Fualkner Asiniti
2007-06-29, 06:04 PM
Asiniti Nexus
The Asiniti Nexus creates a web of protective power while also granting the user additional powers.
Lore: Characters gain the following pieces of information by making a Knoledge (History) or a bardic knowledge check.
DC 20: A teifling wizard named Fualkner Asiniti created the Asiniti Nexus to gain extra protection while adventuring.
DC 30: The nexus gives the user extra effects depending on their alignment. The nexus reacts to the mindset of the user, therefore changing its effect.
DC 35: Bigby once used one of these items. His affinity with hands was so strong that the nexus looked like them. He said "Cute." and never used the item again.
Description: A small bag or pouch of any material. The bag is sometimes addorned with a shield.
Activation: Speaking the command word activates the Asiniti Nexus.
Effect: When activated, the Asiniti Nexus releases 3 phantasmal objects. These objects may look like anything and differ from person to person. For example, an evil knight may have his Nexus look like undead spirits, while a ranger may have his look like rodents.
The user of the nexus, when attacked, may convert one or more of the objects to energy. This energy protects him, granting him a +2 bonus to AC and saves until the end of the round. Also, the user is granted a special effect based on his alignment.
Lawful: A lawful character may convert one of his objects into a force that can stun others. When you expend one of the spirits, all of your attacks stun the enemy. When you make the hit, the enemy must succeed on a DC 14 Will save or become stunned for one round.
Chaotic: A chaotic character may make an opponent do something random by extending one object and hitting. If a DC 14 Will save is fail, the opponent must act as if under a random action spell for 3 rounds.
Good: A good character may create a bright flash of light on an attack if they expend one object. If they hit, the target is dazzled for 5 rounds (no save)
Evil: An Evil character may nausiate an opponent on a successful hit. They expend one object and all their attacks nausiate on a hit. Dc 14 will save or be nausiated for 1 round.
If a character is, for example, lawful evil, they may choose the lawful or evil effect. If a character is true nuteral, then they may choose an effect the first time they use an item, and that is their effect forever.
Note: A character may only use any Asiniti Nexus once per day. If he gets another nexus somehow, he may not use it if he's already used one that day.
Aura: Medium Abjuration, CL 10
Construction: Craft Wonderous Item, Shield, Greater Magic Weapon, 5,000 gp, 1,000 XP, 25 days.
Price: 10,000 gp
The Asiniti Nexus creates a web of protective power while also granting the user additional powers.
Lore: Characters gain the following pieces of information by making a Knoledge (History) or a bardic knowledge check.
DC 20: A teifling wizard named Fualkner Asiniti created the Asiniti Nexus to gain extra protection while adventuring.
DC 30: The nexus gives the user extra effects depending on their alignment. The nexus reacts to the mindset of the user, therefore changing its effect.
DC 35: Bigby once used one of these items. His affinity with hands was so strong that the nexus looked like them. He said "Cute." and never used the item again.
Description: A small bag or pouch of any material. The bag is sometimes addorned with a shield.
Activation: Speaking the command word activates the Asiniti Nexus.
Effect: When activated, the Asiniti Nexus releases 3 phantasmal objects. These objects may look like anything and differ from person to person. For example, an evil knight may have his Nexus look like undead spirits, while a ranger may have his look like rodents.
The user of the nexus, when attacked, may convert one or more of the objects to energy. This energy protects him, granting him a +2 bonus to AC and saves until the end of the round. Also, the user is granted a special effect based on his alignment.
Lawful: A lawful character may convert one of his objects into a force that can stun others. When you expend one of the spirits, all of your attacks stun the enemy. When you make the hit, the enemy must succeed on a DC 14 Will save or become stunned for one round.
Chaotic: A chaotic character may make an opponent do something random by extending one object and hitting. If a DC 14 Will save is fail, the opponent must act as if under a random action spell for 3 rounds.
Good: A good character may create a bright flash of light on an attack if they expend one object. If they hit, the target is dazzled for 5 rounds (no save)
Evil: An Evil character may nausiate an opponent on a successful hit. They expend one object and all their attacks nausiate on a hit. Dc 14 will save or be nausiated for 1 round.
If a character is, for example, lawful evil, they may choose the lawful or evil effect. If a character is true nuteral, then they may choose an effect the first time they use an item, and that is their effect forever.
Note: A character may only use any Asiniti Nexus once per day. If he gets another nexus somehow, he may not use it if he's already used one that day.
Aura: Medium Abjuration, CL 10
Construction: Craft Wonderous Item, Shield, Greater Magic Weapon, 5,000 gp, 1,000 XP, 25 days.
Price: 10,000 gp