Hearts of the World, an Artifact Set [PEACH]

Post/Author/DateTimePost
#1

wizardmon

Nov 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