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View Full Version : Epic Augment Crystals [D&D 3.5]



Kazyan
2014-01-11, 12:00 AM
Epic augment crystals are highly potent modular magic items, granting abilities greater than even standalone magic items.

An epic augment crystal functions like a greater augment crystal of the same type, except that the items it may be attached to must either be artifacts or have an enhancement bonus of +6 or greater.


ARMOR CRYSTALS

Epic Clasp of Energy Protection
Price: 30,000 gp

This augment crystal grants immunity to the designated energy type. Once the crystal has prevented a total of 150 points of energy damage, it becomes inert until the following day.

Epic Crystal of Adamant Armor
Price: 35,000 gp

This augment crystal improves the hardness of a suit of armor or shield by 100.

Epic Crystal of Adaptation
Price: 50,000 gp

This augment crystal protects you from temperature extremes as an endure elements spell, grants you the benefit of the avoid planar effects spell, and obviates your need to breathe.

Epic Crystal of Arrow Deflection
Price: 50,000 gp

This augment crystal grants you a +5 bonus to AC against ranged attacks, and allows you to reflect one ranged attack per round as if you had the Reflect Arrows feat.

Epic Crystal of Glancing Blows
Price: 50,000 gp

This augment crystal continuously grants you the benefit of the freedom of movement spell.

Epic Crystal of Lifekeeping
Price: 50,000 gp

This augment crystal continuously grants you the benefit of the death ward spell.

Epic Crystal of Mind Cloaking
Price: 100,000 gp

This augment crystal continuously grants you immunity to mind-affecting effects.

Epic Crystal of Screening
Price: 30,000 gp

This augment crystal imposes a –20 penalty on touch attacks made against you by incorporeal creatures.

Epic Crystal of Stamina
Price: 27,000 gp

This augment crystal continuously grants you immunity to disease and poison.

Epic Iron Ward Diamond
Price: 80,000 gp

This augment crystal grants you damage reduction 10/—. This damage reduction stacks with similar damage reduction granted by any other source. Once the clasp has prevented a total of 100 points of damage, it becomes inert until the following day. An epic iron ward diamond functions only when attached to heavy armor.

Epic Rubicund Frenzy
Price: 60,000 gp

As long as your current hit point total is no greater than half your full normal hit points, this augment crystal grants you a +10 morale bonus on weapon damage rolls and immunity to fear effects.


WEAPON CRYSTALS

Epic Crystal of Adamant Weaponry
Price: 34,000 gp

This augment crystal improves the hardness
of the attached weapon by 100.

Epic Crystal of Arcane Steel
Price: 60,000 gp

This crystal grants a +2 insight bonus on your weapon damage roll, attack roll, and spell saving throw DC when delivering a spell or spell-like ability through a melee attack with the attached weapon.

Epic Crystal of Energy Assault
Price: 60,000 gp

As the greater crystal, except that the attached weapon's damage consists entirely of the appropriate energy type.

Epic Crystal of Illumination
Price: 10,000 gp

The attached weapon sheds bright illumination
in a 120-foot radius and shadowy
illumination for 120 feet beyond that. This interacts with magical darkness as a 10th-level magical light effect.

Epic Crystal of Life Drinking
Price: 60,000 gp

Each time you deal damage to a living creature with the weapon to which this crystal is attached, you heal 10 points of damage. When the crystal has healed a total of 100 points of damage, it becomes inert until the following day.

Epic Crystal of Return
Price: 40,000 gp

As the greater crystal, and the weapon returns as a free action, allowing you to make full attacks with the thrown weapon.

Epic Crystal of Security
Price: 30,000 gp

This crystal grants you a +20 bonus on any check made to draw the weapon (such as when grappling) or to keep the weapon in your hand (such as on an opposed disarm check or an opposed Strength check if you and an opponent both grab the weapon).

Epic Demolition Crystal
Price: 60,000 gp

As the greater crystal, and the attached weapon is treated as if it had the Contruct Bane weapon special ability.

Epic Fiendslayer Crystal
Price: 50,000 gp

As the greater crystal, and the attached weapon is treated as if it had the Evil Outsider Bane weapon special ability.

Epic Pheonix Ash Threat
Price: 60,000 gp

If you hit a creature with a weapon bearing this crystal, that target takes 10 points of fire damage on the following round, which ignores fire resistance and is merely halved by fire immunity. Multiple hits by the weapon against the same target aren't cumulative.

Epic Truedeath Crystal
Price: 100,000 gp

As the greater crystal, except that any undead creature struck by the attached weapon must succeed on a Will save with a DC equal to the attack roll minus 10 or be destroyed.

Debihuman
2014-01-11, 04:38 AM
Why are the costs so low?

Debby

Kazyan
2014-01-11, 07:52 PM
To get the costs, I just multiplied the costs of the greater crystals by 10, which is the "epic" multiplier for pricing. Augment crystals are usually competitive with what you would get from regular magic items that do the same thing.

TuggyNE
2014-01-11, 10:29 PM
To get the costs, I just multiplied the costs of the greater crystals by 10, which is the "epic" multiplier for pricing. Augment crystals are usually competitive with what you would get from regular magic items that do the same thing.

Generally, the epic multiplier is on top of any other cost increases (a +6 weapon costs, not ten times as much as a +5, but 14.4 times), so these are likely to be rather underpriced.

rweird
2014-01-25, 09:27 AM
They all look decent to me excepts the Epic Truedeath Crystal, it costs 100,000 GP, and blows the +6 enchantment Mighty Disruption (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#mightyDisruption) out of the water (assuming the wielder has half-competent attacks, though even just with a BAB of +20, no strength bonus, and the weapon having a +6 enhancement bonus, means that on a 5+, it'll have a higher save DC). With something like True Strike, is can be close to an instant kill against undead.

I'd recommend replacing the save DC with the typical 10+1/2 HD + [ability modifier, either Cha or Str IMO], or make it only function on a critical hit, but also give the Undead Bane property as well.

The comparison of saves to AC I did in epic levels has AC typically be at least 45, though will saves can be as low as in the 20s, sometimes over 30 points lower than AC, meaning for a fair number, a hit practically guarantees a kill against an undead.