qwertyu63
2012-02-06, 10:17 AM
The Keys:
The Keys are a set of artifacts, each of which is intelligent. The Keys always know the location of all of the other Keys, and can communicate with the others telepathically. All of the Keys share the following stats:
Alignment: Neutral Good
Int: 16
Wis: 16
Cha: 16
Ego: 15
Communication: Speech, telepathy
Other Powers: Can move under their own power for up to 6 hours per day, Speed 30 ft/round, 3 miles/hour.
Unlike other intelligent items, the Keys don’t consider each other rivals. The Keys try to maintain the strength of the forces of good, and cooperate to this end. The powers of the Keys cannot be activated by the wielder, but only by the Key itself. The wielder can, as a free action, request a use of the Keys power, but the choice is up to the Key. If the wielder is of good alignment, the Key will most likely agree. The Keys prefer to be spread out, but will try to come together if it becomes needed. Someone with multiple Keys can use them to preform Keyed powers, which will be listed after the individual Keys.
All powers are immediate actions to the Key, and free actions to the wielder.
Bracer of Creation:
The Bracer of Creation can call into being almost any supplies you may need, making it the most useful of the Keys for surviving day to day. To create supplies, the Bracer uses charges. The Bracers can hold up to 50 charges, and gain 2 every hour up to this maximum. These charges can be used to create items as follows:
1 charge: Create any object worth 15gp or less.
9 charges: Create any object worth 300gp or less.
15 charges: Create any object worth 1000gp or less.
23 charges: Create any object worth 2500gp or less.
31 charges: Create any object worth 5500gp or less.
The item created may not be bigger than 10’ by 10’ by 10’.
In addition to the creation ability, the Bracer provides a +3 armor bonus to AC as Bracers of Armor +3. This armor bonus is active even if the Bracer is in conflict with the user.
Blade of Destruction:
The Blade of Destruction can rend asunder almost any object you care to target, making it the most useful of the Keys for combat. To destroy objects, the Blade uses up charges. The Blade can hold up to 20 charges, and regains 1 charge every hour. To use this power, the Blade merely need touch the object, and expend the charges as follows:
1 charge: Destroy non-magical object.
3 charges: Destroy magical object.
10 charges: Destroy creature (DC 25 Fortitude avoids).
The item destroyed may not be bigger than 10’ by 10’ by 10’.
In addition to the destruction ability, the Blade acts as a +3 longsword. While you possess the Blade, you are treated as being proficient with longswords. The attack bonus and proficiency are active even if the Blade is in conflict with the user.
The Glasses of Knowledge:
The Glasses of Knowledge can give you almost any information you could desire, making it the most useful of the Keys for finding what you seek. To find information, the Glasses expend charges. The Glasses can hold up to 30 charges, and recharges 1 each hour. These charges can be uses as follows:
1 charge: Gain a +5 Competence bonus to a given Knowledge check.
3 charges: Learn the location of a given person whose name and face you know.
6 charges: Gain a +5 Competence bonus to a given skill check for any skill.
10 charges: Learn the answer to any one question, which can be answered with yes or no.
20 charges: Learn the answer to any one question.
The Glasses cannot see the future, so any statements made about future events are speculation. In addition to these abilities, the Glasses provide a +5 Competence bonus on Search checks to find secret doors, traps, and similar concealed objects, as Goggles of Minute Seeing. This Search bonus is active even if the Glasses are in conflict with the user.
The Cape of Transportation:
The Cape of Transportation can move around the world with but a step, making it the most useful of the Keys for quickly reaching your goal. To warp around, the Cape uses charges. The Cape can hold 10 charges, and regains 1 every 2 hours. The charges can be used as follows.
1 charge: Teleport up to 50 ft.
3 charges: Teleport up to 250 miles, with up to 3 other willing creatures.
5 charges: Teleport anywhere on the same plane, with up to 10 other willing creatures.
The teleports provided by the Cape cannot be blocked or tracked by any means. In addition to this teleportation ability, the Cape provides a +3 resistance bonus on all saving throws as a +3 Cloak of Resistance. This resistance bonus is active even if the Cloak is in conflict with the user.
The Circlet of Obscuration:
The Circlet of Obscuration can change your appearance or outright hide you from spying eyes, making it the most useful of the Keys for remaining unseen by your enemies. To hide the wearer, the Circlet consumes charges. The Circlet can hold up to 60 charges, and regains 5 every hour. These charges can be used for the following abilities:
1charge/min: Blend into shadow, granting a +5 circumstance bonus to Hide checks in low light.
2 charges/min: Change your appearance, allowing you to pass as any creature of the same size.
3 charges/min: Completely vanish from view, granting invisibility, which doesn’t break if an attack is made.
In addition to these abilities, the Circlet provides grants a +3 competence bonus on the wearer’s Charisma-based checks as a Circlet of Persuasion. This bonus is active even if the Circlet is in conflict with the user.
The Buckler of Protection:
The Buckler of Protection can guard against almost any threat or attempt to harm, making it the most useful of the Keys for defending yourself from your foes. To protect the wielder, the Buckler uses charges. The Buckler can hold up to 40 charges, and regains 1 every 30 minutes. These charges can be used for the following abilities:
1 charge: Reduce the damage from 1 attack by 5 points.
2 charges: Grant a +6 Shield bonus (stacking with other Shield bonuses) to AC for 3 rounds.
3 charges: Completely ignore any effects from 1 attack.
4 charges: Grant 25 temporary HP for 1 hour
5 charges: For 2 rounds, you are invulnerable to all attacks and spells; you cannot be targeted by any creatures with any attack or spell.
In addition to these protective abilities, the Buckler acts as a +3 buckler. While you possess the Buckler, you are treated as being competent with shields (this applies only to normal shields, not tower shields). The armor bonus and competence are active even if the Buckler is in conflict with the user.
Keyed Powers:
Someone with multiple Keys can use them to preform Keyed powers. Using these powers requires all of the Keys involved to agree to use the power. The various Keyed powers are listed here, along with what Keys you need to use them:
Bracer/Blade: Reform
By fusing the powers of creation and destruction, you can change any object into any other object of the same value. By touching the target with the Blade, you change it to any item of equal or lesser value. Using this power uses up 2 charges from the Bracer and 1 from the Blade.
Cape/Buckler: Preserve
By fusing the powers of transport and protection, you can ward yourself against death. When using this ability, you decide upon a safe place. If you are sent into negative HP within 1 hour of activating this ability, you are instantly warped to your chosen safe place, and set to 1 HP. When activating the ability and setting the safe place, 3 charges are used from the Bracer and 1 from the Cape.
Glasses/Circlet: Mimic
By fusing the powers of information and obscuration, you can mimic someone perfectly. While using this power, you will look perfectly like the person you are mimicking, and will know exactly what to do to convincingly mimic their behavior. Every minute you are using this power drains 1 charge from the Glasses and 2 from the Circlet.
Bracer/Glasses: Build
By fusing the powers of creation and information, you can create buildings from nothing. By using this power, you may create a building. The size limit for the building is 100 feet cubed (That is 100*100*100). Using this power uses 2 charges from the Glasses and a number of charges from the Bracer matching the cost of the building.
Circlet/Buckler: Cloak
By fusing the powers of obscuration and protection, you can make it harder to hit you and to avoid being hit by you. While this power is active, anyone attacking you has a 50% miss chance due to concealment. Any attack you make while under this effect counts as a sneak attack +1d6, stacking with any other sneak attack you may have. Every minute you are using this power drains 1 charge from the Buckler and 1 from the Circlet.
Blade/Cape: Clip
By fusing the powers of destruction and transportation, you can slay a foe by splitting them in two. To use this power, you merely need point the sword at your target. This power teleports the targets upper body away from you 50 feet, while leaving their lower body right where it is. The target can avoid this with a DC 20 Fortitude save. This power can only be used on a target with a clearly identifiable upper body. This power uses 1 charge from the Cape and 5 from the Blade.
Glasses/Cape: Trace
By fusing the powers of information and teleportation, you instantly arrive at the location to your target. To use this power you need to know your target’s name and face. You will appear 5’ away from them, and you receive a surprise round if you wish to attack them. This power uses 2 charges from the Glasses and 1 charge from the Cape.
Bracer/Buckler: Fortify
By fusing the powers of creation and protection, you can reinforce existing matter. When you use this power, target object receives Hardness 10. This power cannot be used on creatures. Using this power uses 3 charges from the Bracers and 2 from the Buckler.
Blade/Circlet: Sap
By fusing the powers of destruction and obscuration, you can cause an object to fail at a later time. To use this power, you need to touch the target with the blade. At that time, you must decide the length of the delay. After the interval you have chosen expires, the object fails (weapons and armor break, walls crumble, machines fall apart). This power uses 2 charges from the Circlet and 3 from the Blade.
Blade/Buckler: Reflect
By fusing the powers of destruction and protection, you may cause the attacks of enemies to ricochet, only causing damage to those who would harm you. When you use this power, you are rendered immune to one attack. Whoever launched that attack is instead treated as if it were the target of that attack and suffers accordingly. This power uses 3 charges from the Buckler and 2 charges from the Blade.
Blade/Glasses: Exploit
By fusing the powers of destruction and knowledge, you gain understanding of an enemy's weaknesses that you can use to defeat them. When you use this power, you may specify an opponent. The next attack that you make against an opponent will automatically critical. If the attack would have been a critical hit anyway, then the opponent is rendered helpless. This power uses 3 charges from the Glasses and 2 charges from the Blade.
Glasses/Buckler: Forget
By fusing the powers of knowledge and protection, you provide defenses for the less tangible things that some may seek to take from you - who you are and what secrets you know. By using this power, you are placed under the effects of Mind Blank for one day. Once granted, the effect cannot be removed (even by the keys in question) until the day is up. This power uses 3 charges from the Glasses and 3 charges from the Buckler.
Bracer/Cape: Summon
By fusing the powers of creation and transportation, you can call someone to your presence. By using this power, one creature you name is teleported to your location. If they are unwilling, they get a DC 25 Will saving throw to negate. If they are are on another plane, this power fails. This power uses 3 charges from the Bracer and 2 from the Cape.
Cape/Circlet: Mislead
By fusing the powers of transportation and obscuration, you can hide the passage of a great number of people, sending those who would pursue you off on a false trail. By using this power, the trails of up to 10 creatures are hidden for 1 hour, starting at the point where the power was used. In addition, a false trail 2 miles long is started at the point of use, which will appear to be the trail of the creatures effected by this power. This power uses 1 charge from the Cape and 2 from the Circlet.
Bracer/Circlet: Forge
By fusing the powers of creation and obscuration, you can create a duplicate of an object, while causing the original to fade from sight. By using this power, a copy of any object within line of site appears in your hand. The object copied is turned invisible for 24 hours. This power does work on magic items, but the resulting copy is non-magical. This power uses 2 charges from the Bracer and 7 from the Circlet.
Blade/Glasses/Buckler/Cape/Circlet/Bracer: Unlock
By fusing the powers of all 6 keys, you can reshape reality to suit your wishes. When you use this power, you can make 2 wishes (as the spell with the same name). This power uses 50 charges from the Bracers, 20 charges from the Blade, 30 charges from the Glasses, 10 charges from the Cape, 60 charges from the Circlet, and 40 charges from the Buckler.
The Keys are a set of artifacts, each of which is intelligent. The Keys always know the location of all of the other Keys, and can communicate with the others telepathically. All of the Keys share the following stats:
Alignment: Neutral Good
Int: 16
Wis: 16
Cha: 16
Ego: 15
Communication: Speech, telepathy
Other Powers: Can move under their own power for up to 6 hours per day, Speed 30 ft/round, 3 miles/hour.
Unlike other intelligent items, the Keys don’t consider each other rivals. The Keys try to maintain the strength of the forces of good, and cooperate to this end. The powers of the Keys cannot be activated by the wielder, but only by the Key itself. The wielder can, as a free action, request a use of the Keys power, but the choice is up to the Key. If the wielder is of good alignment, the Key will most likely agree. The Keys prefer to be spread out, but will try to come together if it becomes needed. Someone with multiple Keys can use them to preform Keyed powers, which will be listed after the individual Keys.
All powers are immediate actions to the Key, and free actions to the wielder.
Bracer of Creation:
The Bracer of Creation can call into being almost any supplies you may need, making it the most useful of the Keys for surviving day to day. To create supplies, the Bracer uses charges. The Bracers can hold up to 50 charges, and gain 2 every hour up to this maximum. These charges can be used to create items as follows:
1 charge: Create any object worth 15gp or less.
9 charges: Create any object worth 300gp or less.
15 charges: Create any object worth 1000gp or less.
23 charges: Create any object worth 2500gp or less.
31 charges: Create any object worth 5500gp or less.
The item created may not be bigger than 10’ by 10’ by 10’.
In addition to the creation ability, the Bracer provides a +3 armor bonus to AC as Bracers of Armor +3. This armor bonus is active even if the Bracer is in conflict with the user.
Blade of Destruction:
The Blade of Destruction can rend asunder almost any object you care to target, making it the most useful of the Keys for combat. To destroy objects, the Blade uses up charges. The Blade can hold up to 20 charges, and regains 1 charge every hour. To use this power, the Blade merely need touch the object, and expend the charges as follows:
1 charge: Destroy non-magical object.
3 charges: Destroy magical object.
10 charges: Destroy creature (DC 25 Fortitude avoids).
The item destroyed may not be bigger than 10’ by 10’ by 10’.
In addition to the destruction ability, the Blade acts as a +3 longsword. While you possess the Blade, you are treated as being proficient with longswords. The attack bonus and proficiency are active even if the Blade is in conflict with the user.
The Glasses of Knowledge:
The Glasses of Knowledge can give you almost any information you could desire, making it the most useful of the Keys for finding what you seek. To find information, the Glasses expend charges. The Glasses can hold up to 30 charges, and recharges 1 each hour. These charges can be uses as follows:
1 charge: Gain a +5 Competence bonus to a given Knowledge check.
3 charges: Learn the location of a given person whose name and face you know.
6 charges: Gain a +5 Competence bonus to a given skill check for any skill.
10 charges: Learn the answer to any one question, which can be answered with yes or no.
20 charges: Learn the answer to any one question.
The Glasses cannot see the future, so any statements made about future events are speculation. In addition to these abilities, the Glasses provide a +5 Competence bonus on Search checks to find secret doors, traps, and similar concealed objects, as Goggles of Minute Seeing. This Search bonus is active even if the Glasses are in conflict with the user.
The Cape of Transportation:
The Cape of Transportation can move around the world with but a step, making it the most useful of the Keys for quickly reaching your goal. To warp around, the Cape uses charges. The Cape can hold 10 charges, and regains 1 every 2 hours. The charges can be used as follows.
1 charge: Teleport up to 50 ft.
3 charges: Teleport up to 250 miles, with up to 3 other willing creatures.
5 charges: Teleport anywhere on the same plane, with up to 10 other willing creatures.
The teleports provided by the Cape cannot be blocked or tracked by any means. In addition to this teleportation ability, the Cape provides a +3 resistance bonus on all saving throws as a +3 Cloak of Resistance. This resistance bonus is active even if the Cloak is in conflict with the user.
The Circlet of Obscuration:
The Circlet of Obscuration can change your appearance or outright hide you from spying eyes, making it the most useful of the Keys for remaining unseen by your enemies. To hide the wearer, the Circlet consumes charges. The Circlet can hold up to 60 charges, and regains 5 every hour. These charges can be used for the following abilities:
1charge/min: Blend into shadow, granting a +5 circumstance bonus to Hide checks in low light.
2 charges/min: Change your appearance, allowing you to pass as any creature of the same size.
3 charges/min: Completely vanish from view, granting invisibility, which doesn’t break if an attack is made.
In addition to these abilities, the Circlet provides grants a +3 competence bonus on the wearer’s Charisma-based checks as a Circlet of Persuasion. This bonus is active even if the Circlet is in conflict with the user.
The Buckler of Protection:
The Buckler of Protection can guard against almost any threat or attempt to harm, making it the most useful of the Keys for defending yourself from your foes. To protect the wielder, the Buckler uses charges. The Buckler can hold up to 40 charges, and regains 1 every 30 minutes. These charges can be used for the following abilities:
1 charge: Reduce the damage from 1 attack by 5 points.
2 charges: Grant a +6 Shield bonus (stacking with other Shield bonuses) to AC for 3 rounds.
3 charges: Completely ignore any effects from 1 attack.
4 charges: Grant 25 temporary HP for 1 hour
5 charges: For 2 rounds, you are invulnerable to all attacks and spells; you cannot be targeted by any creatures with any attack or spell.
In addition to these protective abilities, the Buckler acts as a +3 buckler. While you possess the Buckler, you are treated as being competent with shields (this applies only to normal shields, not tower shields). The armor bonus and competence are active even if the Buckler is in conflict with the user.
Keyed Powers:
Someone with multiple Keys can use them to preform Keyed powers. Using these powers requires all of the Keys involved to agree to use the power. The various Keyed powers are listed here, along with what Keys you need to use them:
Bracer/Blade: Reform
By fusing the powers of creation and destruction, you can change any object into any other object of the same value. By touching the target with the Blade, you change it to any item of equal or lesser value. Using this power uses up 2 charges from the Bracer and 1 from the Blade.
Cape/Buckler: Preserve
By fusing the powers of transport and protection, you can ward yourself against death. When using this ability, you decide upon a safe place. If you are sent into negative HP within 1 hour of activating this ability, you are instantly warped to your chosen safe place, and set to 1 HP. When activating the ability and setting the safe place, 3 charges are used from the Bracer and 1 from the Cape.
Glasses/Circlet: Mimic
By fusing the powers of information and obscuration, you can mimic someone perfectly. While using this power, you will look perfectly like the person you are mimicking, and will know exactly what to do to convincingly mimic their behavior. Every minute you are using this power drains 1 charge from the Glasses and 2 from the Circlet.
Bracer/Glasses: Build
By fusing the powers of creation and information, you can create buildings from nothing. By using this power, you may create a building. The size limit for the building is 100 feet cubed (That is 100*100*100). Using this power uses 2 charges from the Glasses and a number of charges from the Bracer matching the cost of the building.
Circlet/Buckler: Cloak
By fusing the powers of obscuration and protection, you can make it harder to hit you and to avoid being hit by you. While this power is active, anyone attacking you has a 50% miss chance due to concealment. Any attack you make while under this effect counts as a sneak attack +1d6, stacking with any other sneak attack you may have. Every minute you are using this power drains 1 charge from the Buckler and 1 from the Circlet.
Blade/Cape: Clip
By fusing the powers of destruction and transportation, you can slay a foe by splitting them in two. To use this power, you merely need point the sword at your target. This power teleports the targets upper body away from you 50 feet, while leaving their lower body right where it is. The target can avoid this with a DC 20 Fortitude save. This power can only be used on a target with a clearly identifiable upper body. This power uses 1 charge from the Cape and 5 from the Blade.
Glasses/Cape: Trace
By fusing the powers of information and teleportation, you instantly arrive at the location to your target. To use this power you need to know your target’s name and face. You will appear 5’ away from them, and you receive a surprise round if you wish to attack them. This power uses 2 charges from the Glasses and 1 charge from the Cape.
Bracer/Buckler: Fortify
By fusing the powers of creation and protection, you can reinforce existing matter. When you use this power, target object receives Hardness 10. This power cannot be used on creatures. Using this power uses 3 charges from the Bracers and 2 from the Buckler.
Blade/Circlet: Sap
By fusing the powers of destruction and obscuration, you can cause an object to fail at a later time. To use this power, you need to touch the target with the blade. At that time, you must decide the length of the delay. After the interval you have chosen expires, the object fails (weapons and armor break, walls crumble, machines fall apart). This power uses 2 charges from the Circlet and 3 from the Blade.
Blade/Buckler: Reflect
By fusing the powers of destruction and protection, you may cause the attacks of enemies to ricochet, only causing damage to those who would harm you. When you use this power, you are rendered immune to one attack. Whoever launched that attack is instead treated as if it were the target of that attack and suffers accordingly. This power uses 3 charges from the Buckler and 2 charges from the Blade.
Blade/Glasses: Exploit
By fusing the powers of destruction and knowledge, you gain understanding of an enemy's weaknesses that you can use to defeat them. When you use this power, you may specify an opponent. The next attack that you make against an opponent will automatically critical. If the attack would have been a critical hit anyway, then the opponent is rendered helpless. This power uses 3 charges from the Glasses and 2 charges from the Blade.
Glasses/Buckler: Forget
By fusing the powers of knowledge and protection, you provide defenses for the less tangible things that some may seek to take from you - who you are and what secrets you know. By using this power, you are placed under the effects of Mind Blank for one day. Once granted, the effect cannot be removed (even by the keys in question) until the day is up. This power uses 3 charges from the Glasses and 3 charges from the Buckler.
Bracer/Cape: Summon
By fusing the powers of creation and transportation, you can call someone to your presence. By using this power, one creature you name is teleported to your location. If they are unwilling, they get a DC 25 Will saving throw to negate. If they are are on another plane, this power fails. This power uses 3 charges from the Bracer and 2 from the Cape.
Cape/Circlet: Mislead
By fusing the powers of transportation and obscuration, you can hide the passage of a great number of people, sending those who would pursue you off on a false trail. By using this power, the trails of up to 10 creatures are hidden for 1 hour, starting at the point where the power was used. In addition, a false trail 2 miles long is started at the point of use, which will appear to be the trail of the creatures effected by this power. This power uses 1 charge from the Cape and 2 from the Circlet.
Bracer/Circlet: Forge
By fusing the powers of creation and obscuration, you can create a duplicate of an object, while causing the original to fade from sight. By using this power, a copy of any object within line of site appears in your hand. The object copied is turned invisible for 24 hours. This power does work on magic items, but the resulting copy is non-magical. This power uses 2 charges from the Bracer and 7 from the Circlet.
Blade/Glasses/Buckler/Cape/Circlet/Bracer: Unlock
By fusing the powers of all 6 keys, you can reshape reality to suit your wishes. When you use this power, you can make 2 wishes (as the spell with the same name). This power uses 50 charges from the Bracers, 20 charges from the Blade, 30 charges from the Glasses, 10 charges from the Cape, 60 charges from the Circlet, and 40 charges from the Buckler.