined armor bonuses. However, each suit of armor mentions what it includes, and full plate is more inclusive than a chain shirt, so some detailed study of the list (http://www.d20srd.org/srd/equipment/armor.htm#armorDescriptions) would probably get you a good idea of what should come out.

smasher0404
2012-06-09, 11:46 PM
Elder water elementals have an intelligence of 10, and the curse of the coral reef effect doesn't mention any change in personality. Besides obviously just saying they have to roll a new character what's stopping them from failing their save on purpose? They end up getting an epic powerupgrade

AlanBruce
2012-06-10, 12:41 AM
Elder water elementals have an intelligence of 10, and the curse of the coral reef effect doesn't mention any change in personality. Besides obviously just saying they have to roll a new character what's stopping them from failing their save on purpose? They end up getting an epic powerupgrade

Thank you for pointing that out. I made some corrections to that effect. The purpose for these items are plot-specific. As I stated earlier, PCs may use them indeed, but the risks can be terrible not only for the wearer, but for the party as well.

AlanBruce
2012-06-10, 12:43 AM
There isn't any; only various suits of armor have any defined armor bonuses. However, each suit of armor mentions what it includes, and full plate is more inclusive than a chain shirt, so some detailed study of the list (http://www.d20srd.org/srd/equipment/armor.htm#armorDescriptions) would probably get you a good idea of what should come out.

Thank you for clearing that out. My initial idea is for the armor to be a full plate. I believe I will have to split the AC bonus granted by the full plate between the 6 parts.

AlanBruce
2012-06-10, 10:36 PM
Continuing with the artifact statting (and my gradual sanity loss), i give you the earth elemental piece, the boots:

- Regeneration 20/electricity

- Earth subtype

- Ability to speak Terran

- Immune to Petrification

- Gain burrow speed 100ft. If the wearer had a higher burrowing speed before donning the boots, use the better value.

- Light Fortification: Light fortification: the wearer has a 25% chance to ignore damage from sneak attacks and critical hits. This fortification stacks with any other fortification bonuses granted by other armor pieces of the same set.

- Earth Breather: The wearer can breathe normally even if trapped under ground or entrenched under debris. He does not suffer suffocation rules.

- Earthen Crust: The wearer has his features turned into solid stone. He benefits from a constant Iron Body effect. This effect can be suppressed or activated as a free action.

- Soften Earth and Stone, Spike Stones, Stone Shape at will, CL 20

- Wall of Stone, Stone Skin, Orb of Acid every 2 hours, CL 20

- Flesh to Stone, Stone Spiders, Earthquake every 6 hours, CL 20

- 1/week summon 4 Elder Earth Elementals with max hp , Cl 20


- Stomp: by focusing their strength on a single boot and bringing it down hard on the ground, the wearer may affect the surrounding terrain within 1 mile, reshaping earth and stone (even worked stone) to build tunnels, raise mounds, level hills, or the like. This has the effect of an extended and widened earthquake. Using this effect may be fatal for the wearer who must save versus Fortitude DC 25 or have his body turned into a statue (petrification immunity does not apply to this effect) and be subject to an Imprisonment spell, taking the boots with the wearer to the bowels of the earth. Although the subject may be recovered using Freedom and the artifact retrieved, no known magic may revert the petrification. Success renders the wearer tremendously weak from the strain used to reshape the land. He loses 10 points of constitution (but never below a 1) and is fatigued for an entire week. This loss of constitution and fatigue may not be restored normally or magically until after a week has past. This ability is usable 1/week.

- Rocks Fall: By focusing the power of elemental plane of earth through his body, the wearer may call forth a rain of black rock meteors with green cracks to fall within a 300ft. radius centered on him (leaving the wearer unharmed). The meteors hit for 40d6 points of bludgeoning and acid damage (Reflex DC 30), targets who survive must make a Will DC 30 or acquire the Mineral warrior template and be under control of the wearer. Calling forth this power is risky to the wearer, unless he makes a DC 25 Will save. Failure means the wearer is transformed into an elder xorn, who viciously attacks everyone within sight until slain. Those who have acquired the template remain in such state, yet become free-willed, no longer under any control. Success renders the wearer unconscious for 1 week. This ability is usable 1/week.

- Earl of Earth: The wearer may call forth an Earth Monolith with max hp 1/week. Calling the creature may be perilous for the wearer unless he can succeed at an Intelligence check DC 15, otherwise, the beast will focus all his attacks on the wearer until killed (regeneration granted by the artifact is not taken into account against the monolith's attacks) and then proceed to destroy the surrounding areas. If control is maintained, the creature will accompany the wearer and obey his every command for a full day. At the end of this period, or if the monolith is slain, the wearer cannot summon it back again for 1 week.

- Turn air creatures or command and rebuke earth creatures as a 20th level cleric with Charisma score of 30. This increase in Charisma provides further turn attempts for clerics, but does not synergize with DMM related feats. If the wearer has access to DMM feats, calculate his Charisma before wearing the artifact when determining use of his DMM spells.

- Crystal Nightmare: if the gauntlet is worn for more than 1 week without the other pieces, the wearer's body will solidify into a mass of pure rock and crystals, growing exponentially until reaching Huge size unless they succeed at a Fortitude save DC 30, becoming the essence of the Earth Plane and turning into a most violent maulgoth which charges at anyone present, leaving the boots behind.

- Attune: The boots can be worn and have its powers used as described above, however, if removed before the whole week is through, the boots will refuse to be worn again for another 2 weeks, choosing either the same wearer or someone else.

- Planar Trait: Should the artifact remain in a single location for a period of over a year, the area within 1 mile impedes any spell or SLA with the Air descriptor that remains in place while the artifact is present and for 1 year after it has been removed from said location.

- Anchored: Through an ancient decree by the higher powers, the artifacts may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the wearer leaves the artifact behind.




Below is the actual embodiment

The dwarven city of Khedesh was in turmoil. The usually stern dwarves were marching into the main square, ale in hand. Even your party's barbarian, of estranged dwarven background, seemed to be reveling in the moment. You are pushed by the mob to the square where a giant throne of stone has been crafted against the city wall. Suddenly, the throne is split apart and from the gaping wound in stone, a figures solemnly walks towards the crowd.

A dwarf emerged into view. Yet this was no ordinary dwarf. This one looked old, impossibly old, crags and wrinkles dotted his face, his skin appeared to be made of stone, not flesh, his balding head sported a crown made of worked amethyst. His body clad in an armor so black it was nearly impossible to tell there was a mountain motif carved on its chest, a dark brown cape cloaked behind him, lifting tufts of dust as he walked slowly but steadily towards the priest and nobles in the square. Finally, a massive hammer, etched in runes was being dragged along the ground, leaving a deep crevasse as he walked, oddly enough, the ground would seal itself up after the old king had walked a few paces. It was as if the entire earth knew of his presence, acknowledged his being, and bent to his will.

King Ragrak I, Conqueror of the Depths, Mineral Warrior male dwarf Crusader 8/ Fighter 2/ Deepwarden 2/ Deepstone Sentinel 5/ Dwarf paragon 3
Medium humanoid (dwarf, earth, embodiment)
Hit Dice: 444 hp
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 44 (+9 +5 tower shield, +2 amulet of natural armor +2, +10 deflection, +13 +5 acid resistance full plate, touch 20 , flat-footed 44
Base Attack/Grapple: +18/+29
Attack: +29 +5 Large adamantine axiomatic thundering warhammer (2d6+17 /x3) or +19 +2 heavy crossbow (1d10+6 19-20/x2)
Full Attack: +29/+24/+19 +5 Large adamantine axiomatic thundering warhammer (1d8+17 /x3) or+19/+14/+9 +2 heavy crossbow (1d10+6 19-20/x2)
Space/Reach: 5 ft./5 ft. (with warhammer)
Special Attacks: Tremor, Tomb of the Ancient One, spell-like abilities, Elemental Turning, Iron Guard's Glare, Vanguard's Strike, Leading the Attack, Battle Leader's Charge, Revitalizing Strike, Steely Strike, Immortal Fortitude, Ancient Mountain Hammer, Bonecrusher, Divine Surge, Dancing Blade, Law Bearer, Crushing Vise, Swarming Assault, Earth Strike, Smite, Stone Curse, Dragon's Tooth, Awaken the Stone Dragon
Special Qualities: Anchored, Damage reduction 15/-, darkvision 90 ft., fast healing 10, dwarf traits, Dwarven Paragon, immunity to poison and petrification, resistance to acid and cold 10, earth subtype, light fortification, spell resistance 25, Earthbound, Ritualistic Rebirth, Steely Resolve, Furious Counterstrike, Indomitable Soul, Zealous Surge, Stone Warden, Mountain Fortress Stance, Crushing Mountain Juggernaut, Indomitable Redoubt,
Saves: Fort +36, Ref +18, Will +26
Abilities: Str 32, Dex 18, Con 34, Int 16, Wis 24, Cha 30
Skills: Balance +23, Concentration +20, Craft +50, Diplomacy +25, Jump +15, Knowledge (History) +21, Knowledge (Religion) +10, Knowledge (Dungeoneering) +24
Feats: Combat Reflexes, Power Attack, Iron Will, Endurance, Robilar's Gambit, Improved Initiative, Leap Attack, Power Critical, Improved Sunder, Power Attack, Cleave, Track, Axe Focus, Quicken SLA (Flesh to Stone), Enlarge SLA (Earthquake)
Environment: The Prime Material
Organization: Solitary or army
Challenge Rating: 16
Alignment: Lawful Neutral
Possessions: +5 Large Adamantine Axiomatic Thundering Warhammer, +5 acid resistance full plate, +5 tower shield, amulet of natural armor +2

Languages Known: Common, Dwarven, Terran

Ragrak tore itself from it's diamond slumber ages ago. Wandering the vast caverns of the Underdark without a purpose. Sure, he was attacked from time to time, yet his skill in battle and the abilities he could conjure forth were sufficient to fell even the mightiest monsters in the dark. One day, Ragrak came upon a hapless dwarf bent on his knees by the sinister power of two Mindflayers. Rage surged through the old dwarf as he chargd the two illthids, hammer held high. The creatures had barely enough time to vanish into thin air, before Ragrak stopped in his tracks. The grateful dwarf stood up and introduced himself as a priest of Dumathoin, dwarven god of secrets. When Ragrak introduced himself, the priest's eyes widened and he fell on his knees. "You are the chosen one, the Fossil King of old. Paragon of Dwarfkind, my liege of stone!", babbled the priest. Ragrak pondered through his dusty beard, "What should I do, priest? How may I help my people?" The priest got up and let the old dwarf know of what troubled his race. They agreed for a grand entrance at the dwarven city of Khedesh, the first of many that would swear loyalty to the Fossil King. Ragrak approved, if not for powerlust, but because his dwarven sense of duty called him to bear the crown and lead his race to victory over the oppressive forces of the Underdark and the surface.

As the priest ran ahead to prepare his majesty's royal entrance, a sly smile formed on his face. The bait had been bit. It was a matter of waiting while his contacts secured the other five.

SLA (CL 20th): At will Soften Earth and Stone, Shatter
3 times/day: Earthquake, Flesh to Stone, Wall of Stone
5 times/day: Passwall

Tremor (Ex): 3/day, the King may unleash a sonic boom by bringing his hammer or foot to the ground. The expansive area is 60ft. radius centered on him, causing 8d6 points of sonic damage. Targets must make a Fortitude save DC 30 for half damage. Failure means targets become deafened for 2d4 rounds. Targets must also make a Reflex save DC30 or fall prone. This ability is Strength based.

Tomb of the Ancient One (Su): Should Ragrak find an enemy most foul and dishonorable, he may have the surrounding earth and stone in the area entomb the offender, creating a crude, dwarven coffin and sinking below the earth. The target must make a Will save DC 34 or have the coffin crush him with brutal force and muffle his screams under dirt. Should the target make his save, he is still crushed by the rocks, but the coffin does not make itself, leaving the subject at 0 hp. No known magic may retrieve someone this way except if the King wishes it so. The ability is usable 1/day, is charisma based and includes a +4 bonus.

Dwarven Paragon: King Ragrak is highly esteemed among dwarven kind. As such, any dwarf who is able to see or hear his voice is subject to a Charm person DC 30. This ability nullifies dwarves +2 bonus to saves vs. SLA and spells. Success on behalf of the dwarf means he cannot be affected by the effect for 24 hours. This ability is always active and is charisma based.

Elemental Turning (Su): Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. This ability is usable 13 times/day as a 20th level cleric.

Light Fortification: Having attuned to the elemental plane of earth, King Ragrak has a 25% chance to ignore damage from sneak attacks and critical hits.

Earthbound: King Ragrak is one with the Earth. As such, he receives a bonus to deflection and saves equal to his charisma bonus. His presence impedes any spell or SLA with the Air descriptor within a 1 mile radius. He aslo gets max HP/HD.

Ritualistic Rebirth: Killing Ragrak is impossible. PCs may reduce its HP total and "kill it", watching the embodiment regress to its armor form. However, unless the ritual has been cast on the artifact, this one will reform back into the embodiment it was in 1d10 days if left unworn. Should anyone be wearing the piece when this time has expired, be within 10ft. of a dwarf, be a dwarf himself, or wield a traditional dwarven weapon, the wearer must make a Will DC 25 or have the embodiment take over, transforming the new body into the embodiment´s former self (this replaces the creature´s abilities, stats, etc. It effectively becomes a new character). Should the creature succeed at their saving throw, the armor piece expels itself from the body of the wearer, and may choose to reform on site or flee and reform elsewhere. Should the wearer die before the 1d10 days have passed or the other conditions met, the embodiment takes over the wearer´s body immediately, assuming their former self back. If the wearer has more than one armor piece worn that has not been subject to the ritual and the above conditions are met (1d10 days to transformation or wearer's death), only one embodiment takes over the wearer's body, chosen randomly by the DM, leaving the other embodiments released to act as they so choose, be it staying in place and enacting revenge on those who "killed" them, or fleeing immediately. Note that none of these risks are present if the ritual is performed, which renders the embodiment in its armor form permanently.

Anchored: Through an ancient decree by the higher powers, the embodiments may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the embodiment fails.





Thank you once again for your critiques.

rweird
2012-06-13, 06:38 PM
Regeneration should be 20/electricity, not acid, if it follows the pattern of the others, though I like it being /acid flavor wise, what do you plane on doing if a player gets all six pieces, it wouldn't kill you, you'll be immune to almost everything, unless you use one of your powers, you'd be able to heal entire cities, create them underground, raise armies and destroy almost anything that can oppose you.

Popertop
2012-06-13, 11:27 PM
So I take it the last two pieces are going to be the helm(air), and the binding piece(belt)?

AlanBruce
2012-06-14, 12:26 AM
Regeneration should be 20/electricity, not acid, if it follows the pattern of the others, though I like it being /acid flavor wise, what do you plane on doing if a player gets all six pieces, it wouldn't kill you, you'll be immune to almost everything, unless you use one of your powers, you'd be able to heal entire cities, create them underground, raise armies and destroy almost anything that can oppose you.

Thank you very much for that point. I was thinking about an opposing energy for earth, and came up with acid, since it melts rock, so to speak.

You are right about someone donning all 6 pieces. They would effectively become immortal, they would not suffer the downsides of the individual armor pieces. There is, however, a reason why the armor was split and scattered. And I am afraid that if they plan on wearing at least half of the pieces at once, they will realize that they may have awoken something that was meant to be killed eons ago, yet could only be split and made to slumber within the pieces.

AlanBruce
2012-06-14, 12:27 AM
So I take it the last two pieces are going to be the helm(air), and the binding piece(belt)?

The last piece would be the helm of air, yes. There is no 7th binding piece. The armors attune to each other once donned as a full set (even before that, when at least 50% of the armor is worn). More on that will be expanded once the final armor piece is detailed.

Although a belt would be a 7th piece. Had not stopped to think that, extending that piece to the chest area. Thank you for that suggestion!

AlanBruce
2012-06-14, 03:53 AM
Without further ado, I present you the Elemental Plane of Air piece, the helm:

- Regeneration 20/acid

- Air subtype

- Ability to speak Auran

- Electricity immunity

- Impressive Initiative: The wearer gets a +10 to his initiative score, This stacks with any other feats the wearer may have that boost his initiative.

- Light Fortification:the wearer has a 25% chance to ignore damage from sneak attacks and critical hits. This fortification stacks with any other fortification bonuses granted by other armor pieces of the same set.


- Eyes of the Eagle: The wearer may see up to 100 miles with perfect clarity. This also grants the wearer a luck bonus of +50 to Spot checks and True Seeing. Unlike most other bonuses, the Luck bonus applied here stacks with any luck bonuses the wearer may already have to that skill.

- Veil of the Gale: The wearer is constantly surrounded by buffeting winds in a 10ft. radius around him. This acts as a Wind Wall spell. This effect may not be dispelled, but can be activated or deactivated as a free action by the wearer.

- Jaunting Speed: The wearer is constantly affected by a Haste spell. This effect may not be dispelled or suppressed by any means.

- Flight: The wearer is able to fly or levitate constantly. Gaining a 100ft. flight speed with perfect maneuverability. If the wearer had a higher flight speed before donning the helm, use the better value.

- Jet: By focusing on a body of land anywhere within the Prime Material, the wearer may appear on that specific place, landing on the surface or leaving it with great force, as if a meteor had crash-landed or erupted on site. This sudden crash leaves a crater 30ft wide and 10 ft. deep, raising a cloud 30ft. wide by 15ft. high of debris that obscures vision for 5 rounds (everyone within the cloud has concealment). The wearer can choose to land delicately on the ground, if stealth is needed. In order to reach any destination this way, the wearer must have at least a remote idea of where the place is, such as a map, a divination, an accurate verbal description, or the like. The area to appear in must be at least twice the size of the wearer and be aboveground. This ability may be used 3/day.

- Gaseous Form, Wind Walk, Lightningbolt at will, CL 20

- Control Winds, Orb of Lightning, Control Weather every 2 hours, CL 20

- Chain Lightning, Whirlwind, Defenestrating Sphere every 6 hours, CL 20

- 1/week summon 4 Elder Air Elementals with max hp , Cl 20

- Touch of the Storm: The wear's melee attacks deal an additional 5d6 electricity damage (no save).

- Twister's Tantrum: By raising his arms to the sky, the wearer may call forth the rage of the Elemental Plane of Air on his enemies. the entire area within a 300ft. radius of the wearer becomes enclosed in a twister 300ft. radius at the base, 1000ft in height, and 600 ft. radius at the top made up of the surrounding area (water, rocks, debris, fire, in many cases more than one material, depending on where the effect is activated). The twister must have a solid surface as a base (lava, water, earth, etc.) Targets must roll a reflex save DC 30 or be sucked into the Twister suffering damage and effects according to what the twister carries within it. The effect lasts for 5 rounds, dealing 8d6 damage/round (for a total of 40d6). Creatures caught within the twister ascend 200ft per round until they reach the top of the Twister. At any time during this ascension, but only 1/round,a target may attempt a Reflex save DC 30 to escape the twister (depending on which round he makes the save, the target may be looking at a minimum fall of 200ft into solid ground).

Based on the material carried by the twister, targets may suffer different effects:
- If the twister carries earth and debris, the damage becomes bludgeoning.

- If the twister carries fire or lava, apply fire damage.

- If done within water, subjects are prone to drowning as per the Drowning Rules in the DMG, unless they succeed at a Fortitude DC 30 (note that if fire and water are present in the twister, fire is extinguished immediately, rendering fire damage a non-issue)

- Poisonous gases are carried away by the twister and cannot simmer enough in one place long enough to affect targets.

- If acid is involved, apply acid damage plus any other materials present in the whirlwind.

In addition to the damage mentioned above. The twister discharges an empowered and maximized chain lightning (Cl 20) that snakes itself across the twister for its duration, zapping foes caught within its winds. Using this power carries a terrible price for the wearer, who must succeed at a Will DC 25 each round (with a cumulative +1 to the DC every subsequent round after the first) or be carried into the twister as well, suffering the same effects as his targets (immunities from the helm or any other parts of the armor are ignored if the save is failed). Should the wearer fail 5 consecutive saves (or die within the 5 rounds caught in the twister, the storm rages on until its conclusion, dropping all victims into the ground and meshing the wearer's body into the twister's body, carrying the helm into a random location within the Prime Material. Should the wearer make all saves or fail a few and save afterwards, he is deposited into the center of the twister and the ability continues forth until its completion, at which point, the wearer falls unconscious for a week and becomes deafened for 2 weeks afterwards. This ability is usable 1/week.

- Aerial Ancestor: The wearer may call forth an Air Monolith with max hp 1/week. Calling the creature may be perilous for the wearer unless he can succeed at an Intelligence check DC 15, otherwise, the beast will focus all his attacks on the wearer until killed (regeneration granted by the artifact is not taken into account against the monolith's attacks) and then proceed to destroy the surrounding areas. If control is maintained, the creature will accompany the wearer and obey his every command for a full day. At the end of this period, or if the monolith is slain, the wearer cannot summon it back again for 1 week.

- Turn earth creatures or command and rebuke air creatures as a 20th level cleric with Charisma score of 30. This increase in Charisma provides further turn attempts for clerics, but does not synergize with DMM related feats. If the wearer has access to DMM feats, calculate his Charisma before wearing the artifact when determining use of his DMM spells.

- Gone with the Wind: if the gauntlet is worn for more than 1 week without the other pieces, the wearer will become a huge tuft of blueish feathers unless they succeed at a Fortitude save DC 30, becoming the essence of the Plane of Air and emerging forth as an elder arrowhawk, who squacks foolishly and promptly flies away, leaving the helm behind.

- Attune: The helm can be worn and have its powers used as described above, however, if removed before the whole week is through, the helm will refuse to be worn again for another 2 weeks, choosing either the same wearer or someone else.

- Planar Trait: Should the artifact remain in a single location for a period of over a year, the area within 1 mile acquires the Air Dominant trait that remains in place while the artifact is present and for 1 year after it has been removed from said location

- Anchored: Through an ancient decree by the higher powers, the artifacts may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the wearer leaves the artifact behind.


.

And finally, the embodiment

The party at the duke's residence had been what any opulent noble's party ought to be: Crystal chandeliers, dozens of servants to cater every drunken guest, wall to wall tables bursting with dishes from around the region and the duke's prized possession- the ruby mask of Wee Jas - the centerpiece of the ball. Or it would have been the centerpiece, had it been on its pedestal.

The duke foamed at the mouth and sent his guards to secure the manor grounds. You and your group had heard of a thief that had been taking rare collector's items from at least six different cities around the continent. All accounts said the culprit loved to snatch items in public and has yet to be caught. Tonight, that was about to change.

Your group met up with the guards outside in the gardens. There, by the decorative torches laid out to meet the guests and looking up the wall to the street, was a halfling, clad in a black cape. His features were different from other halflings: his hair was completely white, with a bluish streak and cut in a mohawk. It is hard to tell what else he carries because of the cape, but the glistening ruby dangling from his belt is enough to declare him a culprit. Oddly enough, the thief does not seem to be in a hurry as he looks up and down the wall.

The guards are in a hurry. Bolts are launched straight to him. Without even moving, the bolts go right through him and break against the solid wall. The monk in your group rushes to grapple the little guy, succeeding...however to his amazement, the halfling splits in two. Both rogues kneel slightly and make an impressive jump over the wall, well into the next house across the street.

Your party is fired up. The wizard is flying top speed trying to catch the thief-who now seems to be only one. The monk is gaining momentum by leaping off the rooftops, you have decided to close in through the ground, should the thief be forced to land. The elusive little bugger can be heard laughing as he manages to evade every single attempt at magic and grapples. Then makes the terrible mistake of landing in a dead end.

As the three of you walk towards him, weapons brandished, the halfling smiles at you and tosses the mask at your feet. "It's been fun, chaps. Shall we do it again?" As soon as he's done talking, a cloud of debris and smoke fills the air. When your eyes adjust, still watering, you can see a small crater where the halfling stood. High above the night sky, a twinkling light explodes at tremendous speed and dissapears into the night, echoing a mocking laughter in the distance.

The wizard picks up the jewel, "well, at least we got the mas....", before this one dissolves into fine red dust. The duke would be furious, that was for sure. As for you, this would be a chase for the books.


Bandobras Lightningshadow, male halfling rogue 15
small humanoid (halfling, air, embodiment)
Hit Dice: 15d6+ 135 (225 hp)
Initiative: +10
Speed: 20 ft. (4 squares), fly 100ft. (perfect)
Armor Class: 38 (+1 size,+1 Amulet of Natural Armor +1, +6 dexterity, +10 deflection, +10 +5 mithral breastplate), touch 31 , flat-footed 37
Base Attack/Grapple: +11/+11
Attack: +27 +5 keen dagger (1d3 +9 +4d6 electricity 17-20/x2) or +27 +5 frost dagger (1d3 +9 +1d6 cold +4d6 electricity 19-20/x2) or +24 +2 hand crossbow (1d3 +2 19-20/x2)
Full Attack: +25/+20/+15 +5 keen dagger (1d3 +9 +4d6 electricity 17-20/x2) and +25/+20/+15 +5 frost dagger (1d3 +9 +1d6 cold +4d6 electricity 19-20/x2) or +24/+19/+14 +2 hand crossbow (1d3 +2 19-20/x2)
Space/Reach: 5 ft./5 ft. (with daggers)
Special Attacks: Electric touch, Blast Off, spell-like abilities,sneak attack +8d6, Crippling Strike, Elemental Turning
Special Qualities: Anchored, Damage reduction 15/-, Eyes of the Eagle, fast healing 10, halfling traits, Schism, Trapsense +5, Trapfinding, Improved Uncanny Dodge, Improved Evasion, Jet, immunity to poison and electricity, resistance to acid and cold 10, air subtype, light fortification, spell resistance 25, Blessed by Boreas, Ritualistic Rebirth
Saves: Fort +29, Ref +34, Will +24
Abilities: Str 18, Dex 30, Con 29, Int 24, Wis 18, Cha 30
Skills:Appraise +13, Bluff +28, Disguise +28, Disable Device +25, Escape Artist +28, Forgery +16, Hide +28, Intimidate +28, Jump +22, Listen +22, Move Silently +28, Open Lock +28, Search +25, Sleight of Hand +28, Spot +47, Tumble +28, Use Magic Device +28,
Feats: Weapon Finesse, TWF, ITWF, GTWF, PTWF, Quick Draw
Environment: The Prime Material
Organization: Solitary
Challenge Rating: 16
Alignment: Chaotic Good
Possessions: +5 keen dagger, +5 frost dagger, +5 mithral breastplate, Cloak of Resistance +5, Amulet of Natural Armor +1

Languages Known: Common, Halfling, Auran, Elf, Dwarf, Draconic, Orc,
Sylvan, Goblin, Giant

Bandobras Lightningshadow woke up at a barn a few miles away from The Free City of Greyhawk. The farmer, infuriated that a squatter would be free loading milk and eggs at his expense, was prompt to chase him out with a good old pitchfork in hand. The farmer failed to notice the huge crack on the ceiling and the crater filled with hay. He did drop his weapon of choice when little Bandobras shot off into the morning sky.

And so Bandobras would travel Oerth, ever curious, to see what the world had in store for him. Many nights he would lay on a cloud just above a city or town, watching how people behaved. He would find himself many times coming down from the skies and actually helping the human folk. For some reason he could not explain, he would clench his fists at the sight of absolutist power. Order that suppressed the good folk - even the farmer who kicked him out so many years ago.

Bandobras helped quell a small hamlet from the oppression of a Hextorite garrison. He would travel years later through the ocean and listen to the woes of the merfolk about a Devil of the Deeps. When he tried getting into the fiend's lair, he almost drowned. He decided he'd come back some other time.

Lately, however, he has been spying from high above a hobgoblin warlord who burns entire villages and is amassing a vast army in the Sands of Dust. For some reason, he feels he should not get involved in facing this warlord, but he can abide this warmongering no longer. If only he could find some allies...

SLA (CL 20): at will- Wnd Wall, Haste, Blur
3/day: defenestrating sphere (DC 24), lightningbolt (DC 23)

-Schism: Whenever Bandobras is hit in melee, there is a 50% that the attack will miss. This manifests as Bandobras splitting into 2 identical copies. The effect lasts 1 round and is usable 10 times/day.

- Jet: By focusing on any point on the Prime Material, Bandobras may propel itself there at speeds rivaling that of any wind. He effectively propels like a rocket and may choose to crash or land stealthily on his point of arrival. The burst created by this ability creates a cloud of debris 15ft. wide and 10 ft. high, granting concealment for 5 rounds. Bandobras must have an idea of where he is headed- be it a map, picture, accurate verbal description or the like. This ability is usable 3/day.

- Eyes of the Eagle: Bandobras may see up to 50 miles with perfect clarity, even in utter darkness. This grants him a +25 Luck bonus to Spot checks and True Seeing.

- Electric Touch: Bandobras is surrounded by a crackling field of electricity. Anyone touching or attacking Bandobras with a melee weapon or who is in turn attacked by Bandobras as such, suffers 4d6 points of electric damage (no save). This ability may not be dispelled by any means, but Bandobras may suppress it and reactivate as a free action.

- Blast Off: Normally, Bandobras has no need to claim bloody vengeance, being a carefree fellow. However, should someone really anger him, the halfling need only look at the offender straight in the eye and send him flying into the air, much like the Jet ability described above. The target must be 60ft. away and have line of sight with Bandobras. A Will save DC 31 must be rolled, otherwise the target is engulfed in swirling winds and shot from its position to the stratosphere. This meteoric rise causes intense friction on the target, who suffers 10d6 points of fire and piercing damage as his body breaks the different atmospheres. Upon reaching the near point of space, the target is redirected by Bandobras to another location on the Prime Material (usually another continent). This redirecting has the same speed going down as it had going up, causing another 10d6 points of fire and piercing damage in addition to 20d6 falling damage on impact. Should the target succeed on his save, he is still hoisted into the air, but the damage is less, as the body resists the swirling winds, taking only a mere 5d6 falling damage. This ability is usable 1/day, is charisma based and includes a +4 bonus to the DC.

-Elemental Turning: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. This ability is usable 13/day a a 20th level cleric.

- Blessed by Boreas: Being attuned to the Plane of Air, Bandobras receives a bonus to deflection and saving throws equal to his Charisma bonus. He also gets a +10 to attack and damage rolls when fighting creatures in the air. He also gets max hp/hd.

- Light Fortification: As an embodiment of an Elemental Plane, Bandobras has a 25% chance to ignore damage from sneak attacks and critical hits.

- Ritualistic Rebirth: Killing the embodiment is impossible. PCs may reduce its HP total and "kill it", watching the embodiment regress to its armor form. However, unless the ritual has been cast on the artifact, this one will reform back into the embodiment it was in 1d10 days. Should anyone be wearing the piece when this time has expired, must make a Will DC 25 or have the embodiment take over, transforming the new body into the embodiment´s former self (this replaces the creature´s abilities, stats, etc. It effectively becomes a new character). Should the creature succeed at their saving throw, the armor piece expels itself from the body of the wearer, and may choose to reform on site or flee and reform elsewhere. Should the wearer die before the 1d10 days have passed, the embodiment takes over the wearer´s body immediately, assuming their former self back. If the wearer has more than one armor piece worn that has not been subject to the ritual and the above conditions are met (1d10 days to transformation or wearer's death), only one embodiment takes over the wearer's body, chosen randomly by the DM, leaving the other embodiments released to act as they so choose, be it staying in place and enacting revenge on those who "killed" them, or fleeing immediately. Note that none of these risks are present if the ritual is performed, which renders the embodiment in its armor form permanently.

- Anchored: Through an ancient decree by the higher powers, the embodiments may never leave the Prime Material Plane. Any attempt to travel to any plane other than the Material by the embodiment fails.




Once again, thank you for your interest and support. Any suggestions and critiques are welcome.

rweird
2012-06-14, 06:00 PM
Whatever they awaken, they could beat, you have to do, positive, negative, acid, fire, cold, and electric damage to deal real damage, the positive piece allows him to heal himself like there is no tomorrow, he can raise an army, destroy cities, and if all goes wrong, he still can retreat in about 10 different ways. If something awakens that isn't a optimized tier 1 caster, or a god, I can't think of something that could beat him, save him killing himself with one of his powers.

What is the maneuverability of air helmet's flight?

EDIT: I was wrong, any SoD has a good chance of killing him, if they can't fight the thing, they could easily scatter the pieces in time to prevent it, provided the monster can't teleport and knows where the PC will go.

AlanBruce
2012-06-14, 06:54 PM
Whatever they awaken, they could beat, you have to do, positive, negative, acid, fire, cold, and electric damage to deal real damage, the positive piece allows him to heal himself like there is no tomorrow, he can raise an army, destroy cities, and if all goes wrong, he still can retreat in about 10 different ways. If something awakens that isn't a optimized tier 1 caster, or a god, I can't think of something that could beat him, save him killing himself with one of his powers.

What is the maneuverability of air helmet's flight?

EDIT: I was wrong, any SoD has a good chance of killing him, if they can't fight the thing, they could easily scatter the pieces in time to prevent it, provided the monster can't teleport and knows where the PC will go.

Thank you for pointing out the flight speed issue. It has been fixed. Once someone dons the entire set, things will change, benefitting the user tremendously. Also, the risk for dying when activating the special powers for each using the full set becomes non-existent, since the armor is now 100% functional and awakened.

The idea is for the armor to never be worn, not fully, at least. As stated earlier, there is a reason it was scattered and hidden from mortal knowledge... until recently.

rweird
2012-06-15, 11:15 AM
You will need something pretty strong to challenge someone with those artifacts, what do you plan on it being?

AlanBruce
2012-06-15, 11:25 AM
You will need something pretty strong to challenge someone with those artifacts, what do you plan on it being?

Hopefully, the campaign will never see someone don the entire set (that is the main plot I have written down). I am counting on player cunning and creativity to avoid having to face the fully awakened armor.

Should, however, the worse scenario be presented, I may have to implement divine assistance to aid the PCs (which, by the time this scenario happens, may already be epic or near epic in level).

AlanBruce
2012-06-16, 03:45 AM
Thank you so much for the active responses and critiques. I hope that once the campaign is started, my players will enjoy it as much as I have writing (most) of the story down.

I would like to ask anyone interested out there to give me a hand writing down the stats for the embodiments (their forms before becoming a piece of the armor). At least as a general idea, so I could flesh it out. Sadly, when it comes to writing NPCs, I am a tad rusty. Some of the ideas I had in mind were the following:

- Their class level (if any) should not be overly high. The party will all be 10th level when they begin, so they should have a sporting chance against the embodiment.

- Powers gained by the artifact in armor form are not necessarily present with the embodiment (accounting for its memory loss). Maybe variants of what the artifacts can do?

- Ritualistic Rebirth: Killing the embodiment is impossible. PCs may reduce its HP total and "kill it", watching the embodiment regress to its armor form. However, unless the ritual has been cast on the artifact, this one will reform back into the embodiment it was in 1d10 days. Should anyone be wearing the piece when this time has expired, must make a Will DC 25 or have the embodiment take over, transforming the new body into the embodiment´s former self (this replaces the creature´s abilities, stats, etc. It effectively becomes a new character). Should the creature succeed at their saving throw, the armor piece expels itself from the body of the wearer, and may choose to reform on site or flee and reform elsewhere. Should the wearer die before the 1d10 days have passed, the embodiment takes over the wearer´s body immediately, assuming their former self back. If the wearer has more than one armor piece worn that has not been subject to the ritual and the above conditions are met (1d10 days to transformation or wearer's death), only one embodiment takes over the wearer's body, chosen randomly by the DM, leaving the other embodiments released to act as they so choose, be it staying in place and enacting revenge on those who "killed" them, or fleeing immediately. Note that none of these risks are present if the ritual is performed, which renders the embodiment in its armor form permanently.

Again, any and all suggestions are more than welcome and sorry for the inconvenience!

Popertop
2012-06-16, 04:43 AM
Whenever someone wears a single piece of the artifacts, they could hear dark whispers promising untold power, whispers that become far stronger when more pieces are worn.

Also, does this remind anyone else of that Fatal Fury movie? made in 96 I think...

AlanBruce
2012-06-16, 10:33 AM
Whenever someone wears a single piece of the artifacts, they could hear dark whispers promising untold power, whispers that become far stronger when more pieces are worn.

Also, does this remind anyone else of that Fatal Fury movie? made in 96 I think...

You know I had thought of that effect as well? I had an idea that it would start like a faint whisper, and then grow exponentially the more pieces the wearer donned. Until at last, the armor would take over, introducing new changes to the abilities in accordance to what the wearer became. I was even working on a set of rules to go along with it (a series of DCs, increasing in number as more armor pieces were worn and days/weeks/etc passed.)

Will have to check Fatal Fury!

rweird
2012-06-17, 09:26 AM
- Killing the embodiment is impossible. PCs may knock the embodiment unconscious, or grapple it to give someone in the party enough time to cast the ritual to turn it back into an armor piece.

Straight off the bat I consider this bad, in general, invincible NPCs are a bad thing, it will really piss the players off, having something like the Lich's Phylactery being the artifact they are, so when they die, they turn into the artifact but they begun reforming unless the ritual is used. (Don't tell the PCs this) though I'm not sure how to handle it if a PC uses the artifact, maybe in 1d10 days the artifact gets an ego and will try to do whatever it did previously excepts it uses the PC to do it, when the PC dies while the artifact's ego it active, the incarnation takes the PC's place, fully formed. Just my idea, take it or leave it.

AlanBruce
2012-06-17, 12:39 PM
Straight off the bat I consider this bad, in general, invincible NPCs are a bad thing, it will really piss the players off, having something like the Lich's Phylactery being the artifact they are, so when they die, they turn into the artifact but they begun reforming unless the ritual is used. (Don't tell the PCs this) though I'm not sure how to handle it if a PC uses the artifact, maybe in 1d10 days the artifact gets an ego and will try to do whatever it did previously excepts it uses the PC to do it, when the PC dies while the artifact's ego it active, the incarnation takes the PC's place, fully formed. Just my idea, take it or leave it.

Taken! Excellent idea, and it goes well with the concept i have in mind for someone donning more and more sets at once.

rweird
2012-06-17, 06:12 PM
That is good though I was thinking more of an intelligent magic item (DMG p. 268-272) and having a strong ego that activates after 1d10 days and not killing the wielder unless the effect that kills them, or in combat, or forcing personality conflict to get him to do something so bloody stupid, they die from it. The item however using the DMG rules would have an ego so high (Almost all its powers are equivalent to one, if not more dedicated powers and would most likely have a Cha of 30 [turn/rebuke with cha 30 would likely translate as such]) so it would pretty much control every aspect of a characters life. I understand this has its drawbacks and the other works as well but I though I might put it out there.

AlanBruce
2012-06-17, 09:01 PM
That is good though I was thinking more of an intelligent magic item (DMG p. 268-272) and having a strong ego that activates after 1d10 days and not killing the wielder unless the effect that kills them, or in combat, or forcing personality conflict to get him to do something so bloody stupid, they die from it. The item however using the DMG rules would have an ego so high (Almost all its powers are equivalent to one, if not more dedicated powers and would most likely have a Cha of 30 [turn/rebuke with cha 30 would likely translate as such]) so it would pretty much control every aspect of a characters life. I understand this has its drawbacks and the other works as well but I though I might put it out there.

Thank you, rweird. I was looking at magic armor special properties in the DMG for an idea on how to better flesh out each piece, rather than just applying a "+1" next to it. By the time the PCs meet an embodiment, they should have a clear idea of what they are after (and hopefully, the ritual in hand). I like the idea of influencing the PC who wears it rather than killing him. In fact:

I was planning of applying their influence on the wearer as soon as 50% of the armor were worn (3 pieces or more). The memory loss placed on the artifacts is a curse of deific proportions, however, the more parts that are gathered and attuned, the less effective the curse becomes, awakening its true consciousness or ego, and thus gradually taking over the wearer.

rweird
2012-06-18, 12:55 PM
Your welcome, maybe the artifact has x/6th of its ego where x= # of pieces worn, though remember, the different pieces shouldn't fully ally, they have there own goals and are willing to work together, but they don't all want the same thing.

Qwertystop
2012-06-18, 01:08 PM
I'd be interested in joining this campaign, if it's not planned for an RL group. I've wanted to play an Ozodrin for a while, and it seems to me there could be some good interactions with a character who is, in a way, outside all of the elements. Since it's level 10, that would also mean lots of cool abilities.

AlanBruce
2012-06-18, 01:57 PM
Your welcome, maybe the artifact has x/6th of its ego where x= # of pieces worn, though remember, the different pieces shouldn't fully ally, they have there own goals and are willing to work together, but they don't all want the same thing.

Absolutely agree with you there. Each piece, or embodiment has their own goals, They have lived their own lives for many, may years. Some want to spread war and conquest, others want seclusion, some want to live life to the fullest, and others want to help those they love in comfort and tranquility. Yet all these goals would be erased if the ritual were cast upon them. Erased and replaced by the true goal of the armor, should it ever be fully awakened.

AlanBruce
2012-06-18, 01:58 PM
I'd be interested in joining this campaign, if it's not planned for an RL group. I've wanted to play an Ozodrin for a while, and it seems to me there could be some good interactions with a character who is, in a way, outside all of the elements. Since it's level 10, that would also mean lots of cool abilities.

Just read the Ozodrin. I must say, sir: have you been checking my notes? :wink:

rweird
2012-06-18, 02:48 PM
Absolutely agree with you there. Each piece, or embodiment has their own goals, They have lived their own lives for many, may years. Some want to spread war and conquest, others want seclusion, some want to live life to the fullest, and others want to help those they love in comfort and tranquility. Yet all these goals would be erased if the ritual were cast upon them. Erased and replaced by the true goal of the armor, should it ever be fully awakened.

What is the armor's true goal?

AlanBruce
2012-06-18, 04:11 PM
What is the armor's true goal?

I took the liberty to change some aspects of an original Greyhawk mythology to better suit this campaign, elaborating on certain aspects:

When Tharizdun was faced with a coalition of gods and powers to prevent him from unmaking existence, he had forseen, eons back, his eventual imprisonment. As such, in secret, he sent forth 6 tiny specs of essence from his unfathomable form into the Inner Planes, there to simmer in the pure element mixed with his malevolent desires. As the war raged on in the Outer Planes against him, the tiny specs took form: that of an armor, bathed for eons in elemental purity and tainted by the Dark god´s touch, undetected by the Higher Powers since they were entirely focused on his alien Father. These pieces would travel the Inner Planes, coalesce and reform Tharizdun, giving him the power of the Energy Planes and his own power to break the Prison, merge back, and unmake the multiverse. As the final seal was inscribed on the colossal gateway to his prison, some gods realized what was happening in the Inner Planes. Horrified that they could not go and stop the merger themselves, since the sealing on Tharizdun had left them extremely weak, they called forth some of their most loyal and powerful followers to stop the merger. When the chosen arrived at their respective Inner Planes, they realized that no magic or steel could stop the merging process, so, in a last effort, the 6 agreed to do what was best for existence itself. Selflessly, a young sorcerer, an elven priestess, a hobgoblin warrior, a sahuagin druid, a dwarven fighter, and a halfling rogue, the god's called and chosen, even if not all were of a noble heart, jumped in the way of the coming elemental pieces, embracing the terrible power and fusing it with their own bodies, their understanding of what was at stake ever clear.

When the gods finished sealing Tharizdun, they went to see their followers, now fully attuned and having become embodiments to the pieces, writhing in physical and mental pain as the thoughts of the dark god and the elemental essence snaked through their mortal bodies like a poison. Tears flowed through the gods because they could not unmake the situation before them. They could, however, assuage their situation and ease them of their pain. One goddess wiped their memory clean, so as to lock down the memories of the dark god himself, thus stopping the mad surge within their bodies. Another reduced their power significantly, so they would not abuse the powers no doubt latent in their souls due to the artifact with their own, risking a memory awakening. Another decreed that they should not stay in the Outer Planes, for creatures of sinister agendas may be privy of their power and seek to exploit them. Everyone agreed the Prime Material should be the place for them to go, scattered and amnesiac. Finally, one god locked their abilities from ever affecting outside the material, so as to not cause even a single ripple that may reach Tharizdun´s prison.

When all was set and done, the gods scattered the dormant embodiments into different parts of the world below, thankful for their sacrifice. Unbeknownst to everyone, Tharizdun had forseen more than just his imprisonment. He penned down a ritual to revert the embodiments and spread word through his cult followers and those worshipping the Elder Elemental Eye of a magnificent armor that may convey ultimate power to he who would wield it, he had the ritual hidden in a temple for the "worthy" to claim it, masking as a noble prize to be had.

When the cult was taken down in an attempt to bring the dark god back using the elemental lords of evil, the legend of the armor faded into myth... except for obscure scholars who were eagerly attempting to decipher the location of the ritual and the pieces.

Airanath
2012-06-18, 04:56 PM
First things first: I like the idea, and can't wait to see a campaign log if you are going to make one =)

Second: As for armor pieces hp, 3.5 might not have rules for piecemeal armor, but lo and behold, pathfinder can offer you some for free right here (http://www.d20pfsrd.com/gamemastering/variant-rules#TOC-Piecemeal-Armor).

Qwertystop
2012-06-18, 05:40 PM
Just read the Ozodrin. I must say, sir: have you been checking my notes? :wink:

Ummm....

Is that a yes?

And no. How close is it to exactly what you were looking for?

AlanBruce
2012-06-18, 05:49 PM
First things first: I like the idea, and can't wait to see a campaign log if you are going to make one =)

Second: As for armor pieces hp, 3.5 might not have rules for piecemeal armor, but lo and behold, pathfinder can offer you some for free right here (http://www.d20pfsrd.com/gamemastering/variant-rules#TOC-Piecemeal-Armor).

Thank you very much for the info! I will take a look at PF's list and give them the necessary stats.

AlanBruce
2012-06-18, 06:20 PM
Ummm....

Is that a yes?

And no. How close is it to exactly what you were looking for?

Well, the plot is elemental-centric (they are artifacts from the Inner planes, after all). However, the twist has an aberrant quality to it, if the armor is made whole.

Qwertystop
2012-06-18, 06:23 PM
Well, the plot is elemental-centric (they are artifacts from the Inner planes, after all). However, the twist has an aberrant quality to it, if the armor is made whole.

So, am I in?

AlanBruce
2012-06-18, 06:30 PM
So, am I in?

I would love to! I would have to gather a group willing to play online. I had planned for a table top session, but I see no reason to not run an online game parallel to that one. It's interesting to see how different groups react to the same campaign.

Qwertystop
2012-06-18, 06:42 PM
I would love to! I would have to gather a group willing to play online. I had planned for a table top session, but I see no reason to not run an online game parallel to that one. It's interesting to see how different groups react to the same campaign.

Oh, OK then. I was somehow under the impression that it was an online one anyway.

So, anyone else want to join?

GnomeGninjas
2012-06-18, 06:47 PM
Oh, OK then. I was somehow under the impression that it was an online one anyway.

So, anyone else want to join?

I'd like in, though wouldn't us having read this thread kinda spoil some of the plot.
I feel very ninja'd

rweird
2012-06-18, 06:47 PM
I'd be interested, the problem is we both know the overall plot, this seems very interesting and at the very least you should make a campaign log.

AlanBruce
2012-06-19, 01:09 AM
I'd like in, though wouldn't us having read this thread kinda spoil some of the plot.
I feel very ninja'd

You're right. I should've PMed the person who asked me for relevant plot points:smallfrown:

Still, if you'd like to play the campaign online, I would be more than glad to organize one. I would like to flesh out the embodiments first, so as to have stats for them in the event PCs want to interact with them in any way. Thank you so much for the interest and support!

Qwertystop
2012-06-19, 09:11 AM
I'd be interested, the problem is we both know the overall plot, this seems very interesting and at the very least you should make a campaign log.


I'd like in, though wouldn't us having read this thread kinda spoil some of the plot.
I feel very ninja'd

Just try not to metagame. Problem solved.

GnomeGninjas
2012-06-19, 12:42 PM
Just try not to metagame. Problem solved.

Your right that would work for most of it, though if there are puzzle/riddle/guess where the badguy will strike next/etc things and we know the answer or some major things that would help us solve it from this thread we would either have to intentional give the wrong answer or metagame.

Qwertystop
2012-06-19, 12:59 PM
So don't give away puzzle answers.

rweird
2012-06-19, 01:11 PM
So you still have to not do anything in those puzzles.

Qwertystop
2012-06-19, 01:39 PM
So you still have to then not do anything in those puzzles.

What I'm saying is "don't talk about the puzzles in this thread until after they are solved". Alternately, "don't talk about puzzles until players have been selected. Once they have been selected, players must unsubscribe from this thread and agree not to check it".

rweird
2012-06-19, 04:00 PM
What about the stuff that is already posted in this thread?

AlanBruce
2012-06-19, 05:41 PM
If you'd like to start an online campaign, I would be honored. I had written the material here because I was looking for imput and mechanical critique. I can honestly say that your help has been amazing. If anyone is interested in playing this campaign online, please PM me with your response.

Qwertystop
2012-06-19, 05:50 PM
What about the stuff that is already posted in this thread?

Certainly doesn't seem like there were any puzzles posted so far. Plot yes, puzzles no.

rweird
2012-06-19, 06:56 PM
So it won't be problematic that people know:
If you plan on playing and don't know the armor's true goal don't readThat gathering the peices will release Tharizdun and he will destroy reality. It's hard to know if your metagaming if you make the choice not to use the ritual,is it metagaming? Does that mean you can'tmake that choice without metagaming? If it is, choosing to do the ritual also would kind of make it a self imposed railroad.

AlanBruce
2012-06-19, 07:40 PM
So it won't be problematic that people know:
If you plan on playing and don't know the armor's true goal don't readThat gathering the peices will release Tharizdun and he will destroy reality. It's hard to know if your metagaming if you make the choice not to use the ritual,is it metagaming? Does that mean you can'tmake that choice without metagaming? If it is, choosing to do the ritual also would kind of make it a self imposed railroad.

You do have a good point, rweird. Yet some things should be considered:

- Some of these embodiments aren't actually content with isolationism and helping others. Some or warlords, hell-bent on taking entire kingdoms...let alone continents if unopposed.

- Should the PCs choose not to use the ritual on a fallen embodiment (an artifact at this point), the embodiment will return, causing further mayhem (or whatever it was doing before being turned)

- The true nature of the ritual is unknown to everyone. Just some obscure writing that states it can revert the creature to its armor form. This comes as both a blessing and a curse. For one, if the PCs get a hold of the ritual and use it, they may secure the artifact from coming into the wrong hands. If the ritual falls into the other faction's hands, then it becomes a race to retrieve it from them before all 6 pieces are put together.

- There is another faction going after the same artifacts. And rest assured, they won't hesitate to use the full set if they have a chance.

rweird
2012-06-20, 03:49 PM
Could you post the 16 for the online version of this game?

I understand that, and think that it will work.

Airanath
2012-06-20, 04:01 PM
Count me in for online play too! Guess recruitment thread is in order? or pm of the 16 if we got enough people =o Even better than a log, to actually play the game =D

GnomeGninjas
2012-06-20, 05:27 PM
Count me in for online play too! Guess recruitment thread is in order? or pm of the 16 if we got enough people =o Even better than a log, to actually play the game =D

It would be cool for him to post a log of the real life game. We play out the PBP game and then we read what the other group did differntly and the effects of there different choices.

Qwertystop
2012-06-20, 07:06 PM
Testing to see if this can be used as a recruitment thread:
4d6b3
4d6b3
4d6b3
4d6b3
4d6b3
4d6b3
If those work, those are going to be my base ability scores. If not, I'll wait till he posts a recruitment thread.
(for those who are confused, the roller only works on certain subforums, and I can't remember whether this is one)

EDIT: OK, they don't work.

AlanBruce
2012-06-20, 07:32 PM
Sorry for the delay in responses. I will be posting all necessary info in a PM to all interested players later tonight. Thank you again for your interest!

AlanBruce
2012-06-30, 04:26 AM
Greetings again. I have recently attempted to write down one of the NPCs for my campaign. Anyone willing to provide imput is more than welcome, you may find the NPC spoilered in the first page, under the Right Gauntlet. Thank you and sorry for the inconvenience.

rweird
2012-06-30, 08:47 AM
I'd say CR is a good deal over 13, She will almost certainly have Death Ward active that you will need to dispel to be able to overcome her regeneration. If she just was a 13th level cleric she would be CR 13, I think 14-17, though 14 is to low, once the PCs have 9th level spells, I'm not sure how much of a threat she'd be.

AlanBruce
2012-06-30, 04:52 PM
I'd say CR is a good deal over 13, She will almost certainly have Death Ward active that you will need to dispel to be able to overcome her regeneration. If she just was a 13th level cleric she would be CR 13, I think 14-17, though 14 is to low, once the PCs have 9th level spells, I'm not sure how much of a threat she'd be.

Thank you for pointing that out. Changed regeneration for her since she can't really be "killed". This should make it easier for PCs to take her down should it come to a fight.

rweird
2012-06-30, 07:36 PM
I'd say she is CR 14 or 15 now, though her feat selection may change that. remember, a normal 13th level cleric is CR 13, the abilities that the artifact grants boost her CR at least 1, assuming you want it to have any major effect.

AlanBruce
2012-07-02, 05:37 AM
Thank you, rweird. I do not wish to make them unbeatable, but certainly a challenge and a good expenditure of resources. Of course, should any player be smart enough to pull a clever trick, by all means.

AlanBruce
2012-07-04, 11:15 PM
Greetings! Got the second embodiment pretty much fleshed out. Unfortunately, I for one cannot think of decent feats to give these guys. If anyone has suggestions, please input any advice. It will be most welcome.

EDIT: added the fire embodiment to the list. As always, any suggestions and critiques are welcome. Thank you in advance!

rweird
2012-07-05, 06:38 AM
I think that the template gives about +3 to CR. Remember, a 15th level fighter is CR 15, a 15th level fighter with all the fire peice SLAs and powers would be stronger.

AlanBruce
2012-07-10, 10:53 PM
Thank you everyone for your support! I finally finished these guys, feats and all! I added a sketch for the Positive embodiment in the first page. And once again, if you have any suggestions are critiques, they are more than welcome.

Thank you again.

dantiesilva
2012-07-27, 08:38 AM
And finished reading as you asked me to. And I got to say there is a lot of fun you could have with this. For example did you know there is a ritual in one of the books that basically makes you an avatar of the horde ( Goblins trolls, orges, the like) which would work well with the lord of fire.

And playing with the alignment suits is a bit more difficult, for one fact, for them to be useful you must wear all 3 pieces, and though there are 3. Your players would only use two of the sets. Thus making it so two of them are more powerful then the others. To counter that you could use the armor sets from the MIC as well. Hope this helps you. And I would suggest having The lord of fire getting the WitW under his control.

Which piece will you PCs be going for next, or what shall they be doing next? In the campaign so I can begin pumping out ideas.

Qwertystop
2012-07-27, 08:41 AM
Is the game on these forums happening or not? I sent my character in and got it approved a while ago.

AlanBruce
2012-07-27, 12:44 PM
Thank you for the imput, Dantiesilva! The WITW will indeed be one of the Lord of Fire's Lieutenants. The party as of now is headed for the goddess (aka. The Positive Piece), unbeknownst to them what she really is.

Hello, Qwertystop. Yes, The PbP game was delayed significantly, but it is not ruled out. Your character has been approved and I would like to start a game as soon as possible. If you're interested in checking out my RL campaign progression, here's the log for it here (http://www.giantitp.com/forums/showthread.php?t=249659)

Qwertystop
2012-07-27, 08:26 PM
Thank you for the imput, Dantiesilva! The WITW will indeed be one of the Lord of Fire's Lieutenants. The party as of now is headed for the goddess (aka. The Positive Piece), unbeknownst to them what she really is.

Hello, Qwertystop. Yes, The PbP game was delayed significantly, but it is not ruled out. Your character has been approved and I would like to start a game as soon as possible. If you're interested in checking out my RL campaign progression, here's the log for it here (http://www.giantitp.com/forums/showthread.php?t=249659)

I don't want to check it yunless the game is cancelled, I don't want more spoilers than I have already.


Is it delayed due to lack of players? If so:


Does anybody want to join the PbP version but hadn't realized there was going to be one?

dantiesilva
2012-07-27, 11:05 PM
Saying I am helping with alot of the things going on I can not saddly, but at the same time it is hard not to apply knowing how well some of the challenges you will be facing. One I happily made to be a no win situation unless you do everything in order.

And Will get started on the WitW if you want. Have some ideas that would like to run by you. For example say a special magic item or the fire subtyoe added to him, saying he is already weak against water attacks due to becoming a drylich at higher levels ( 13 to be exact). I would also suggest making the artifacts higher in level, 15 just doesn't seem high enough to me. Then again I normally run level 40 gestalt games so...yea.

rweird
2012-07-28, 03:18 PM
I don't think I'll be able to partake in the PbP version of this, I'll still watch with interest

If you plan on playing the campaign don't read.
The Air embodiment shouldn't have full BaB.

Also, maybe adding 1 to all the mundanes CRs would be good, they have 10 higher than they'd normally with their saves, SR 25, and DR 15/- as well as fast healing. They are CR=their level without any of these abilities, though they have over +30 total to abilities as well. They have SoDs with DCs in the high 20s or low 30s, as well. +2 CR for the mundanes would be good I think. Maybe +3 to all. I might run a few tests of them V.S. characters I've made and see how things turn out, though that would have to wait some, I could PM you a link to the sheets.

137beth
2012-07-28, 06:41 PM
Wow...I just found this and read the whole thread. And I have to say, HOW COULD YOU DO THIS TO US?!?
Now I think I know too much to play in the pbp game!:smallfurious:

Ah well, I'll have fun contributing to the challenges you throw at the players.

Anyways, I think it would be appropriate for (at least some of) the embodiments to reach level 20 by the end of the campaign. They ARE major artifacts, and their power should be beyond what normal mortal adventurers are capable of.

dantiesilva
2012-07-28, 08:51 PM
I don't think he has been on in a few days, im still waiting on a pm from him

Qwertystop
2012-07-28, 09:59 PM
Wow...I just found this and read the whole thread. And I have to say, HOW COULD YOU DO THIS TO US?!?
Now I think I know too much to play in the pbp game!:smallfurious:

Ah well, I'll have fun contributing to the challenges you throw at the players.

Anyways, I think it would be appropriate for (at least some of) the embodiments to reach level 20 by the end of the campaign. They ARE major artifacts, and their power should be beyond what normal mortal adventurers are capable of.

Hey, I read everything that isn't spoilered. just try not to metagame.

Pleeeeease? I really want to play this...

137beth
2012-07-29, 11:00 AM
Hey, I read everything that isn't spoilered. just try not to metagame.

Pleeeeease? I really want to play this...

I read the spoilered stuff too...

Qwertystop
2012-07-29, 11:02 AM
I read the spoilered stuff too...

Just don't metagame and everything will be fine.

Or are you bad at not metagaming?

137beth
2012-07-29, 11:05 AM
Just don't metagame and everything will be fine.

Or are you bad at not metagaming?

I am perfectly comfortable not metagaming. I just feel like since I know the plot, I might as well help with the design, and leave being in the game to someone else.

dantiesilva
2012-07-29, 11:10 AM
I have actually designed boss fights so i am way out. I know strengths weaknesses. When they will show up what you have to do to win so i am so far out there is now way for me to get in. Its why i am just helping now. Though still havent heard from him starting to wounder if his internet went down.

AlanBruce
2012-07-29, 02:12 PM
Greetings! Thank you so much for the ides and support! I was away for the holidays (Independence Day down here), so I had limited access to the internet.

@rweird: Thank you for pointing the BAB for the Air embodiment! How did it elude me, I do not know. Upping the CR by +3 may be a good idea. If you can, please PM me with your thoughts on and results on a play test with a party vs 1 of these guys. I haven't had a chance to do so yet, since my PCs are still 8th level.

@dantiesilva: thank you so much for your help, my friend! I can't wait to run the forest portion with my party and write it on the campaign log!

I already have the first few sessions down and can be easilly incorporated into PbP. Those who want to play, please PM. This time we'll get the game going as fast as possible.

Thank you so much for your support!

dantiesilva
2012-08-02, 04:45 AM
Ok as you asked i have started taking a look at your people.

1. Grey elf wizard. Good. Archmage. Not so much, unless you absolutely need the abilities it grants I would think it a better idea to go something like this.

Wizard 3/ Master specialist x/ Ultimate magusx/ And if you want to explore his fey like ancenstry wildsoulx

With master specialist you gain actual abilities, even if they are not great they are better then none. Skill focus (spellcraft) is useful for the fact that it boosts up your most important skill. Expanded spell book, ain't anything you can not do with buying scrolls or such. Gaining greater spell focus is good though, and saying you will be level 5 when you get it not bad at all. Minor School Esoterica can be very useful. Caster Level Increase I don't even need to explain. Moderate School Esoterica and major like before are good.

Ultimate magus is also one that increases your spellcasting alot and has useful abilities.

2. Can not be made. The template does not apply to it, so. Bluespawn godkiller half-golem. The warblade should work fine/ But you will still have 5 more levels left saying your first build is level 20.

3. Wow you are evil. Making it so your Pcs almost always look at her which makes them blind...And if they don't look at her they take sneak attack damage...Pure genious.

4. This one I'm not quite sure what you were trying to do. It seems like the class from Cadv would fit better because of how you played it in game.

5. Again see no problem with it. Though you could have arcane casting as well if you went with the cheese Rainbow servant entry. Hope this helps.

PS where is the campaign journal again?

AlanBruce
2012-08-02, 02:20 PM
Hello, Dantiesilva! I just sent you a PM with the ideas before redaing your suggestions here. These fit much better indeed. The campaign log may be found here. (http://www.giantitp.com/forums/showthread.php?t=249659) I may need to change 4 and check out Complete Adventurer. Love the Raindow Servant idea for 5!

dantiesilva
2012-08-03, 09:21 AM
If you would like like before I can stat everything out and such, but there is a trick on the playground that lets you cast a spell spontaneously without being a spontaneous spellcaster. But then again having high Sor casting and wizard casting would be good.

dantiesilva
2012-08-03, 09:22 AM
If you would like like before I can stat everything out and such, but there is a trick on the playground that lets you cast a spell spontaneously without being a spontaneous spellcaster. But then again having high Sor casting and wizard casting would be good.

O and My idea of the lord of fire without the special abilities that you threw in due to the artifact.

http://www.myth-weavers.com/sheetview.php?sheetid=424816

AlanBruce
2012-08-03, 04:55 PM
Thank you for the suggestions! If there is indeed a trick to attain spontaneous casting as a wizard without taking a sorcerer level, I'd love to hear it!

SenseoSensei
2020-04-22, 10:08 AM
Thank you for the suggestions! If there is indeed a trick to attain spontaneous casting as a wizard without taking a sorcerer level, I'd love to hear it!

Hey Alan,

I've read the entire thread and am most excited to have my players encounter all these things you put so much effort in. Do you happen to have your DM notes from this campaign still?

truemane
2020-04-22, 10:29 AM
Metamagic Mod: Turn Unthread!