Statting out the Infinity Gauntlet? [Archive] - Wizards Community

Post/Author/DateTimePost
green_yawgmoth

03-18-07, 12:36 PM
I intend on introducing the infinity gauntlet (http://en.wikipedia.org/wiki/Infinity_Gauntlet) into my game, once the players hit epic. Since it's going to be a pretty focal part of the campaign, I'd like some help in designing it. Here' s what I have so far:

The Infinity Gauntlet
The infinity gauntlet appears as a standard gauntlet made of gold, and can be used as such. However, on further inspection, there appear to be six sockets on it; one on each knuckle, and one on the back of the hand. In each socket belongs a gem; if all 6 infinity gems are placed within the gauntlet, its wielder literally becomes a god. Each of the gems, when carried, also grants a bonus independant of the gauntlet:

Time: This gem is rumored to be guarded by a phane (http://www.d20srd.org/srd/epic/monsters/abomination.htm#phane). It grants a +10 bonus to dex, the use of each spell in the time domain as spell-like abilities 3/day (CL 20), as well as use a phane's time regression ability 1/day.
Space: This gem is held within a chichimec (http://www.d20srd.org/srd/epic/monsters/abomination.htm#chichimec). The holder of this gem gains +10 con, as well as the force domain's granted power and spells as spell-like abilities 3/day (CL 20).
Power: This gem is wielded by an infernal (http://www.d20srd.org/srd/epic/monsters/abomination.htm#infernal). It's weilder gains +10 str, and automatically confirms any critical hit threats. In addition, he can threaten a crit against creatures naturally immune to crits (but must confirm the crit normally). All damage dealt by the holder with weapons is doubled.
Soul: This gem is guarded by an atropal (http://www.d20srd.org/srd/epic/monsters/abomination.htm#atropal). Its wielder gains +10 cha, and an atropal's eye ray.
Mind: This gem is guarded by a Dream Larva (http://www.d20srd.org/srd/epic/monsters/abomination.htm#dreamLarva). If held, it grants the holder +10 int, the use of the Mind domain's spells as spell-like abilities 3/day (CL 20).
Reality: This gem is protected by an Uvuudaum (http://www.d20srd.org/srd/epic/monsters/uvuudaum.htm). The holder of the reality gem grants +10 wis, the use of the fate domain's granted power and spells as spell-like abilities 3/day (CL 20), and a Contingent resurrection (http://www.d20srd.org/srd/epic/spells/contingentResurrection.htm) if the holder dies (although this causes the gem to planeshift from the wielder to a new, random plane).

When the infinity gauntlet is fully reassembled, its wielder gains an additional effect: divinity. It attaches to the wielder, granting Divine Rank equal to 1/5 the character's CR. They enjoy all the benefits of a god of equal rank, including salient divine abilities, domain access, and so forth. If the gauntlet is removed (by choice or by having it removed; treat as a weapon with a +10 bonus on any disarm checks), the wielder immediately loses all benefits of the gauntlet and must make a will save DC 40 or die from the shock of regaining mortality.


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Freefall

03-18-07, 05:34 PM
Hm, well, I'll see what I can do. However, you might want to make it more clear what level campaign you are aiming for. In the comics, the Infinity Gauntlet was basically unbeatable. Thanos defeated an entire army of greater gods with that thing, as well as taking down the rough equivalent of the Overgod of the Marvel Universe, Eternity. Without the special effect from having all 6, the items you describe feel, overall, a bit weaker than the Paragon template. The divinity part boosts this, especially if the character ends up with 29 Charisma, allowing them to take the (completely broken) Alter Reality SDA. Still, let's take a look.


Time: This gem is rumored to be guarded by a phane (http://www.d20srd.org/srd/epic/monsters/abomination.htm#phane). It grants a +10 bonus to dex, and the holder can use Time Stop 1/day, as well as use a phane's time regression ability 1/day.

Since the gems supposedly grant mastery of their domain, I would say that you should give this thing various abilities related to time, like Haste and others. Not sure if there is a "Time" cleric domain anywhere, but if there is the gem should grant powers from that list with a caster level of at least 20. Adding the Phane's power is a nice touch.

Space: This gem is held within a chichimec (http://www.d20srd.org/srd/epic/monsters/abomination.htm#chichimec). The holder of this gem gains +10 con, as well as a fly speed of 100 ft (perfect).

This is incredibly lame compared to the Time Gem. Fly 100 ft is pretty puny at epic levels, and that's the only power you give it. Besides, flying doesn't really have much to do with controlling space. This gem should grant powers like teleporting, summoning, and gate. Like the Time Gem, I also think it should grant all the powers of a certain cleric domain, in this case Travel is appropriate.

Power: This gem is wielded by an infernal (http://www.d20srd.org/srd/epic/monsters/abomination.htm#infernal). It's weilder gains +10 str, and automatically confirms any critical hit threats. In addition, he can threaten a crit against creatures naturally immune to crits (but must confirm the crit normally).

Better than the Space gem. Some interesting powers. However, I think this thing should probably grant a bonus to all damaging attacks, and probably allow the wielder to use some sort of force bolt attack. Toss in the Strength Domain for good measure.

Soul: This gem is guarded by an atropal (http://www.d20srd.org/srd/epic/monsters/abomination.htm#atropal). Its wielder gains +10 cha, and an atropal's eye ray.

I think the Soul Gem is the least well-defined of the bunch, so this one is kind of tricky. All I really remember is it could suck out people's souls. Magic Jar and Trap the Soul. Not sure about other spells off the top of my head.

Mind: This gem is guarded by a Dream Larva (http://www.d20srd.org/srd/epic/monsters/abomination.htm#dreamLarva). If held, it grants the holder +10 int, and a constant Detect Thoughts effect in a 100 ft range. In addition, he may use Suggestion 3/day.

If nothing else, you really need to relook at what you did with the Time Gem vs. some of the others. Detect thoughts and Suggestion 3/day is not impressive at all. The Int bonus is nice for Wizards, but otherwise the incentive to kill a Dream Larva over this thing isn't that high. This thing should have access to just about all mind-affecting spells, or at least a fair number of them.

Reality: This gem is protected by an Uvuudaum (http://www.d20srd.org/srd/epic/monsters/uvuudaum.htm). The holder of the reality gem grants +10 wis, the use of Major Creation 3/day, and a Contingent resurrection (http://www.d20srd.org/srd/epic/spells/contingentResurrection.htm) if the holder dies (although this causes the gem to planeshift from the wielder to a new, random plane).

This one also wasn't all that well-defined. From what I remember, it couldn't actually be used effectively without any of the others to keep it in check; without them, it would totally run amuck if anyone tried to use it. I'm not really sure what spells or powers would be appropriate. Things that blatantly defy the laws of physics or are blatantly magical. Reverse Gravity might be one. Wish might be the most appropriate, especially if you're good at twisting them around. Control Weather, Polymorphing, various other Transmutation spells; stuff like that. Maybe anti-magic field, spell-immunity. This one is pretty open-ended.

When the infinity gauntlet is fully reassembled, its wielder gains an additional effect: divinity. It attaches to the wielder, granting Divine Rank equal to 1/5 the character's CR. They enjoy all the benefits of a god of equal rank, including salient divine abilities, domain access, and so forth. If the gauntlet is removed (by choice or by having it removed; treat as a weapon with a +10 bonus on any disarm checks), the wielder immediately loses all benefits of the gauntlet and must make a will save DC 40 or die from the shock of regaining mortality.

Not bad, I'm just wondering how you determine which domains and which SDAs. Does the character get to choose? What happens if he changes his mind? And some SDAs are a lot better than others (like the Alter Reality SDA), which could lead to some users being much more powerful than others (although, in the case of the Infinity Gauntlet, I suppose Alter Reality is entirely appropriate).
green_yawgmoth

03-18-07, 06:41 PM
Yeah, for a few of them, I was at a total loss for what to give, so I just gave the first thing that came to mind. I like the idea of giving cleric domains, but since they get domains when they become a god anyways, it seems kinda redundant and powerful. Maybe if I just gave the spells as (Sp) 3/day?

Edit: Looking through SpC, there's actually a few domains that work really well for this thing. I made some edits, using said suggestions.

As for the SDAs and domains, pick 'em just like a player picks feats, i.e. very carefully.


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askala3

03-19-07, 01:27 AM
My suggestion would be to not follow the Infinity Gauntlet exactly and to change what the gems are/do. If you do follow them, try the following

Time: +10 Dex, Travel domain
Space: +10 Con, Destruction domain
Power: +10 Str, Strength domain
Soul: +10 Cha, Good/Evil/Law/Chaos domain (pick one based on user)
Mind: +10 Int, Knowledge domain
Reality: +10 Wis, Protection domain

Give the domain ability, plus 1st-3rd level domain spells at will, 4th-6th 3 times per day and 7th-9th once per day (or something). Possibly treat the caster level for all of them as 16 + 4 per gem (making 20th the base, 44th the max).
rob_douglas

03-20-07, 12:14 PM
I think you should make the Caster Level equal to HD of the wearer. I think the Divinity you are granting is too much - being based on CR is a weird construct. I think DvR 1 with the ability to go grab your own would be more than enough in a campaign that seems to run to about 33rd level or so. I generally think of Demigod hood about 35-40HD.

Some of the powers (auto-confirm crits) are more powerful than SDAs of the same portfolio. The Domains are one way to do it - and I like askala's suggestion. Another is that you could grant an SDA for each. At the end you could say they were DvR 5 with 6 SDAs, determined by the Gauntlet.

If you want to increase the power of the gauntlet more, add this ability. When all 6 gems are in place, they can be used as the focus of a special trap the Soul type of ability. This can be used on deities. If a gem can trap a deity whose portfolio includes that aspect (time, space, etc) then the wearer gains some portion of the divine rank of the trapped being. Make the DC something like 10+1/2HD+CHA+DvR. This would encourage the owner to go after weaker gods and trap them to gain more and more power. How many Divine Ranks each entrapment gives should be based on what deities you have in your campaign and what rank you want the person who gets them all to have. This ability might have a small chance of working, so you could allow it to be used each round as a full round action - and the rest of the party would try to hold off the god being targeted for a few rounds until you could spring the trap.

Or as an interesting twist, if you don't want to play out the deific campaign, perhaps the Gauntlet is actually holding a demigod, and when you get all the gems are placed in it, the Demigod takes over - retiring the PC.

ROB
Starmage21

03-20-07, 12:39 PM
This thing is an artifact of the greatest power, but in it's story it has no curse. All the greater artifacts have some kind of curse.

Given that this artifact grants divinity, it should probobly follow the "All power corrupts. Absolute power corrupts absolutely." parable and grant a greater and greater curse in trade for the greater and greater power the assembler of the gauntlet gains.

I dont think a DC40 fort save or die if you lose it is enough.

*edit*
Also, the Chichimec is more of an air abomination. I think the Infernal, Phane, and Dream Larva are placed wonderfully.

Also, I like Rob's idea.
Voran

03-20-07, 06:48 PM
I think I'll suggest looking up the Divine rules stuff on the Hypertext SRD. And assume that the 'godly realm' has been laid atop the existing reality, allowing the wearer to manipulate it just like a god could adjust their own realm.