RMS Oceanic
2008-03-30, 10:19 AM
The source of great power for the Demon Dragon Shendu, these twelve talismans each have a picture of an animal from the Chinese Zodiac. To use them requires a standard action unless otherwise stated. To dismiss any ability currently being used is a free action. Each talisman can be incorporated onto a piece of clothing or armour, like augment crystals, or held freely in one hand.
Caster Level: 20th
Rabbit
All movement speeds of the wearer increase by a factor of five. Any skill check requiring a full-round action now requires a standard action, and any standard action requires a move action. The wearer acts as though Haste has been cast upon him. The increased land speed from Haste does not stack with the talisman's improvement.
School: Transmutation
Dragon
Can only be used while being held in a hand. Allows the wearer to cast Fireball as a spell-like ability every 1d4 rounds. (DC 22 reflex for half)
School: Evocation
Snake
At will, the wearer can cast Greater Invisibility on themselves, but nobody else.
School: Illusion
Horse
Acts like a Ring of Regeneration. Also grants immunity to curses, poisons and diseases. Once per hour, user can cast Cure Critical Wounds, Remove Curse or Remove Disease with a range of touch. Once per day, user can cast Heal or Restoration with a range of touch.
School: Conjuration [Healing] & Abjuration
Ram
Allows the wearer to cast Astral Projection as a spell-like ability at will, but only on himself.
School: Necromancy
Monkey
The user can cast Polymorph on any target, themselves included, with the following exceptions: The spell is a ranged touch attack with a range of close; and the target can only be polymorphed into any animal. Otherwise the spell functions as Polymorph normally does.
School: Transmutation [Polymorph]
Rooster
The wearer is under a constant Feather Fall effect. In addition, the wearer gains a fly speed of 40 ft (perfect), which is affected if the wearer also has the Rabbit talisman.
School: Transmutation
Dog
Perhaps the most prized talisman, the dog talisman secures your tether on the mortal coil. First of all, any damage that would place you on negative 10 or less puts you on negative 9, and you automatically stabilize. Secondly, you are immune to all death/negative energy effects. Finally, any penalties to ability scores due to age are removed, while bonuses still acrue. If the talisman is removed from your possession, and you are past your natural lifespan, you must retrieve it within 1d10 rounds or you will die of old age.
School: Transmutation
Pig
This talisman allows you to shoot firey rays not unlike Scorching Ray, except only two rays are fired and they come from your eyes.
School: Evocation
Rat
By inserting the Rat talisman onto an inanimate object, it gains the benefits of an Animate Objects spell which lasts until it's removed.
School: Transmutation
Ox
The Ox is all about strength. The strength score of the wearer of the talisman is tripled. This only applies to the base score, plus any inherant bonus to strength. All other bonuses are applied after the trippling.
School: Transmutation
Tiger
Designed for spiritual balance, wielding the tiger Talisman makes the wearer immune to all magical alignment changes, such as a Helm of Alignment Change or the compulsions of the lycanthropic curse. However, if the talisman is broken in two (Break DC 30, Hardness 15, 30 Hit points), the user will split in two. These two copies will have exactly the same abilities, except one is Lawful Good and the other is Chaotic Evil. If the wearer had levels in a class that had alignment restrictions, only the duplicate who still retains that alignment quality keeps using the powers. E.g. if a Cleric of Nerull split into two, the Chaotic Evil duplicate would retain his spellcasting abilities, but the Lawful Good duplicate would not, while if a Druid split into two, neither would retain their abilities, since they are no longer neutral. If one duplicate is killed, the other dies as well. By casting a Repair Construct spell on the Talisman and rejoining them, the two duplicates will turn back into the original, with its original alignment. The wearer will not require an attonement spell to regain class features lost due to their alignment change.
Schools: Abjuration, Enchantment
Caster Level: 20th
Rabbit
All movement speeds of the wearer increase by a factor of five. Any skill check requiring a full-round action now requires a standard action, and any standard action requires a move action. The wearer acts as though Haste has been cast upon him. The increased land speed from Haste does not stack with the talisman's improvement.
School: Transmutation
Dragon
Can only be used while being held in a hand. Allows the wearer to cast Fireball as a spell-like ability every 1d4 rounds. (DC 22 reflex for half)
School: Evocation
Snake
At will, the wearer can cast Greater Invisibility on themselves, but nobody else.
School: Illusion
Horse
Acts like a Ring of Regeneration. Also grants immunity to curses, poisons and diseases. Once per hour, user can cast Cure Critical Wounds, Remove Curse or Remove Disease with a range of touch. Once per day, user can cast Heal or Restoration with a range of touch.
School: Conjuration [Healing] & Abjuration
Ram
Allows the wearer to cast Astral Projection as a spell-like ability at will, but only on himself.
School: Necromancy
Monkey
The user can cast Polymorph on any target, themselves included, with the following exceptions: The spell is a ranged touch attack with a range of close; and the target can only be polymorphed into any animal. Otherwise the spell functions as Polymorph normally does.
School: Transmutation [Polymorph]
Rooster
The wearer is under a constant Feather Fall effect. In addition, the wearer gains a fly speed of 40 ft (perfect), which is affected if the wearer also has the Rabbit talisman.
School: Transmutation
Dog
Perhaps the most prized talisman, the dog talisman secures your tether on the mortal coil. First of all, any damage that would place you on negative 10 or less puts you on negative 9, and you automatically stabilize. Secondly, you are immune to all death/negative energy effects. Finally, any penalties to ability scores due to age are removed, while bonuses still acrue. If the talisman is removed from your possession, and you are past your natural lifespan, you must retrieve it within 1d10 rounds or you will die of old age.
School: Transmutation
Pig
This talisman allows you to shoot firey rays not unlike Scorching Ray, except only two rays are fired and they come from your eyes.
School: Evocation
Rat
By inserting the Rat talisman onto an inanimate object, it gains the benefits of an Animate Objects spell which lasts until it's removed.
School: Transmutation
Ox
The Ox is all about strength. The strength score of the wearer of the talisman is tripled. This only applies to the base score, plus any inherant bonus to strength. All other bonuses are applied after the trippling.
School: Transmutation
Tiger
Designed for spiritual balance, wielding the tiger Talisman makes the wearer immune to all magical alignment changes, such as a Helm of Alignment Change or the compulsions of the lycanthropic curse. However, if the talisman is broken in two (Break DC 30, Hardness 15, 30 Hit points), the user will split in two. These two copies will have exactly the same abilities, except one is Lawful Good and the other is Chaotic Evil. If the wearer had levels in a class that had alignment restrictions, only the duplicate who still retains that alignment quality keeps using the powers. E.g. if a Cleric of Nerull split into two, the Chaotic Evil duplicate would retain his spellcasting abilities, but the Lawful Good duplicate would not, while if a Druid split into two, neither would retain their abilities, since they are no longer neutral. If one duplicate is killed, the other dies as well. By casting a Repair Construct spell on the Talisman and rejoining them, the two duplicates will turn back into the original, with its original alignment. The wearer will not require an attonement spell to regain class features lost due to their alignment change.
Schools: Abjuration, Enchantment