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| #1wizardmonNov 07, 2010 1:31:35 | The Hearts of the World are eight magic gems with astral and elemental ties. Not only do they represent aspects of the natural environment, but they also embody the power of certain concepts. I want to use them in my campaign, but this is my first time designing artifacts this complex. So, I would like help with them. As I have said in the title of the thread, I want these artifacts to be a part of a group magic-item set. Also, the PC's have already run into a couple of them. These are the ones I will be posting are these, and so I wanna fix them up the most quickly. BTW, I am sorry for the bad formating. Copying formating from OpenOffice to the reply box makes for awkward-ness. The Hearts of the World Wielders Benefit 2 When a wielder uses the Heart's named Daily power, each Heart wielder gains a +1 item bonus to defenses until the end of the next turn of the creature who used the power. 5 Each Heart gains 1 charge per day. Two wielders can each expend a charge, the first as a Minor Action, the second as a Standard Action, to summon a creature (see below.) A wielder may also spend a charge to instead gain the benefit of an Action Point, regardless of if he or she already used an AP this encounter. 8 A wielder of a Heart may use Aid Another as a minor action when aiding the wielder of the opposing Heart.
Opposition Each Heart has one opposite. They are Sky & Sea, Fire & Stone, Forest & Dust, and Light & Darkness.
Summons Commanding players use their highest ability scores in place of the Summon's normal ability score, and the enhancement bonus of their best weapon or implement, even though summons use implements. Either character who spent a charge may command it, though its hit points and defenses are determined by the character who spent the Standard Action to summon it.
Darkness + Dust = Summon Ebony Stinger Darkness + Flame = Summon Fire Warrior Darkness + Forest = Summon Stalking Panther Darkness + Light = Summon Angel of Fire; Change Fire keyword to Psychic Darkness + Ocean = Angelic Protector; All attacks target Will Darkness + Sky = Summon Imp Darkness + Stone = Summon Shadow Ape Dust + Flame = Summon Magma Beast Dust + Forest = Summon Pack Wolf Dust + Light = Summon Angel of Fire; Change Fire keyword to Radiant Dust + Ocean = Summon Dretch Dust + Sky = Summon Dust Devil Dust + Stone = Summon Magma Beast; Remove Fire keyword Flame + Forest = Summon Magma Beast Flame + Light = Summon Angel of Fire Flame + Ocean = Summon Abyssal Maw Flame + Sky = Summon Fire Beetle Flame + Stone = Flameheart Defender Forest + Light = Summon Thought Servant; Augmented, change Psychic keyword to Radiant Forest + Ocean = Summon Giant Toad Forest + Sky = Summon Pack Wolf; Deals Lightning damage Forest + Stone = Summon Fierce Boar Light + Ocean = Angelic Protector Light + Sky = Summon Celestial Lion Light + Stone = Summon Celestial Lion Ocean + Sky = Summon Abyssal Maw; Deals Lightning and Cold damage Ocean + Stone = Summon Magma Beast; Change Fire keyword to Cold Sky + Stone = Summon Fire Beetle; Deals normal damage, has resistance to melee attacks, flies |