PDA

View Full Version : New Legacy Item: Staff of the Invoked Omnimental (WIP!)



Getsugaru
2012-07-08, 06:44 PM
Recently, I've been looking at the Dragonfire Adept and the Warlock, as well as the Dvati race/template (I saw a template version on another forum...), and was thinking, "How do you stat out equipment, especially magic equipment, for a Dvati, since it's actually more than one body?" As I've yet to answer this question myself, my research did point out that characters in a party commonly share equipment. I also was looking at a class in Weapons of Legacy suggested by the Warlock Handbook on brilliantgameologists, and, again, thought about using it on a Dvati. The problem is sharing a weapon in combat between two characters or more is very hard to pull of w/o someone getting killed. Therefore, I decided to stat out a Weapon of Legacy that could, at least in theory, be wielded by a whole party! Thus, the Staff of the Invoked Omnimental was born.

Long (and possibly boring) intro over, I give you the Staff of the Invoked Omnimental (Work In Progress)...
Staff of the Invoked Omnimental:


Wielder Level
Attack Penalty
Wis Save Penalty
Hit Point Loss
Abilities


5th
-
-
-2
+1/+1 Obdurium Quarterstaff, Replication


6th
-
-
-
Elemental Energy Resistance 5


7th
-
-
-
Elemental Dance +2


8th
-
-1
-2
-


9th
-
-
-
Elemental Strike, Least


10th
-
-
-
+1/+1 Obdurium Elemental Quarterstaff


11th
-
-
-2
Invoker's Boon


12th
-
-
-
Shared Life


13th
-2
-
-
Elemental Energy Resistance 10


14th
-
-2
-2
Elemental Dance +4


15th
-
-
-
Elemental Strike, Lesser


16th
-
-
-
+2/+2 Obdurium Elemental Burst Quarterstaff


17th
-
-
-2
Elemental Dance +6


18th
-
-
-
Dark Life


19th
-
-
-
Elemental strike, Greater


20th
-
-3
-2
Invoker's Boon 2



This 6-foot-tall, crystalline quarterstaff has a small sphere at the bottom matching the color of the staff's hilt, with a head based on the powers it wields. Carved into the hilt are mystic runes, mixing together the languages of Auran, Aquan, Ignan, and Terran.
Nonlegacy Game Statistics: +1/+1 obdurium quarterstaff; Cost 3000 gp.
Omen: When you pick up the staff, it's color and head change shape to match your outlook; becoming black and red with a horned beasts skull adorning the head if you are evil, or black and yellow with a clockwork-surrounded gem adorning the head if you are good. If you are neutral-aligned, the form it takes depends on which side you lean towards (DM's discretion).
http://01.wir.skyrock.net/wir/v1/resize/?c=isi&im=%2F3344%2F84463344%2Fpics%2F3124720517_1_15_uWW Bp5ET.png&w=565
Six wielders, each calling upon different forms of the Staff.[From Left to Right: Top: Earth, Dark/Evil, Water; Bottom: Fire, Light/Good, Wind;

History: The weapon's history cannot be determined from its appearance, as its appearance depends upon the holder. What can be deduced is that its powers come from a wielder's innate abilities mixed with the Elemental Planes. According to scholars who studied the runes on the hilt of the staff, one of the few things on the staff that cannot change, the staff was created from the Elemental Planes themselves. (DC 15)
The staff's history is hard to understand mostly because of the weapon's age being quite young. It is believed to have been made by a being who, like an Omnimental, could split into four beings that shared the same soul. It is believed the staff can do the same. (DC 20 Gates of the Elements)
It is said that the being was able to control the Elements at an innate level, even being able to convince Elementals that to serve her rather than fight her. Those few she couldn't convince to join her were defeated and sent home. (DC 25 Elemental Charm/Battle)
Some believe that the being was actually an Omnimental, the ruler of all Elementals, and that s/he could separate and fuse together at will. It is also said that a young woman was once seen placing the four different staves atop four piles of gems, blasting them with dark energy, and inhaling the dust of the gems' remains. It was believed to have called forth an Omnimental through this process. No one is quite sure if this is truth or folklore... (DC 35 Invocation of the Omnimental)

Legacy Rituals:
Three rituals are required to unlock all the abilities of the Staff of the Invoked Omnimental.
Gates of the Elements: You are required to perform a ritual to infuse yourself with the powers of the elemental planes. This ceremony involves drawing a magical circle on the ground, placing a ruby, sapphire, emerald, amber, amethyst, and topaz each worth 300 gp at the edge of the the circle the same distance from each other and the center. You must then stick the staff in the center of the circle and focus on each of the Elemental Planes and the Positive and Negative Energy Planes, each for 10 minutes. The process transforms the staff, replicating it for a total of six staves, each floating in the air directly above the gem of its elemental force. The gems are then destroyed, their remains floating into the head of each staff. At the end of the ritual, the magical circle disappears and the staves unite into one staff once again. Up to four living beings can take part in the ritual, gaining the feat. For each Character after the first involved, the price increases by 300 gp. Cost: 1800 gp. Feat Granted: Least Legacy (Staff of the Invoked Omnimental)
Elemental Charm/Battle: You are required to face an Elder Elemental of the elemental power you use most. You draw a magical circle similar to the one drawn for the Gates of the Elements Ritual, except the circle must have a radius of 30 feet. You must place a gemstone worth 600 gp of the same type as the element you wield at one of the four cardinal points on the circle (ruby for fire to the East, sapphire for water/cold to the west, amber for earth/acid to the south, and emerald for wind/electricity to the north). You must then meditate on the gemstone; after 10 minutes, the gemstone disintegrates and summons forth an Elder Elemental of the matching element as the gemstone as the Gate spell. Both you and the Elemental cannot leave the magical circle until one of the following happens: The Elemental's hit points reach zero (at which point the Elemental ceases attacking and yields in defeat) or you succeed on a Diplomacy check to improve the Elemental's attitude to friendly (the Elemental starts with an attitude of unfriendly). If either of these events occur, the elemental grants you a bit of its power and returns through the Gate used to summon it. Up to four living beings can take part in the ritual, gaining the feat, and increasing the number of Elementals of different elements that must be summoned. For each Character after the first involved, the price increases by 900 gp. Cost: 10,600 gp. Feat Granted: Lesser Legacy (Staff of the Invoked Omnimental).
Invocation of the Omnimental: You must travel to the top of an island with a volcano. Upon reaching the top of the volcano, you must place 5000 gp's worth of rubies, sapphires, emeralds, and amber at each of the cardinal points at the top. you must hold the Staff (or staves, see Replication) in the center and fire its magic at each pile of gemstones (see Invoker's Boon). The gemstones then turn to dust; the dust rises into the sky and swirls above the staff, mixing with the dust of the other crystals. The dust then flows through the head of the staff and into your body, dealing 1d10 damage. Up to four living beings can take part in the ritual, gaining the feat. The price does not increase no matter how many Characters take part. Cost: 40,000 gp. Feat Granted: Greater Legacy (Staff of the Invoked Omnimental).

Wielder Requirements:
Warlocks and Dragonfire Adepts possess the natural abilities related to the staff's innate powers, but any character with the ability to use some form of spell-like ability could make use of the staff
Staff of the Invoked Omnimental Wielder Requirements:
Knowledge (Arcana) 5 Ranks
Use Magic Device 5 Ranks
Any one Spell-Like Ability At Will or 3/Day

Legacy Item Abilities:
All of the following are legacy item abilities of Staff of the Invoked Omnimental. Unless the user has used the Replication ability below, the original staff is able to use the abilities of all four staves, temporarily changing its form into the staff who's power is currently in use.
Replication: At 5th Level, the staff can release a copy of itself of a specific element. Releasing another staff is a move action. For each element replicated, the original staff loses the same element and cannot replicate another of that element (for example, Eria releases three elements to her allies. She releases fire, wind, and earth. Her Staff now possesses only the water powers, as the three other elements have already been released.). Only a character with the Least Legacy (Staff of the Invoked Omnimental) feat can wield one of the replicated staves; if anyone without the feat holds a replicated staff for 1 round or tries to make an attack with it, the staff dissipates and returns to the original staff.
Elemental Energy Resistance: At level 6, the elemental powers within you begin to awaken. While in possession of the staff or one of its replications, you gain energy resistance 5 of the element of the staff wielded. This energy resistance increases to 10 at 13th level. If you already possess energy resistance of the same type as the staff grants, only the higher resistance is used (they do not stack).
Elemental Dance: The Elemental Energies within you enable you to move more quickly. At 7th level, you gain a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 14th level and to +6 at 17th level.
Least Elemental Strike: Starting at 9th level, your elemental powers begin to shine through the staff you wield. When wielding the staff or one of its replications, you gain the following spells as spell-like abilities usable 3 times per day: Fire: Orb of Fire, Lesser; Heart of Fire; Water: Orb of Cold, Lesser; Heart of Water; Air: Orb of Electricity, Lesser; Heart of Air; Earth: Orb of Acid, Lesser; Heart of Earth. Also, at 10th level, the staff now counts as a +1/+1 Obdurium Quarterstaff with flaming, frost, shock, or corrosive quality (depending upon the staff's elemental power). You cannot apply more than one elemental quality to a single staff at the same time.
Invoker's Boon: At 11th level, your skill with elemental invocations grants you increased knowledge dealing with elemental invocations. You gain Brimstone Blast and Hellrime Blast if you are a Warlock, or Lightning Breath and Acid Breath if you are a Dragonfire Adepts. If you have levels in both, you get both, as long as you are high enough in level in both classes to be able to gain them normally.
Shared Life: Starting at 12th level, some spells get sent through the staff to the replications and vice versa. All spells with Cure or Inflict that hit a wielder of the Staff or its replications that successfully hit the wielder get sent through the staff to all other wielders within 30 feet of each other, granting the same effect.
Lesser Elemental Strike: Starting at 15th level, your elemental powers increase further. When wielding the staff or one of its replications, you gain the following spells as spell-like abilities usable 3 times per day: Fire: Orb of Fire; Flame Strike; Water: Orb of Cold; Flame Strike(Energy Substitution: Cold); Air: Orb of Electricity; Flame Strike(Energy Substitution: Electricity); Earth: Orb of Acid; Flame Strike(Energy Substitution: Acid). Also, you may now use the Least Elemental Strike abilities at will. Also, at 16th level, the staff now counts as a +2/+2 Obdurium Quarterstaff with flaming burst, icy burst, shocking burst, or acidic burst quality (depending upon the staff's elemental power). You cannot apply more than one elemental quality to a single staff at the same time.
Dark Life: Starting at 18th level, the Energies of the Positive and Negative Planes can no longer harm the wielder. While in possession of the staff or one of its replications, you are immune to negative levels. Also, both positive energy and negative energy heal you, rather than injuring you.
Greater Elemental Strike: Starting at 19th level, your elemental powers increase further. When wielding the staff or one of its replications, you gain the following spells as spell-like abilities usable 3 times per day: Fire: Summon Monster IX(Fire Elementals only); Water: Summon Monster IX(Water Elementals only); Air: Summon Monster IX(Air Elementals only); Earth: Summon Monster IX(Earth Elementals only). Also, you may now use the Lesser Elemental Strike abilities at will. Finally, once per week, you may summon forth an Omnimental, but only if all four staves are united as one. Any Elemental summoned by these effects starts with an attitude of Helpful towards you, and all other Elementals start with an attitude of Friendly.
Invoker's Boon 2: At 20th level, your skill with Elemental Invocations grants a bonus to all elemental class abilities granted by levels in Dragonfire Adept and Warlock, increasing their DC of any and all saves by 10.

So, what do you think, Playground?

Grimsage Matt
2012-07-08, 07:00 PM
me like. Me like very much indeed. Just finish the history, and it's awesomeness shall be complete.

Getsugaru
2012-07-08, 07:36 PM
me like. Me like very much indeed. Just finish the history, and it's awesomeness shall be complete.

Someone request a Knowledge (History) Check?