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Fax Celestis
2008-12-21, 01:04 AM
An Aspect Item is a special magical device or item, typically a weapon, shield, or suit of armor, that gains power as a character progresses in level.

The Aspect Item system, like the Legacy Item system on which it is based, is intended to allow players to carry 'signature' items throughout their adventuring career, rather than trading them in for new, better loot.

Aspect Item Basics
Aspects
An Aspect Item has a specific number of special properties, or 'aspects', that are reflective of the source and nature of its powers. All aspect items have one aspect when initially bound (see bonding ritual, below), and can gain more as the character progresses. New aspects and tiers can only be unlocked with a particular ritual. The maximum number of aspects an aspect item may possess is equal to its numeric enhancement bonus. A character may only have one aspect item at a a time.

However, an aspect item cannot have any abilities other than an enhancement bonus when first initialized, nor can it gain them later except through the purchase of AP (see below); the unique powers of an aspect item interfere with lesser dwoemers, though they accept raw magical power.

Aspects have several characteristics, as follows:

* Granted Power: Similar to clerical domains, each aspect has a special power it grants to the item's bearer; generally speaking, such powers enhance the abilities of the character or type of character who first wielded or is intended to wield the item. Some granted powers, like the other powers of an aspect item, may be conditional- anything from a certain lighting condition to a specific class feature. Generally speaking, however, granted powers are 'always on' while the item is on the possessor's person.

*Ability Menu: Each aspect an aspect item possesses allows its wielder to access a specific menu of abilities reflective of that aspect; for instance, a character with as cold-aspect weapon would have access to cold-themed abilities. Each ability on a menu belongs to a specific tier, from first to fourth; the first tier is levels 1-5, the second, 6-10, the third, 11-15, and the fourth and last, 16-20th. Each ability also has an aspect point cost. Aspect points will be discussed in more detail later in this entry. If a character no longer has access to a specific aspect for any reason, he loses all aspect item abilities tied to that aspect's ability menu. Some abilities may have 'mitigating factors' that can be used to reduce their aspect point cost; these factors are unique to each power or ability menu, more or less, and cannot be mixed-and-matched. The saving throw for an aspect power is 10 plus twice the power's tier plus the bearer's Charisma modifier.

Aspect Points
Aspect points (AP) are used by the character to purchase abilities from their aspect's ability menus.

A character gains one aspect point per aspect per level they wield or carry the item; if a character gains an aspect item after first level, they gain points retroactively based on the number of aspects their item has on initial activation (generally, one aspect). You may choose the same aspect twice to gain a bonus aspect point at each subsequent level-up; doing so also reduces the cost of powers in that aspect's ability menus by one point.

Aspect points can be saved level-to-level (to purchase more powerful abilities later), and do not 'disappear' if not used.

The Aspect point cost of a particular power can be reduced by the application of conditions; the more restrictive the condition, the greater the point reduction. The reductions applicable to any given power will be spelled out in that power's ability menu. The minimum cost of any ability is one point. Only one conditional aspect may be applied to a power. Conditional effects can be "bought off" at a later point in time by paying aspect points equal to one and a half times the reduction--after this point, the condition for the effect is removed, and the power is activated without the need for special requirements.

Aspect Powers
Aspect points can be used to purchase powers from the aspect menu. Each power is arranged into a tier (first through fourth). Initially, only powers from the first tier of one aspect may be purchased, but certain rituals can activate access to new tiers and new aspects. Unlocking a tier unlocks it for all aspects on the item; similarly, an item that has two aspects on it already and has second-tier powers unlocked immediately unlocks the second-tier powers of a new aspect.

Aspect points can also be used to purchase 'normal' weapon enhancements, such as keen or flaming, at a cost equal to double the property's bonus-equivalent cost. Normal properties can be made conditional, in the same fashion as aspect powers, to reduce their point cost; you may add any one condition one of your menus specifies for an ability of equal or lesser point cost. The minimum cost of any property is one point.

The bonus-equivalent cost of your normal weapon enhancements purchased in this way cannot exceed the item's enhancement bonus.

Aspect powers function only for one who has performed the bonding ritual (see below) with the item in question. Only one person may be bound to any given aspect item at a time.

Activation Costs
Aspect items require special 'rituals' to unlock their abilities. The exact nature of a ritual is dependent on the weapon's history, purpose, or construction, and varies from weapon to weapon. All the rituals described below require the item to be used during the ritual, and the ritual will fail if the item is absent.

* Bonding Ritual: This ritual, which initially binds the item's wielder to the item itself, has a gp cost equal to (Item's Initial Number of Aspects x Initial Enhancement Bonus x 500), with an associated cost of 1/4 that amount in XP.

*Activation Ritual: In order to unlock a new tier or new aspect, the character must perform a ritual with a cost of (Number of Aspects Post-upgrade x Enhancement Bonus Post-upgrade x 500), with an associated cost of 1/4 that amount in XP.

*Ritual of Unbinding: This ritual, which unbinds an item from the wielder and destroys it, has a gp cost equal to (Item's Current Number of Aspects x Current Enhancement Bonus x 500), with an associated cost of 1/4 that amount in XP.

Losing An Aspect Item
If an aspect item becomes broken, stolen, or lost and is separated from its bonded wielder for more than 24 hours, the unlocked features of the item become dormant. A second bonding ritual is required to reactivate the item, though it only costs (Number of Aspects x Enhancement Bonus x 250), with an associated cost of 1/4 that amount in XP.

If an aspect item is lost and unrecoverable, the bearer will never be able to use another aspect item: since he cannot perform the Ritual of Unbinding, he is incapable of severing his current bond and acquiring a new one.

Sample Aspects
Ice
Granted Power
The bearer of an Ice Aspect item receives a +2 aspect bonus on attack rolls against creatures of the Fire subtype and against spells and effects with the Fire descriptor, or against creatures of the Cold subtype and against spells with the cold descriptor (chosen at item bonding).

Aspect Powers
First Tier Powers
*Blue Ice Blade: This power can only be applied to a slashing weapon. The weapon is treated as if made of Blue Ice (and thus receives a +1 enhancement bonus to damage).
Cost: 1 AP.

*Blue Ice Protection: This power can only be applied to metal armor armor or a metallic shield. The item is treated as if made of Blue Ice.
Cost: 2 AP, +1 for medium armor, +2 for heavy armor.

*Sudden Frostblade: This power can only be applied to specific slashing weapons; it allows the wielder to suddenly produce an extended blade of Ice as a free action; this blade endures for the character's action before melting away (hopefully in a welter of gore). This power causes any of the following weapons- Dagger, Short Sword, Longsword, Bastard Sword, Greatsword - to deal damage as if it were the next blade on the list (thus, a dagger deals damage as a short sword while equipped with a sudden frostblade). The frostblade is light enough that the weapon can still be wielded as easily as it was previously; thus, a longsword is still one-handed, and a bastard sword (with the appropriate exotic weapon proficiency) is one-handed as well. If used on a weapon that is already a greatsword, treat it's as a greatsword of one size category larger.
Cost: 3 AP.

*Frostbane Strike:This power allows the item's wearer to deal 2 points of bonus damage per point invested to any creature with the cold subtype with any effect that deals HP damage, as its inimical frost invades the creature's heart.
Cost: Variable.

*Permafrost: In colder-than-normal conditions, or when it has been exposed to cold (natural or otherwise), the item gains two points of hardness and 10 bonus HP as it freezes into involiate black ice.
Cost: 1 AP.

*Icewalker: While the item is in-hand, its bearer need not make saves to resist the effects of freezing temperatures.
Cost: 2 AP.

*Frosty Blow:All damage made by the weapon, except magical enhancements, is resolved as Cold damage.

Second Tier Powers
*Nimble-thief Frost-strike: Three times a day, the wielder of the item may choose to add the effects of lesser shivering touch to a single melee attack he makes; the attack is rolled against the target's normal AC.
Cost: 3 AP.

*Heart-frost: The item's bearer gains a +2 bonus on fortitude saves, and a +3 bonus on all saves against the effects of natural or magical cold.
Cost: 3 AP.

*Shardblade: This power can only be added to a slashing weapon; it grants the weapon a sudden, shard-like blade of ice that can strike faraway targets--this blade can be summoned as a swift action. The weapon gains an additional 5' of reach for the character's action, but can still be used to strike adjacent targets. The shard lasts for a number of rounds equal to the bearer's base attack bonus before melting away.
Cost: 3 AP.
Conditionals: On a roll of 5 or less, the Shardblade shatters, ending the effect. -1 AP.

*Seed of Ice: This power allows the item's bearer to implant a shard of perfidious ice whenever they score a critical hit with any form of attack. The shard deals one point of damage each round after implantation as it burrows deeper, and removing it requires one full-round action per round the shard has been implanted. The weapon can implant up to three shards at any one time, and shards return to the weapon when the victim dies or when removed (even if somehow destroyed).
Cost: 4 AP.
Conditionals: The power is usable only with melee attacks. -1 AP.

Third Tier Powers
*Wintry Affinity: Any spells with the Cold descriptor that the bearer casts while bearing the item are treated as being one caster level higher than normal for the purposes of determining their effects.
Cost: 5 AP
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -2 AP.

*Winter Nimbus: The temperature for 20' around the item is always 30'f.; the item's bearer can suppress or resume this power as a free action. If natural conditions are colder than 30'f., the power does not function. This power usually freezes standing water in an appropriate amount of time, cools metal armor, and coats surrounding surfaces with frost or ice. This power grants the bearer Resistance 5 against the first attack that deals fire damage in a given round (on subsequent attacks, the frost is too thin to provide protection).
Cost: 6 AP.
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -2 AP.

*Snow-meld: Three times a day, the item's bearer can choose to meld with any surface covered in snow or ice, and move through it, as if using Meld With Stone (save that the effect applies to icy, rather than stone, surfaces).
Cost: 5 AP.
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -1 AP.
Special: The bearer of the item can purchase additional uses/day at 1 AP per additional use.

*Nimble-thief Windblade: Three times a day, the item's bearer can choose to make a ranged touch attack; if successful, the attack inflicts the target with the effects of Shivering Touch.
Cost: 6 AP. Additional uses/day cost 1 AP each.

Fourth Tier Powers
*Frost the Breath: The bearer of the item can, at will, summon the thin, icy air of the frozen peaks. All creatures within 15' ft. of the item that are not acclimated to high altitudes take 1 point of damage to all ability scores each round due to Altitude Sickness (Fortitude DC 18 + Bearer's Cha negates). The bearer is immune to this effect.
Cost: 8 AP.

*Shards of The Blizzard:The bearer of the item can produce Ice Shards, like those created by an Ice Golem, every 1d4 rounds. They can choose to focus the ability in a 30 ft. cone, rather than a 20' ft. spread (the default). The DC to avoid being blinded by the shards is equal to 18 + Bearer's Cha. modifier.
Cost: 7 AP.

Conditionals
*The power only functions after the item is chilled--after which it functions for one hour. (-1)
*The power ceases functioning if exposed to flame or heat--after which it resumes function in one hour. (-1)
*The power only functions against creatures without the Cold subtype. (-1)
*The power only functions against creatures with the Fire subtype. (-2)

Madness
Granted Power
The bearer of an activated Madness Aspect item cannot be rendered confused or insane by any external force.

Aspect Powers

First Tier Powers
*Madstrike: On a successful hit, the weapon deals one point of Anarchic damage per aspect point invested in this ability.
Cost: Variable.
Conditionals: The power functions only for a chaotic wielder; at least two points must have been invested to apply this conditional. -1 AP.

*Certainty: While wielding the item, the holder gains a +2 resistance bonus on will saves.
Cost: 2 AP.
Conditionals: The power does not apply against attacks by chaotic creatures. -1 AP.

*Blackmind Potence: The weapon functions different for creatures with at least one point of depravity; its enhancement bonus is considered one higher for such a character.
Cost: 2 AP.

*Vicious Madness: The weapon functions as a vicious weapon for the wielder and the wielder only.
Cost: 3 AP.
Conditionals: This ability only functions if the weapon's wielder is chaotic. (-1)

Second Tier Powers
*Madstrike, Greater: As Madstrike, but two points of bonus Anarchic damage per AP invested.
Cost: Variable.
Conditionals: As Madstrike.

*Maddening Blow: Any creature struck by a weapon with this ability must succeed on a will save (DC 10+ 1/2 Wielder level) or be confused for a number of rounds equal to the Wielder's charisma bonus.
Cost: 3 AP.
Conditionals: The maddening blow is a mind-affecting, sonic effect. -1 AP.
The maddening blow only functions for a chaotic character. -1 AP.

*Madspawn Resilience:While the weapon is in-hand, its wielder gains Acid and Electricity resistance as if it were a Pseudonatural creature.
Cost: 3 AP.

*Whispers of The Dark:While the weapon is in-hand, its wielder gains Blindsight out to 20ft., with the usual effect.
Cost: 3 AP.
Conditionals: The power is dependent on hearing and is spoiled by silence-based effects. -1 AP.

Third Tier Powers
*Far-spawned Madstrike: On a successful critical hit, the weapon inflicts a number of points of Depravity on the target equal to 1/2 the damage dealt; a successful will save (DC 10+ 1/2 Bearer Level) halves the effect.
Cost: 6 AP.

*Farspawn Chitin: While the item is in-hand, its bearer gains +3 natural armor.
Cost: 5 AP.

*Madspawn Healing: While the item is in-hand, its bearer gains DR as if it were a pseudonatural creature.
Cost: 5 AP.

*Madspawn Spellskin: While the item is in their possession, the bearer gains spell resistance as as would a Pseudonatural creature of their HD.
Cost: 5 AP.

Fourth Tier Powers

*Unformed Flesh: While the item is in their possession, the bearer can benefit from Liquefy three times a day. The duration of the effect is 2x the number of points invested in the Madness Aspect.
Cost: 8 AP.

*Sear-striking Mind: When the bearer of the item is targeted with a mind-affecting spell or effect, or any attempt to read their mind, they can choose to not only resist the effect completely, but turn the attempt against its originator- reading their mind, exposing them to their worst fear, etc., as appropriate. This ability is usable three times a day. This power requires a level check against the originator's caster or manifester level; failure indicates the power does not work, but is not expended for the day.
Cost: 8 AP.

Conditionals
*The power only functions against opponents susceptible to mind-affecting effects. (-1)
*The power only functions if the bearer is somehow mentally unstable- raging, self-confused, or the like. (-1)
*The power only functions for a bearer with the aberration or outsider type. (-1)
*The power has a 20% chance of affecting a random target within 30'. (-2)
*The power always affects a random target within range. (-3)
*The power only functions when the bearer is carrying something derived from the far realms. (-2)
*While the power functions, the bearer suffers affects as if he had gained a number of points of depravity equal to the item's enhancement bonus. (-2)

<hr>
Hokay. Hella long post. That being said, help with aspects much appreciated. If requested, I'll post my unfinished ones.

WaterTengu
2008-12-21, 01:32 AM
hmm, i like the idea, but i feel that the first sections, not the Aspect descriptions, were badly worded. How do you gain Aspect points, and how many at a time? sice you have to unbind to possess another Aspect, that means you can not have an Aspect weapon and an Aspect suit of armor, correct? that is all my questions for now, but i shall have some in the future.

also, yes, i would like to see your unfinished pieces.

Knaight
2008-12-21, 02:40 AM
This is really, really awesome. Out off curiosity do you have anything for a wind or air weapon/armor?

Fax Celestis
2008-12-21, 05:02 PM
How do you gain Aspect points, and how many at a time?See this passage:

A character gains one aspect point per aspect per level they wield or carry the item; if a character gains an aspect item after first level, they gain points retroactively based on the number of aspects their item has on initial activation (generally, one aspect).


sice you have to unbind to possess another Aspect, that means you can not have an Aspect weapon and an Aspect suit of armor, correct?
Correct.

Unfinished bits forthcoming.

WaterTengu
2008-12-21, 05:12 PM
A character gains one aspect point per aspect per level they wield or carry the item; if a character gains an aspect item after first level, they gain points retroactively based on the number of aspects their item has on initial activation (generally, one aspect).

ok, so if i have two aspects on an item and i gain a level i gain two aspect points/

Fax Celestis
2008-12-21, 05:49 PM
ok, so if i have two aspects on an item and i gain a level i gain two aspect points/

Correct. Remember, though, adding an aspect costs money, and you can't have more aspects than the enhancement bonus on the item.

WaterTengu
2008-12-21, 07:04 PM
Correct. Remember, though, adding an aspect costs money, and you can't have more aspects than the enhancement bonus on the item.

so you can never have more than 5 aspects?

Fax Celestis
2008-12-21, 07:46 PM
so you can never have more than 5 aspects?

Correct again. Remember, you can't have more than five aspects, not aspect powers.

Glooble Glistencrist
2008-12-22, 06:55 PM
This looks really cool. I may try and write up an aspect tonight, if I have time.

Glooble Glistencrist
2008-12-24, 03:00 PM
Okay, here's my first shot. No idea if it's too powerful.

An aspect for Druids and rangers.

Wild

Granted Power: Any animal who is allied with the bearer of wild weapon (such as an animal companion or a summoned creature) gains a +1 enhancement bonus to attack rolls. If this aspect is given to armor or a shield, the bonus instead applies to the creature’s AC.

First Tier Powers

* Helper’s strike - If the wielder flanks an opponent with an animal, that animal gets +2 to attack and damage rolls.
Cost: 2 AP

Tough Hide – This power can only be applied to armor. The wearer gains +1 natural armor.
Cost: 2 AP. This power can be taken up to four times, and stacks.

Cozy Fur – This power can only be applied to armor. The bearer gets +5 to saving throws vs. extreme cold.
Cost: 1 AP.

**Tooth and Claw – The bearer gains bite and claw attacks appropriate for their size category.
Cost: 3 AP

**Venomous sting – Once per day, when the bearer hits an enemy, they can poison them – Fortitude DC 14, Initial and secondary damage 1d6 Con.
Cost: 4 AP.
Conditional: This power can only be activated on a critical. -2 AP.


Second Tier Powers

Hunter’s thirst – The bearer must have the favored enemy ability to take this power, and the item must be a weapon. If the bearer deals damage to his or her favored enemy with this weapon, he or she gains temporary hit points equal to the weapon’s enhancement bonus.
Cost: 3 AP. This power can be taken multiple times, once for each type of favored enemy the bearer has.


Call for help – Once per day, the bearer can cast a summon nature’s ally spell of a level equal to half the number of AP he invests in this power. Their caster level equals their character level. The bearer must still have a high enough wisdom modifier to cast the spell.
Cost: 2 AP per spell level.

Wild Aspect – Enhancement bonuses from this item and aspect powers apply even when the bearer is in Wild Shape. If the item is a weapon, these powers apply to the bearer’s natural weapons (if those weapons qualify for that ability.)
Cost: 3 AP.

** Improved Tooth and Claw – Natural weapons gained by the Tooth and claw power gain an enhancement bonus. This cannot exceed the item’s enhancement bonus.
Cost: 3 AP per point of the bonus.

Third Tier Powers –

Maximize summoning – if the bearer casts a summon nature’s ally spell to summon creatures of a level lower than the spell level, that spell summons the maximum possible number of creatures.
Cost: 4 AP

*Fury of the beast – The very sight of the item sends animals into a righteous fury. Any allied animal in a fifteen foot radius of the item gains a +2 morale bonus to Strength and Constitution and fast healing 2.
Cost: 3 AP. This can be taken twice (but only twice) and stacks.

**Greater tooth and Claw – The bearer gains the multiattack feat when using the natural weapons gained by the Tooth and Claw power.
Cost: 3 AP.

Fourth Tier Powers –

**Druidic Power – The bearer of this item chooses one druid spell of third level or lower. They can use that spell as a spell-like ability a number of times per day determined by the spell's level:

{table] Level | Uses
0 | at-will
1 | 8
2 | 6
3 | 4 [/table]

Cost: 3 AP + 2 per level of the spell. You can purchase additional uses (up to four) for 2 AP a piece.
Special: This power can only be taken once.

*Creature’s Might – As long as the bearer is adjacent to an allied animal, the bearer gains fast healing (between one and four.)
Cost: 4 AP per point of healing.

Conditionals:

*The allied animal must be your animal companion. -1 AP.
**The power only applies when you are out of doors. -1 AP
**The power can only be used in a wooded area. -2 AP
(both ** conditionals cannot be taken for the same power.)

I had some plant related powers with this, but I decided they belonged in their own aspect.

Fax Celestis
2008-12-24, 03:07 PM
Okay, here's my first shot. No idea if it's too powerful.

An aspect for Druids and rangers.

Wild

Granted Power: Any animal who is allied with the bearer of wild weapon (such as an animal companion or a summoned creature) gains a +1 enhancement bonus to attack rolls. If this aspect is given to armor or a shield, the bonus instead applies to the creature’s AC.

First Tier Powers

* Helper’s strike - If the wielder flanks an opponent with an animal, that animal gets +2 to attack and damage rolls.
Cost: 2 AP

Tough Hide – This power can only be applied to armor. The wearer gains +1 natural armor.
Cost: 2 AP. This power can be taken up to four times, and stacks.

Cozy Fur – This power can only be applied to armor. The bearer gets +5 to saving throws vs. extreme cold.
Cost: 1 AP.

**Tooth and Claw – The bearer gains bite and claw attacks appropriate for their size category.
Cost: 3 AP

**Venomous sting – Once per day, when the bearer hits an enemy, they can poison them – Fortitude DC 14, Initial and secondary damage 1d6 Con.
Cost: 4 AP.
Conditional: This power can only be activated on a critical. -2 AP.


Second Tier Powers

Hunter’s thirst – The bearer must have the favored enemy ability to take this power, and the item must be a weapon. If the bearer deals damage to his or her favored enemy with this weapon, he or she gains temporary hit points equal to the weapon’s enhancement bonus.
Cost: 3 AP. This power can be taken multiple times, once for each type of favored enemy the bearer has.


Call for help – Once per day, the bearer can cast a summon nature’s ally spell of a level equal to half the number of AP he invests in this power. Their caster level equals their character level. The bearer must still have a high enough wisdom modifier to cast the spell.
Cost: 2 AP per spell level.

Wild Aspect – Enhancement bonuses from this item and aspect powers apply even when the bearer is in Wild Shape. If the item is a weapon, these powers apply to the bearer’s natural weapons (if those weapons qualify for that ability.)
Cost: 3 AP.

** Improved Tooth and Claw – Natural weapons gained by the Tooth and claw power gain an enhancement bonus. This cannot exceed the item’s enhancement bonus.
Cost: 3 AP per point of the bonus.

Third Tier Powers –

Maximize summoning – if the bearer casts a summon nature’s ally spell to summon creatures of a level lower than the spell level, that spell summons the maximum possible number of creatures.
Cost: 4 AP

*Fury of the beast – The very sight of the item sends animals into a righteous fury. Any allied animal in a fifteen foot radius of the item gains a +2 morale bonus to Strength and Constitution and fast healing 2.
Cost: 3 AP. This can be taken twice (but only twice) and stacks.

**Greater tooth and Claw – The bearer gains the multiattack feat when using the natural weapons gained by the Tooth and Claw power.
Cost: 3 AP.

Fourth Tier Powers –

**Druidic Power – The bearer of this item chooses one druid spell of third level or lower. They can use that spell as a spell-like ability at-will.
Cost: 3 AP + 2 per level of the spell.
Special: This power can only be taken once.

*Creature’s Might – As long as the bearer is adjacent to an allied animal, the bearer gains fast healing (between one and four.)
Cost: 4 AP per point of healing.

Conditionals:

*The allied animal must be your animal companion. -1 AP.
**The power only applies when you are out of doors. -1 AP
**The power can only be used in a wooded area. -2 AP
(both ** conditionals cannot be taken for the same power.)

I had some plant related powers with this, but I decided they belonged in their own aspect.

Awesome. That is totally rocking. Druidic Power might be a little...terrifying (at-will? o_O) but beyond that, I like it.

Istari
2008-12-24, 03:08 PM
for the ice aspect for sudden frostblade, what does the greatsword turn into?

Fax Celestis
2008-12-24, 03:14 PM
for the ice aspect for sudden frostblade, what does the greatsword turn into?

Ups a size. I'll add that.

Glooble Glistencrist
2008-12-24, 03:20 PM
Yeah, I thought that might be kinda broken. Maybe for the higher levels (2 and 3) it should be a number of times per day. Don't know how to figure that number though.

Fax Celestis
2008-12-24, 03:30 PM
Yeah, I thought that might be kinda broken. Maybe for the higher levels (2 and 3) it should be a number of times per day. Don't know how to figure that number though.

Maybe... (X Uses [call it 4 or 5])-(# of AP in this ability/3)?

Glooble Glistencrist
2008-12-24, 04:10 PM
Modified it a bit.

Knaight
2008-12-24, 04:11 PM
Alright, first try here. Its probably pretty bad.

Wind
Granted Power-All weapons with the wind aspect can be used with weapon finesse. All armors count as one category lighter, and have a maximum dexterity two higher than normal and armor check penalty two lower than normal. Furthermore all melee weapons have a reach of 5 feet more than usual, and ranged weapons only take a -1 penalty per range increment. Wind weapons must always be either polearms, one handed or light slashing weapons, ranged weapons, or a quarter staff.
First Tier Powers
Boost-This aspect grants +20 to jump and climb checks once per day. This only applies to armor.
Cost: 2 AP. This can be taken multiple times, each time giving one additional use per day.

Windy-This aspect grants a +1 deflection against projectiles. If applied to a shield it gains a +2 deflection bonus against projectiles and a +1 deflection bonus against thrown weapons.
Cost 1 AP: This can be taken multiple times, and it stacks.

Float-This aspect prevents all falling damage, and people with this aspect only fall at 60 feet per round. This can only be applied to armor.
Cost: 2 AP

Windy Push-This aspect allows the wearer to bull rush from up to 10 feet away, and they don't have to move with the target. This can only be applied to a weapon or shield. If applied to a ranged weapon it allows a bull rush when the weapon or projectile hits, from whatever distance.
Cost: 2 AP

Second Tier Powers
Enhanced Reach-This aspect gives the wielder 10 feet of additional reach, instead of 5. For ranged weapons it doubles the ranged increment. This can only be applied to weapons. This does not apply if using whirlwind attack.
Cost: 2 AP

Air Burst-This aspect lets the wearer bull rush all enemies in a 15 foot cone, without provoking an Attack of Opportunity, and they can't move with the target.
Cost: 3 AP

Windy Trip-This aspect lets the wielder attempt to trip all enemies within reach.
Cost: 2 AP

Protective Wind-This aspect grants a +2 bonus to all reflex saves, and a deflection bonus to Touch AC equal to the enhancement bonus for the item.
Cost: 3 AP

Third Tier Powers
Superior Reach-This aspect allows the wielder to gain an additional 15 feet of range with melee weapons, rather than 5 feet. If used on a ranged weapon it both doubles the range and totally removes ranged increment penalties. This does not apply if using whirlwind attack.
Cost: 2 AP

Updraft-This aspect allows the wielder to force a DC 20+(3 x Enhancement bonus) fortitude save to any enemy within reach once per day. If they fail they are thrown 10 feet up in the air plus another five feet per point they failed the fortitude save by. Grapple check penalties or bonus due to size applies.
Cost: 3 AP

Hastening Winds-The wielder gains +10 speed per point of enhancement bonus on the item.
Cost: 3 AP.

Slowing Winds-All enemies within 10 feet per point of enhancement bonus of the wielder move at half speed.
Cost: 4 AP

Piercing Gale-The wielder of the item can make an attack that deals 1d8 damage per point of enhancement bonus(Reflex 20+3 per point of enhancement bonus half) to everybody within a 120 foot line. This can only be applied to melee weapons, and takes a standard action.
Cost: 3 AP

Fourth Tier Powers
Ideal Reach-The wielder of this item can attack at an additional 20 feet of range. This does not apply if using whirlwind attack. Ranged weapons have a triple range increment, and take no penalty for attacking out of the first range increment. This can only apply to a weapon.
AP: 3

Flight-The wielder gains a flight speed equal to double their land speed.
AP: 4

Elemental Form-Once per day the wearer of an item with the elemental form aspect can turn into a huge air elemental. This lasts for 1 round per point of enhancement bonus on the item.
AP: 6

Elemental Cohort-The wearer of this item gains a small air elemental cohort. It has hit dice equal to the level of the wearer.
AP: 7

Tornado-The wearer of this item can generate tornado force winds in a 60 foot circle centered around the wielder once per day. This also allows them to ignore the effects of winds blowing them around.
AP: 6

These are a lot of work.

Fax Celestis
2008-12-24, 04:15 PM
Alright, first try here. Its probably pretty bad.

Wind
Granted Power-All weapons with the wind aspect can be used with weapon finesse. All armors count as one category lighter, and have a maximum dexterity two higher than normal and armor check penalty two lower than normal. Furthermore all melee weapons have a reach of 5 feet more than usual, and ranged weapons only take a -1 penalty per range increment. Wind weapons must always be either polearms, one handed or light slashing weapons, ranged weapons, or a quarter staff.
First Tier Powers
Boost-This aspect grants +20 to jump and climb checks once per day. This only applies to armor.
Cost: 2 AP. This can be taken multiple times, each time giving one additional use per day.

Windy-This aspect grants a +1 deflection against projectiles. If applied to a shield it gains a +2 deflection bonus against projectiles and a +1 deflection bonus against thrown weapons.
Cost 1 AP: This can be taken multiple times, and it stacks.

Float-This aspect prevents all falling damage, and people with this aspect only fall at 60 feet per round. This can only be applied to armor.
Cost: 2 AP

Windy Push-This aspect allows the wearer to bull rush from up to 10 feet away, and they don't have to move with the target. This can only be applied to a weapon or shield. If applied to a ranged weapon it allows a bull rush when the weapon or projectile hits, from whatever distance.
Cost: 2 AP

Second Tier Powers
Enhanced Reach-This aspect gives the wielder 10 feet of additional reach, instead of 5. For ranged weapons it doubles the ranged increment. This can only be applied to weapons. This does not apply if using whirlwind attack.
Cost: 1 AP

Air Burst-This aspect lets the wearer bull rush all enemies in a 15 foot cone, without provoking an Attack of Opportunity, and they can't move with the target.
Cost: 3 AP

Windy Trip-This aspect lets the wielder attempt to trip all enemies within reach.
Cost: 2 AP

Protective Wind-This aspect grants a +2 bonus to all reflex saves, and a deflection bonus to Touch AC equal to the enhancement bonus for the item.
Cost: 3 AP

Third Tier Powers
Superior Reach-This aspect allows the wielder to gain an additional 15 feet of range with melee weapons, rather than 5 feet. If used on a ranged weapon it both doubles the range and totally removes ranged increment penalties. This does not apply if using whirlwind attack.
Cost: 1 AP

Updraft-This aspect allows the wielder to force a DC 20+(3 x Enhancement bonus) fortitude save to any enemy within reach once per day. If they fail they are thrown 10 feet up in the air plus another five feet per point they failed the fortitude save by. Grapple check penalties or bonus due to size applies.
Cost: 1 AP

Hastening Winds-The wielder gains +10 speed per point of enhancement bonus on the item.
Cost: 1 AP.

Slowing Winds-All enemies within 10 feet per point of enhancement bonus of the wielder move at half speed.
Cost: 4 AP

Piercing Gale-The wielder of the item can make an attack that deals 1d8 damage per point of enhancement bonus(Reflex 20+3 per point of enhancement bonus half) to everybody within a 120 foot line. This can only be applied to melee weapons, and takes a standard action.
Cost: 3 AP

Fourth Tier Powers
Ideal Reach-The wielder of this item can attack at an additional 20 feet of range. This does not apply if using whirlwind attack. Ranged weapons have a triple range increment, and take no penalty for attacking out of the first range increment. This can only apply to a weapon.
AP: 2

Flight-The wielder gains a flight speed equal to double their land speed.
AP: 1

Elemental Form-Once per day the wearer of an item with the elemental form aspect can turn into a huge air elemental. This lasts for 1 round per point of enhancement bonus on the item.
AP: 3

Elemental Cohort-The wearer of this item gains a small air elemental cohort. It has hit dice equal to the level of the wearer.
AP: 5

Tornado-The wearer of this item can generate tornado force winds in a 60 foot circle centered around the wielder once per day. This also allows them to ignore the effects of winds blowing them around.
AP: 4

These are a lot of work.

They are a lot of work, but you seem to have done nicely. I'd up the AP costs on some of the higher tiered powers, though. My general rule of thumb for AP costs is: (2*tier)-1

Glooble Glistencrist
2008-12-24, 07:11 PM
Another one!

Forest

Granted Power: The bearer can rebuke or control plant creatures as an evil cleric rebukes or controls undead. They also gain a +2 bonus to Hide and Move silently checks made in a forest.

First Tier Powers

*Thorny Critical – This power can only be applied to a weapon. On a critical hit, thorns sprout from the weapon, dealing an extra 2d4 points of damage.
Cost: 2 AP.

**Photosynthesis – As long as the bearer is in direct sunlight, he or she heals a number of hit points per hour equal to his or her constitution modifier.
Cost: 2 AP

*Leafy assault – This power can only be applied to a weapon. Plants are no longer immune to the bearer’s sneak attacks or critical hits. Instead, they are treated as having fortification.
Cost: 1 AP (heavy fortification), 3 AP (medium fortification), or 5 AP (light fortification)

Resist poison – The bearer gains a +2 item bonus to saving throws vs. poison.
Cost: 1 AP.

**Make like a tree and… The bearer can use tree shape three times per day.
Cost: 2 AP

Second Tier Powers

*Vines of Assault –Up to four vines sprout from item and attack your foes. The vines have a reach of five feet, AC equal to 10 + their dex mod., 5 hit points strength and dexterity 12. Vines cannot hold or manipulate objects. Vines that are severed grow back the next day.
As a move action, you can direct them to do the following :
Attack: Each vine deals 1d4 + strength modifier damage. They have an attack equal to their strength modifier plus the item’s enhancement bonus.
Disarm: The vines attempt to disarm your opponent. They provoke an attack of opportunity as normal (but it is against them, not you.)
Distract: The vines fly about in the opponent’s face, giving a -1 to attack rolls per vine.
Special: If this power is applied to armor, each vine grants a +2 bonus to climb checks.
Cost: 3 AP per vine. The vine’s strength, dexterity, and hit points can be improved at a rate of 1 AP per point per vine.

*Poisonous Thorny critical – As improved thorny critical, but the attack poisons, as the spell (DC 20).
Cost: 6 AP.
Conditional: If you already have improved thorny critical, this power replaces it and costs only 2 AP. If you have thorny critical, this power replaces it and costs only 4 AP.

Forest Walker – The Bearer can use tree stride three times per day.
Cost: 3 AP.

**Oak’s sturdiness – You gain the Dwarf’s stability ability (+4 bonus to checks against being bull rushed or tripped.

Third Tier Powers

*Entangling Thorny Critical – As poisonous thorny critical, but vines sprout from the weapon, entangling the foes as per the entangle spell.
Cost: 4AP.
Conditional: If the bearer already has Poisonous thorny critical, this power replaces it and costs only 2 AP.

Forest Guardian – Once per day, as a standard action, you can transform any huge tree into a Treant. The Treant obeys your commands and lasts for a number of rounds equal to the weapon’s enhancement bonus, plus up to five additional rounds that can be purchased for AP.
Cost: 4 AP, plus 1 per additional round.

*Thorny Vines – The bearer must have Vines of Assault to gain this power. His or her vines sprout thorns, causing them to deal an additional 1d4 damage each.
Cost: 2 AP per vine.

Fourth Tier Powers –

**The Forest Fights for you – Once per day, you can use animate plants with a caster level equal to your character level.
Cost: 6 AP

Wounding vines – You must have Thorny Vines to take this power. The thorns on your vines gain the wounding property.
Cost: 7 AP per vine.

**Life Seed Once per day, you hit an opponent with a melee attack, you can choose to seed them with a parasitic plant. They get a Fortitude save, DC 10 + the weapons enhancement bonus. If they fail, the seed grows, sapping life from them as it goes. It deals two damage the first round, then two more each subsequent round. The bearer gains half the damage dealt as temporary hit points. The Life seed can be removed by remove curse, break enchantment, or magical healing equal to the number of points of damage the seed has already dealt.
Cost: 6 AP. You can purchase this ability up to fours time. Each grants an additional use per day and increases the save DC by 2.

Conditionals:
*This can only apply to an item made of wood. -1 AP.
**This power can only be used in a forest. -1 AP.

Knaight
2008-12-26, 02:01 AM
They are a lot of work, but you seem to have done nicely. I'd up the AP costs on some of the higher tiered powers, though. My general rule of thumb for AP costs is: (2*tier)-1

Done, although I kept them kind of low still, as even the upper tier powers aren't hugely powerful.