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| claypigeons08-29-06, 08:26 PM | These are loosely inspired by the armour sets in BoED and BoVD (for better or worse, i guess). Just had the urge to post them, so here they are. All items listed are Artifacts, and as such cannot be created or bought. Their discovery and existance is purely dependent on DM discretion. Necromancer's Garb Scepter of Lordship: This wand is expertly crafted of the finest obsidian. A pale skull adorns one end. Any nongood character that possesses the Scepter is granted a +4 bonus to intelligence and has immunity from mind-affecting spells and effects. The holder may use darkness as the spell at will. In addition, the wielder may use enervation 3 times per day. Cowl of the Necromancer: This mithral chain mail hood is ornately wreathed with runic sigils. When in shadow, these sigils glow dimly with a sickly green light. This light confers half the equivalent of a torch. While worn by a non good character, the Cowl confers a +4 enhancement bonus to Wisdom, as well as a +2 insight bonus to all saving throws. The possessor may use Control Undead a number of times per day equal to (2+ charisma bonus), and Created Undead at will. Phantasm Mask: This ghostly mask appears to be whatever the observers’ greatest fear may be. Creatures of 8 of less HD are panicked. Will (DC 25+Cha bonus) negates. Creatures of 9-17 HD are Frightened. Will (DC 20+Cha Bonus) negates, creatures are still shaken. Creatures of 18 or more HD are shaken. Will (20+Cha Bonus) negates. In addition, this mask also confers a +4 enhancement bonus to Charisma, as well as a +2 to bluff and intimidate checks, this bonus increased to +6 against shaken foes. Black Aura: (Two Items) The character is wreathed in a faint black aura. While a single character possesses two items of the Necromancers’ Garb, he gains the benefits of the Spell Focus(Necromancy) and Undead Leadership feats. The character also gains immunity to cold and gains Water Breathing. Black Aura: (Three Items) While a single character possesses three items of the Necromancers’ Garb, he gains a +4 enhancement bonus to dexterity and constitution. The character may use Wraithstrike a number of times per day equal to (1+Cha bonus). The character also gains the ability to control more undead. Instead of 4 HD per caster level, he may control 6 HD per caster level. Destructor's Armament Sword of Force: This red-bladed bastard sword was forged in hellfire, and imbued with the blood of 100 devils and angels. This weapon is indestructible. It also grants it’s owner a bonus to strength equal to half his ECL. The sword is treated as a +5 bastard sword with the following enhancements: Brilliant energy and Speed. It also confers the user the Exotic Weapon Proficiency (Bastard Sword) as a bonus feat. Bastion: This armour is crafted from the bones of angels and devils. The ghostly white shell seems to emanate hatred. This armour grants the wearer an enhancement bonus of +6 to constitution and Wisdom. This armour is treated as a suit of +4 Adamantine Full Plate with the following enhancements: Invulnerability and Spell Resistance (15+Character Level). Gauntlets of Strength: These gauntlets are tipped with the black claws of an ancient dracoliche. They reek of rot and constantely drip blood. The gauntlets confer a +4 sacred bonus to strength. They also grant the wearer a +8 bonus on disarm attempts. This bonus does not stack with the bonus granted by the Improved Disarm feat. In addition to the above, the wearer cannot be disarmed. Strength of Carnage: (Two Items) When a single character possesses two items from the Destructor’s Armament, he gains a bonus equal to one half his character to damage rolls. The character gains a 50% chance to resist a critical hit. Strength of Carnage: (Three Items) When a single character possesses two items from the Destructor’s Armament, he gains a bonus equal to his character to damage rolls. The character is also no longer subject to critical hits. In addition, the character is granted a +20 bonus to movement, and no longer suffers loss of movement for wearing heavy armour. Raiment of the Eternal Guardian Armour of the Guard: This golden armour is a phoenix intricately etched upon its breast. When used by a good character, the armour emanates light equal to a torch. The wearer also gains a +4 deflection bonus to AC. It also confers a +4 enhancement bonus to constitution. In addition, the character can use the spell Nimbus of light 4 times/ day. Greaves of the Steadfast: These golden chain mail boots weigh nothing when worn by a good character, but cannot be moved by an evil one. If worn by a good character, these boots give +5 sacred bonus to avoid being bull rushed, tripped or overrun. In addition, they grant the wearer a +10 sacred bonus to movement. If worn by a good character, these boots grant the wearer a +10 bonus balance checks. Sword of Faith: This greatsword is said to been made in the sacred forges of Moradin’s realm. When wielded by a good character, this weapon is treated as a +4 Adamantine greatsword with the Flaming, Shocking and Holy enhancements. The wielder is also granted a +4 enhancement bonus to Wisdom. The character can also use smite evil 4 times per day. Unlike the normal negative levels an evil character would receive from wielding a holy weapon, an evil character receives 5 negative levels if he tries to use this weapon. Sacred Light: (Two items) When a single good character possesses two items of the Raiment of the Eternal Guardian, he gains the benefit the Negotiator and Improved Toughness feats. He also gains Weapon Focus and Weapon Specialization even if he does not meet the prerequisites (These only function for the Sword of Faith). Sacred Light: (Three Items) When a single good character possesses three items of the Raiment of the Eternal Guardian, he gains the benefit of Greater Weapon Focus and Greater Weapon Specialization, even he would not normally meet the prerequisites (These only function for the Sword of Faith). The character also gains a +8 enhancement bonus to constitution and strength. In addition, any allies within 10 feet of the possessor gain a +4 bonus against fear and death effects. |
| kaizer_soatze08-29-06, 08:30 PM | prises???? |
| claypigeons08-29-06, 08:39 PM | prises???? All items listed are Artifacts, and as such cannot be created or bought. :weep: |
| kaizer_soatze08-29-06, 08:40 PM | quests ??? |
| claypigeons08-29-06, 08:51 PM | quests ??? Im leaving that individual DMs to decide. Mostly because if my quest outline/description may not fit exactly into the story a DM is running, and s/he'll change it anyway... Why writeup such a document for each set if 99% of DMs would just change them anyway? |
| Seerow08-29-06, 08:59 PM | All comments are assuming this is made for high levels of play, probably as Relics and items that the characters are questing for. Scepter of Lordship: This wand is expertly crafted of the finest obsidian. A pale skull adorns one end. Any nongood character that possesses the Scepter is granted a +4 bonus to intelligence and has immunity from mind-affecting spells and effects. The holder may use darkness as the spell at will. In addition, the wielder may use enervation 3 times per day. What type of bonus is the intelligent bonus? And do you have to be actively holding the Scepter to gain the bonus, or just own it and have it on your person? Other than that, okay. Cowl of the Necromancer: This mithral chain mail hood is ornately wreathed with runic sigils. When in shadow, these sigils glow dimly with a sickly green light. This light confers half the equivalent of a torch. While worn by a non good character, the Cowl confers a +4 enhancement bonus to Wisdom, as well as a +2 insight bonus to all saving throws. The possessor may use Control Undead a number of times per day equal to (2+ charisma bonus), and Created Undead at will. Is the Control Undead and Create Undead an SLA? Also, material costs. iirc Create Undead costs something like 500GP per HD, is that required, or waived from being an SLA? Phantasm Mask: This ghostly mask appears to be whatever the observers’ greatest fear may be. Creatures of 8 of less HD are panicked. Will (DC 25+Cha bonus) negates. Creatures of 9-17 HD are Frightened. Will (DC 20+Cha Bonus) negates, creatures are still shaken. Creatures of 18 or more HD are shaken. Will (20+Cha Bonus) negates. In addition, this mask also confers a +4 enhancement bonus to Charisma, as well as a +2 to bluff and intimidate checks, this bonus increased to +6 against shaken foes. Fun stuff. You may want to specify it's a mind affecting effect (unless you did and I missed it), so as to not scare the Necromancer's undead minions. You might also want to specify the Necromancer can chose not to affect certain people, or he'll have a hard time keeping a party. Black Aura: (Two Items) The character is wreathed in a faint black aura. While a single character possesses two items of the Necromancers’ Garb, he gains the benefits of the Spell Focus(Necromancy) and Undead Leadership feats. The character also gains immunity to cold and gains Water Breathing. Does he gain anything if he already had those two feats? I mean, they're pretty standard for any Necromancer. Immunity to Cold and Water Breathing is nice. Black Aura: (Three Items) While a single character possesses three items of the Necromancers’ Garb, he gains a +4 enhancement bonus to dexterity and constitution. The character may use Wraithstrike a number of times per day equal to (1+Cha bonus). The character also gains the ability to control more undead. Instead of 4 HD per caster level, he may control 6 HD per caster level. That's a lot of wraith strike if you're a Dread Necro or Sorcerer. Other than that not bad. Personally I think this is a bit weaker than the 2 item ability, you may want to switch these. Sword of Force: This red-bladed bastard sword was forged in hellfire, and imbued with the blood of 100 devils and angels. This weapon is indestructible. It also grants it’s owner a bonus to strength equal to half his ECL. The sword is treated as a +5 bastard sword with the following enhancements: Brilliant energy and Speed. It also confers the user the Exotic Weapon Proficiency (Bastard Sword) as a bonus feat. +5 Bastard Sword of Speed and a free proficiency feat are nice. But making it Brilliant Energy will make it really useless against a number of foes. Since this is such a great artifact and all, why not make it so you can make it Brilliant Energy with a command word? (I always felt Brilliant Energy should work that way anyway). And same problem as with the Scepter, what's the bonus type that's given to strength? A +10 Unnamed Bonus to Strength is a -very- nice bonus. Bastion: This armour is crafted from the bones of angels and devils. The ghostly white shell seems to emanate hatred. This armour grants the wearer an enhancement bonus of +6 to constitution and Wisdom. This armour is treated as a suit of +4 Adamantine Full Plate with the following enhancements: Invulnerability and Spell Resistance (15+Character Level). Another very nice piece. +6 Con and Wisdom is nice, and Adamantine Full Plate is always good. But it makes me wonder at why you'd want Invulnerability? By the level you're handing this out, anybody and his mother has a magic weapon, so it's useless. On the other hand SR of 15+ECL is a very nice ability. Gauntlets of Strength: These gauntlets are tipped with the black claws of an ancient dracoliche. They reek of rot and constantely drip blood. The gauntlets confer a +4 sacred bonus to strength. They also grant the wearer a +8 bonus on disarm attempts. This bonus does not stack with the bonus granted by the Improved Disarm feat. In addition to the above, the wearer cannot be disarmed. Locked Gauntlets on Crack. I like. I see no reason to not let it stack with improved disarm though. Strength of Carnage: (Two Items) When a single character possesses two items from the Destructor’s Armament, he gains a bonus equal to one half his character to damage rolls. The character gains a 50% chance to resist a critical hit. So we now have +10 Strength and +10 damage? Not bad. The 50% Resist Critical Hits is alright, It'd probably be better to just make the armor a Medium Fortification for simplicity, but whatever works. Strength of Carnage: (Three Items) When a single character possesses two items from the Destructor’s Armament, he gains a bonus equal to his character to damage rolls. The character is also no longer subject to critical hits. In addition, the character is granted a +20 bonus to movement, and no longer suffers loss of movement for wearing heavy armour. This one is much better than the Necro's 3-item ability. (Speaking of which, C&P error there. It says two items again =D). A 50 ft move speed in heavy armor is always nice, and a notable improvement of the 2 item abilities. Again, I'll just note that you have +10 unnamed to Strength and +20 to damage. You're going to be hitting pretty hard with this. Of course, that's obviously the intention. Armour of the Guard: This golden armour is a phoenix intricately etched upon its breast. When used by a good character, the armour emanates light equal to a torch. The wearer also gains a +4 deflection bonus to AC. It also confers a +4 enhancement bonus to constitution. In addition, the character can use the spell Nimbus of light 4 times/ day. You failed to specify what kind of armor it is. Yeah, Golden Armor is cool and all, but what it is specifically (since you said the +4 deflection is in addition to it...) needs to be defined still. Also, I'd bump the con up to +6 unless the armor itself turns out to be something really strong. Greaves of the Steadfast: These golden chain mail boots weigh nothing when worn by a good character, but cannot be moved by an evil one. If worn by a good character, these boots give +5 sacred bonus to avoid being bull rushed, tripped or overrun. In addition, they grant the wearer a +10 sacred bonus to movement. If worn by a good character, these boots grant the wearer a +10 bonus balance checks. Hrm boots that are weightless for a good character... it seems fitting to me to give a permanent air walk effect to such an artifact. Just a suggestion. Sword of Faith: This greatsword is said to been made in the sacred forges of Moradin’s realm. When wielded by a good character, this weapon is treated as a +4 Adamantine greatsword with the Flaming, Shocking and Holy enhancements. The wielder is also granted a +4 enhancement bonus to Wisdom. The character can also use smite evil 4 times per day. Unlike the normal negative levels an evil character would receive from wielding a holy weapon, an evil character receives 5 negative levels if he tries to use this weapon. That's pretty nice. Sadly almost useless to a Paladin though. And pretty weak compared to the stuff from the Destructive Armament. I think something else is in order, but what I'm not sure. Sacred Light: (Two items) When a single good character possesses two items of the Raiment of the Eternal Guardian, he gains the benefit the Negotiator and Improved Toughness feats. He also gains Weapon Focus and Weapon Specialization even if he does not meet the prerequisites (These only function for the Sword of Faith). Negotiator? Why? Improved Toughness has some Value... but Negotiator? Also, what if your first two items from the set are the Greaves and Armor? Half your abilities are wasted. Sacred Light: (Three Items) When a single good character possesses three items of the Raiment of the Eternal Guardian, he gains the benefit of Greater Weapon Focus and Greater Weapon Specialization, even he would not normally meet the prerequisites (These only function for the Sword of Faith). The character also gains a +8 enhancement bonus to constitution and strength. In addition, any allies within 10 feet of the possessor gain a +4 bonus against fear and death effects. Does the +8 Enhancement to Con stack with the +4 enhancement to con that the armor gives? Either way you should specify. The Aura for the save bonus should be 30ft as well. Other than that, good. As a random aside, have you read the Riftwar Saga? If you (or anyone) has, you can probably already guess what I'm thinking... the Golden Armor kind of put an idea into my head you see.... Edit: Apparently my original comment wasn't needed. I missed the first line of the post just like the first person who replied did. Whoops. |
| claypigeons08-29-06, 09:49 PM | Thank you very much for the helpful and constructive criticism/proofreading, Seerow. First and foremost, all spells listed in the item descriptions are Spell-like abilities. What type of bonus is the intelligent bonus? And do you have to be actively holding the Scepter to gain the bonus, or just own it and have it on your person? Other than that, okay. Unnamed. You need only possess the item, as per the Regalia of Good in BoED. Is the Control Undead and Create Undead an SLA? Addressed above. :cool: Does he gain anything if he already had those two feats? I had thought of something along those lines, but I wanted the items to exist as is. I was hoping they would be worth using, even if you already had the feats. If you didnt, free feats. Heh. And same problem as with the Scepter, what's the bonus type that's given to strength? A +10 Unnamed Bonus to Strength is a -very- nice bonus. Unnamed, as with the scepter. Another very nice piece. +6 Con and Wisdom is nice, and Adamantine Full Plate is always good. But it makes me wonder at why you'd want Invulnerability? By the level you're handing this out, anybody and his mother has a magic weapon, so it's useless. On the other hand SR of 15+ECL is a very nice ability. The invulnerability is there for the flavor of the set/item. That's really it. Locked Gauntlets on Crack. I like. I see no reason to not let it stack with improved disarm though. Plus 12 to disarm is a lot. That's really the only reason... I dunno.. So we now have +10 Strength and +10 damage? Not bad. The 50% Resist Critical Hits is alright, It'd probably be better to just make the armor a Medium Fortification for simplicity, but whatever works. 50% to 100% seems more natural to me than 75% to 100%. That's really the only reason. Again, I'll just note that you have +10 unnamed to Strength and +20 to damage. You're going to be hitting pretty hard with this. Of course, that's obviously the intention. Yep. :D Hrm boots that are weightless for a good character... it seems fitting to me to give a permanent air walk effect to such an artifact. Just a suggestion. Suggestion noted for later use. I'd like to keep the boots weightless without it actually being something like airwalk. I like effects that really do nothing, but make people go "But what does it do?!?!". And the answer is: Nothing. :P I think something else is in order, but what I'm not sure. I'm not sure exactly what else to add, sadly. Negotiator? Why? Because it should be Combat Expertise. I'm not exactly sure what caused that. As a random aside, have you read the Riftwar Saga? If you (or anyone) has, you can probably already guess what I'm thinking... the Golden Armor kind of put an idea into my head you see.... I've never read the Riftwar Saga. I suppose it's a great series that I am missing out on. |
| Seerow08-29-06, 09:56 PM | 1) Unnamed bonuses are very good in that case. 2) I know some things are meant to be just flavor, but I thought the Air Walk thing would have made a flavorful touch. Besides that more non-casters need access to flight-granting items or abilities, making it part of the set where it fits seems like a good idea to me. 3) Was that last comment about negotiator and combat expertise sarcasm? I can't tell =P 4) Yes, The Riftwar Saga is indeed a great series that you are missing out on, and you should read it ASAP. You have me wanting to draw up a set for the arms of Ashen-Shugar that Thomas comes into possession of. But I'm afraid I have no idea where I would start with such a thing. And it'd probably end up having to be epic-level even compared to the stuff here. Alas. |
| kaizer_soatze08-29-06, 09:58 PM | anyone reding plese look at the gun thread and the sayain thread ijust put a hole motatin of work into both and NO comment :( |
| Kazeofwinds08-29-06, 10:04 PM | Reminds me of Diablo 2, In a good way, not a kill the same bad guy hundereds of times hoping for one item kind of way. If these weren't artifacts, they'd be too good, but as it stands, they seem okay (I assume the 2 and 3 piece abilities stack?) |
| claypigeons08-30-06, 08:05 AM | (I assume the 2 and 3 piece abilities stack?) You assume correctly. They do indeed stack. :) |