Asking For A P.E.A.C.H. For My Affinity Shards Of SeKola Design.

Post/Author/DateTimePost
#1

VoyRager

Nov 17, 2013 16:59:13

I was inspired to designed a series of artifact weapons for my all 4th ed. regulated format SeKola world settings by a discussion recently and posting the first completed one to get feedback and advice on bettering this concept.

 

So, Let me know what you guys think of this idea as a player considering to add this artifact to a character you built or as DM considering to allowed players' characters to carry these items while you governed the item as a NPC in the game? [/I][/B]

 

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Affinity Shard Of Nurturing Shadows              Level 5+ Uncommon
This prime ore crystal variant is mystically appealing with its brownish-gray color with a smoky-like interior and feels to the touch to melt and soak in your bodily warmth while slowly cold-burning the skin .
Lvl 1-10; 1,000 gp
Lvl 11-20; 9,000 gp
Lvl 21      225,000 gp
Augmenting Affinity Type: Necrotic.
Affinity Shard Property:   The augmenting to its affinity type is activated by attaching this shard to a weapon or an implement with its concordance level starting at 5. Any attack by the augmented weapon or the augmented implement with either the shards' affinity type keyword in the power or when dealing damage sharing the affinity type deals an additional +4 damage per tier of that type. (per tier explain below) and this additional damage can't be reduced and is immune to all resistance. When the bonus damage is dealt, the wielder also gains a vulnerable condition of the same type of damage equaling the same amount of bonus damage dealt that lasts until the start of the wielder's next turn.
Special: "per tier" means multiply the bonus damage by 2 for wielder of the class 's levels 11-20 and by 3 for wielders of the level 21 and higher.
Critical Benefits: Critical bonuses applies only for class and character theme powers sharing the same keyword power as the affinity type of this shard and its deals +1d6 damage per tier of the affinity type in extra damage.
Origin Benefits: The Affinity Shard Of Nurturing Shadows favors a wielder that is a member of either the sub-classes of the Executioner Assassin, the Blackguard Paladin, the Vampire  or the Binder Warlock or wielders with the shadow racial sub-type. All favored wielders doesn't gain the vulnerable conditions from the bonus damage but gains all benefits  from the vulnerable conditions clauses found in its item's powers.
Primary Power (Encounter; Necrotic, Healing):
Free Action
Effect: This power when unspent triggers automatically when wielder's bloodied a target with a hit with a power or an attack sharing its affinity type. When dealing the properties' additional damage bonus value, the bonus is an additional 1d10+4 of that damage type instead and instead of gaining vulnerable of the affinity type; the wielder regains the sum of the bonus damage dealt in hitpoints. If the weilder reaches maximum hit points by this power then the remaining amount of regained hit points becomes temporary hit points.
Level 11 -  20: 2d10+8 necrotic damage.
Level 21 - 30: 3d10+12 necrotic damage.
 
Secondary Power (Daily • Augment, Healing):
Free Action.  Target Self
Trigger: You hit a bloodied enemy or you bloodied an enemy with any attack using an attached augmented weapon or augmented implement to this shard.
Effect: Target regains 10 hit points per tier and Resist All equaling to the hit points number sum gain by this power that lasts until the start of the wielder's next turn.

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Goals of the Spirits Found In The Affinity Shard Of Nurturing Shadows:
✦ Effect and claimed all life found in the dark, cold shadowly regions of....
✦ Preserved and win a humanoid vessel to walked and roam the world outside the shadowly regions of.....
✦ To find a way to the end the doings of those whom are harnessing the Prime Ore energies for either unnatural means or using it to created corrupted  and foul life energies and creatures
✦ (This particular goal is consistent with all the spirits that can be found channeling their energy thru Affinity Shards) To defend SeKola from non-Sekola's natives whom have the means to travel and leave the Sekola's world while taking from their SeKola the vital prime ore 's resources with them.

Roleplaying An Affinity Shard Spirit.
Spirits found channeling energy thru the affinty shards communicate telepathically with range 5 and are secretively when doing so and are pretty much set in their ways. they are popularly known for their fierce moods yet this maybe all due to how they are misunderstood by past wielders.

Since each affinity shard are near-indestructible mainly because the spirits that converts and focus prime energy thru them can summoned protection with help of the other nearby spirits regardless on what region they originally are from and in at the present times. The spirits strong subtle influences in most of the second generation and older lineage natives on SeKola are so that the question of threatening them or there tools to communicate the physical planes mainly comes and goes like a fleeting thought to most angered by the spirits whims and interferences. Yet all Sekola natives know that possessing and befriending a Affinity Shard is the next best way of gaining protection second only to befriending a local fierce dragon
The spirits of the shard are curious, highly intelligent and enjoyed receiving living energy in exchange for the prime's ore energies that can convert to different type of arcane energies with ease. Like most intellectual lifestyles; the spirits craves for what that can't control which is self-sustained living energy types especially the type that are produced interior from living sentient vessels.
The spirits that are found focusing thru shards aren't evil nor are considered a powerful benevolent force yet they do make powerful allies if they are properly rewarded and motivated. Its the wielders of the affinity shards that decides the alignment of the spirit's thru their services yet everyone knows including the spirits that with great power and wealth gained from arcane prowess and influences comes great sacrifices and costs to keep such gain to one advantage. The spirits are notoriously shrewd when charging the price for their service of channel the pure prime thru the affinity shard; and their ultimate price is always the same, which is to proudly carry the wielder's vessel home after the wielder completes his or her rise in power and glory.
It's no secret that only wielders of affinity shards whom honors a respected scale of worthiness and values has no fear of handling an affinity shard while all others seem to wake one day somewhere they know with months and in some cases years missing in their recent memories without their prize shard.

Concordance For The Affinity Shard Of Nuturing Shadows
Owner gains a level +1d10
Owner receives public acclaim for completing a major quest -1
Owner  recieves no public acclaim for completing a major quest +2
Owner defeats an enemy that use arcane powers to rule over others outside the range of that enemy place of origin +2
Owner defeats an enemy that ruling over others residing within the region of enemy's place of origin +0
Owner falls to 0 hit points in battle +2
Owner successfully gained an advantage or assisted another to gain an advantage during a combat situation using skills of the Charisma or Constituition category +1
Owner flees from combat –2

Pleased (16–Higher) The secondary power becomes an encounter power and gains "Range 5; targets self or one ally and can be use twice in an encounter. When the wielder use the item's primary power, the wielder also gains the value of the dealt additional damage as a Resist All value that last until the start of the wielder's next turn.
The wielder gains an additional +1 bonus to all bonus for skills checks and knowledge checks gained from this item 
Satisfied (12–Higher) When the wielder reaches a milestone he or she gains a second use of  both of the item's powers for that combat encounter  and  gains a +2 bonus to creature knowledge checks against creatures with either the shadow origins or sub-type as well as against creatures having  the aberrant, demon, devil and undead sub-types. The wielder also gains another +1 bonus to Intimidate and Heal checks.
Normal (5–Higher) The wielder has a +1 bonus to perception checks against targets in low-light or darkness and against creatures with no cover while having partial concealment or concealment. The wielder also gains a +1 bonus to Intimidate and Heal checks
Unsatisfied (1-4) Item's Primary power becomes a daily power and its Secondary power becomes deactivated.  the wielder has a +1 bonus to Heal checks and Dungeoneer checks and may give the shard to another creature accepting it voluntarily at no cost to either party. If the shard is accepted by another creature, the concordance level is also accepted as is at that time.
Angered (0 or lower) Item's Primary power becomes a daily power and the wielder receives all affinity type bonus damage instead of any other target the wielder dealt the affinity type damage to using the augmented item.
The Secondary power becomes an encounter power and gains "Range 5; targets one ally" and loses targets self but the secondary power can now be use twice per encounter.
Plus the wielder can't will self to removed the augmented from arm reach of self until the concordance number reaches a positive number again.

#2

rampant

Nov 22, 2013 21:37:37

Ok this is an artifact right?

 

Then it needs to scale on concordance.

 

If it's not then it needs to scale based on item level, 5, 15, and 25 form the looks of it. 

 

This level tier thing feels like it's coming from nowhere.

 
#3

VoyRager

Nov 22, 2013 23:35:44

Yes its an uncommon artifact in a world settings where most of what are considered magic to a population in the 4th editions' regular world settings (i.e. Eberron, Feywild, Athlas, etc. etc.) is seen here as  a natural condition and a necessity for living by most of Sekola's world settings' population..

 

I always thought all artfacts concordance starts at 5 when first acquired by a player's character so I geared this artifact's concordance to that starting point on the Concordance Scale regardless of the PC's level. 

 

 Also since most of D&D artifacts are pretty much set for its prerequisite to be able to weild it by tier (Heroic, Paragon or Epic) I devised a "per tier scale" for this "Uncommon" graded artifact'sin its description that can adjusted the artifact's expressions to accommodate the Player's Character weilding class level. With the Sekola  world settings honoring nearly all 4th Edition uncommon magic items easily thanks to this world setting  having a population it every type of terrain on the world as well as having do many types of different types of terrains the SeKola is capable of  matching any terrain found in any of the existing 4th Edition D&D books's setitngs.

Yep! the skies even have more than its decent amount of floating  motes as well as the world has two areas that are in partial lunar eclipse majority of the time during the year
along with the area in-between these two partial shadow realms is an area that is always under the shadow of the moon (This moon of SeKola is called "The Giant" but since its bigger than SeKola than there's an ongoing argument for the scholars of this world about which is the moon of the other)
#4

rampant

Dec 01, 2013 16:56:47

The basic idea is that artifacts are not like other magic items. Other magic items have to be made at the +1 or +5 steps because they are static. A +1 flaming longsword will stay a +1 flaming longsword until someone re-jiggers or completely dispells the enchantments on it. The sword of Kas however will seek out a useful wielder (generally someone in the level range to have a weapon of whatever the sword's base enchantment modifier is, +4 for the SoK i believe, but it is not unheard of for weaker caracters to find and make use of such a thing generally doens't end well for them though) and become more powerful the more the character heeds its dark whispers, or less powerful the more the character resists the sword's treachery and bloodthirst.

 

An artifact is essentially supposed to be a central feature of a quest as well as a unique, or at least un-reproduceable, item. It can't do that if it becomes useless at higher levels because it's only a +2 amulet and the characters are at the point where they need +4s or better to survive. Concordance allows you to scale the artifacts basic abilities up to keep up with standard magic items as well as unlocking extra powers and representing the influence the artifact has on the wielder.

 

Artifacts are either one of a kind or at the very least not something that can be bought, sold, or crafted. There should not be weaker or stronger versions available.

 

What I would do is simply use the concordance system. However instead of sarting at 5, characters below a certain level start with lower concordance and thus the item is weaker.

 
(Reply to #4)

VoyRager

Yes and Yes.

 

Yes, I'm attempting to make this item useful any characters regardless of the character's level,...

 

...and...

 

Yes I have intentionally overlooked the fact that as an DnD artifact this item supposed to be unique instead of having a norm status..

 

I knew that if I chosen to make these items of this set harmful to at least one sort of player's characters this would demand the artifact category instead of any other category yet what I am envisioning and remained wrongfully stubborn about was this item isn't going to be a rare item. (So, as you can see in the idea of presenting the item as the first non-rare artifact)

 

I guess by your assessment I should either use the concordance alone as a means to awakening the power bonuses and the new abilities from the item with the character's use of certain powers having the designated keywords set by the artifact in a manner that would express that as the character develops into a more powerful character when reaching the Paragon Path level and then again at the Epic level. It would be this sort of milestone that would also draw as well as provide a newfound focus for the ethereal living entities of the world's plane to address the weilder's using what natures and attitudes that are the main predisposition known to the Keyword's nature as the entities general atitude. (That is if the keyword had a natural attitude or disposition)

 

OR

 

I should dropped the the artifact category and drop the concordance list then simplified the item as a type of an attachment to and under the weapon category that functions as an implement for only the chosen power's keywords that will never be harmful to the wielders with certain feats or to members of certain class types. (The latter will be more simpler to applied.)

 

Thank you, Rampant for your P.E.A.C.H. and if you have anymore suggestions or see other points you think I should look at while I'm ironing out this item's function; please tell me more herew. I'm finding your advising helpful and beneficial to this item creation progress.

 

As for now I will look at these two simplifying possibilities and redo then scenario test-play them to see which would be best suited for both the world settings and the overall game in any settings..

#6

rampant

Dec 03, 2013 1:22:36

One other option is simply to create magic items that bond to a wearer and level up with them.

 

Another alternative might be to use inherent bonuses, so items only matter for their special abilities rather than their +s which means you're a lot less bound by level guide lines as far as item powers.