Homebrewed Artifacts

Post/Author/DateTimePost
#1

dannoe

Apr 24, 2010 5:54:14
Hey guys,

Been working on a couple of artifacts for my game, and I'd like some opinions on whether they are over- or under-powered.  The first, called the Iron Crown of Shadows, is ultimately going to be part of a larger object which can be used as a navigation focus.  If you have the Iron Crown of Shadows and whatever this other thing winds up being, you can use them to travel from any plane to the Shadowfell and from the Shadowfell to any other plane.

Iron Crown of Shadows         (Lower-Paragon Tier Artifact)
Forged from the black iron of the Shadowdark, this crown imparts a command of shadow magic to any strong enough to wield it.
Item Slot: Head
Property:  Gain a +3 item bonus to Stealth and Perception checks made in areas of low-light or darkness.  
Property: When you succeed with a perception check against a creature hidden in low-light or darkness, you gain darkvision to the end of your next turn.
Power (Encounter, Teleportation): Move Action.  You teleport 3 squares and become insubstantial until the start of your next turn.
Power (At-Will): Minor Action.  You attune one ally to the Iron Crown of Shadows.  Until the end of the encounter, that ally can use the crown’s teleportation power instead of you.  Either you or your ally can end this attunement as a Minor action.  Only one creature may use the Crown’s teleportation power during a single encounter.

Note: The Iron Crown of Shadows is not sentient.  As such, it has no Concordance states.

So here's my question: what should the other part of this artifact be, and what should it do when it's on its own--without the Iron Crown of Shadows?

This next artifact is one that my players got when they conquered a Goblin tribe.  At the time, they'd just made 8th level.

The Black Fist of Maglublyiet     (Heroic Tier Artifact)
This heart-sized amulet was forged in fires of Banehold by the Chosen of Maglublyiet.  
The Amulet of the Black Fist is a +2 magic amulet.
Item Slot: Neck
Enchantment: Fortitude, Reflex, Will
Property: You gain fluency in Goblin.  
Property: Gain a +2 item bonus to Diplomacy, Intimidate, and Streetwise checks.  That bonus increases to +4 when made in Goblin or against goblins.  
Power (Encounter): You gain Goblin Tactics as an Encounter Power.  
-    Trigger: An enemy misses you with a melee attack.  
-    Free Action: You shift one square.
Property: Once donned, the Amulet of the Black Fist cannot be removed.

Concordance:
+1d10 – The Owner gains a level
+2 – The Owner is a goblin
+1 – The owner kills an elf, eladrin, or dwarf (once/encounter)
+1 – The owner has a goblin in his party
-2 – The owner is an elf, eladrin, or dwarf
-1 – The owner kills a goblin (once/encounter)

Angry (Concordance = 0 or lower):
Property: The Amulet provides no enchantment bonus.
Property: The Amulet’s wearer loses one healing surge immediately following every extended rest.

Unsatisfied (Concordance = 1-4):
Property: The Amulet functions as a +1 magic amulet.
Property: The Amulet’s wearer can use Goblin Tactics as a Daily Power.

Normal (Concordance = 5-10):
The Amulet functions normally.

Satisfied (Concordance = 11-15):
Property: The Amulet of the Black Fist becomes a +3 magic amulet.
Property: When you use Goblin Tactics, you can also make a melee basic attack as a Free Action.  

Pleased (Concordance = 16-20):
Property: The Amulet of the Black Fist remains a +3 magic amulet.
Property: When you use Goblin Tactics, you can also make a melee basic attack as a Free Action.  You gain a +3 item bonus to the attack and damage rolls for this attack.
Power (Daily): Minor Action.  You or one adjacent ally gains a +3 item bonus to attack and damage rolls against creatures larger than you until the end of your next turn.

Moving On:
The Black Fist of Maglublyiet moves on once its bearer has proven himself to be the world’s next great goblin chieftain.  Failing that, the Amulet will move on when it gives up on its owner completely.  If the Amulet is Satisfied or Pleased with its wielder when it moves on, it will impart a pair of final gifts: the permanent ability to speak Goblin and a permanent +2 bonus to Diplomacy, Intimidate, and Streetwise checks made in the Goblin language.

So... thoughts?

Thanks for your time.