Iituem
2007-01-17, 04:00 PM
Cutty fidgeted nervously outside the doors of the throne room. He'd heard a lot about his latest employer, mostly about the fates of his rivals. Meldanen the Merciless, who ruled his holdings with an iron rod and whom nobles and wizards feared alike. A chance robbery had brought him into his service and he was determined to make a good impression on his new master.
The doors opened and Brennus, the administrator, ushered him in. The throne room itself was decked out in opulent tapestries and artwork, yet dominated by the throne and the figure upon it. There was the wizard himself, a dramatic, imposing figure sat upon it. He looked every part the picture the tales had painted of him down to the very real iron rod, a steel-shod staff gripped in his right hand.
Who have you brought here? a voice sounded in Cutty's head. He swallowed dryly at the display of power.
"The thief, my lord," Brennus explained, bowing perfunctorily. "He calls himself Cutty."
"Er, good day, guv'nor," Cutty managed, forcing a meek smile and tipping his head as politely as he could manage.
I see, Meldanen thought. The one who brought us the Jade Falcon?
"Yes, my lord."
Very well. Leave us. Brennus bowed again and left the room, closing the doors behind him. As Cutty opened his mouth to speak, to his surprise the wizard stood up from the throne and, setting it down upon the seat before leaving through a back door. You may approach, came the voice again. Cutty stumbled forward at the sudden realisation of who was speaking to him. The staff sparkled faintly on the throne and a deep, powerful voice came forth from it.
"Excellent. Where to begin?"
Object Immortality
Most magically intelligent objects are constructs, infused with the semblance of intelligence to perform some greater purpose or provide additional ability to an already magical item. Sometimes, however, spellcasters will infuse their own spirits into an object (or in very cases be bound into one as a punishment) for any number of personal reasons. More often than not it is used as a means of cheating the reaper, as the process can leave a perfectly visible body to be assassinated in its sleep and freeing the spellcaster from the cold embrace of death (and anyone looking to push him into it). Some would consider this a desperate measure on account of the loss of many human facilities and the inability to use additional magic items, although most would consider it a far better method of securing immortality than lichehood (at least from a moral perspective).
Each object immortal must create their own base magic item (by use of the appropriate feat) and must be able to cast spells and have a caster level of 11th or higher. In addition to the normal material and xp costs, the final ritual of transference uses up 45,000gp of materials and costs an additional 3,600xp to complete. If they are a spellcaster who casts spells by preparation from books they may spend as long as they wish transcribing spells into the object to serve as a second spellbook before completing the ritual.
Binding another creature into the object has exactly the same requirements, except that the caster must possess the spell binding and must cast it upon the creature in question (using however many assistants he wishes, up to a maximum of 6). The DC to resist is as dictated by the spell, with a -4 bonus to DC (in the creature's favour). If the creature fails its will save the ritual is completed and the creature's body becomes inert, its spirit passing into the item (true outsiders will completely disappear into the item). This uses up all the materials and xp for the normal item creation and ritual, as well as the materials for the standard binding spell. The bound creature can only be released by a successful disjunction spell or greater that destroys the object. If the creature's body has since been slain, the destruction of the object will also kill it. If it is a true outsider, the destruction will free it and its body will reform.
Only weapons, armour, shields, rods, rings, staves and wearable items can be used as a base. Constructs cannot be used. The creator must have the appropriate Craft feat for the base item used in order to transfer his spirit into it upon completion. The item cannot already be designed to be intelligent.
Object Immortal is a template that can be applied to any base creature.
Hit Dice: Increase all present and future hit dice to d10.
Speed: None (normal). Dancing weapons and animated shields gain a movement speed equal to the character's natural speed prior to the transformation.
AC: If the base item is a shield or piece of armour, the character gains its armour bonus as a natural armour bonus to AC. If it is a dancing weapon or animated shield it can use its Dexterity modifier as a bonus. The character inherits whatever other bonuses to AC its item may grant the wielder. In addition, it gains a size modifier to AC equal to the size of the base object. The object immortal loses all base creature natural armour, armour and size bonuses and penalties (these are replaced by the item bonuses).
Damage: Damage is as the damage the base item would do.
Attacks: The character uses its own attack bonus or the attack bonus of the wielder, whichever is higher. Needless to say, it can only use itself as a weapon, although the object now counts as a natural weapon with which it has full proficiency.
Spells: The object immortal can cast any spells it could whilst it was in its previous body. If it is a spellcaster who needs to prepare spells from books (eg grimoires) all of the spells it wishes to be able to prepare from must first be scribed into the object (as one would copy from one spellbook to another), effectively making the object a second grimoire. After the transformation, the original spellbook cannot be used to prepare spells any longer. If the spellcaster wishes to learn new spells they must be scribed into the object by another spellcaster capable of doing so (the usual rules for copying spells apply). Spontaneous casters retain all their known spells and spells per day and do not need to worry about this. Spells with somatic components cannot be cast (unless the base object is a glove) and so any spells with somatic components must be prepared/cast as Still Spells.
Special Qualities: The object immortal gains Speech, Telepathy, Object Traits, Object Immortality and Object Qualities.
Saves: The object immortal retains his base saves but instead applies his Cha modifier to Fortitude saves and his Int modifier to Reflex saves (unless he is a dancing or animated weapon or shield, in which case he may use either Int or Dex).
Strength, Constitution and (normally) Dexterity all become nonabilities. Dancing weapons and animated shields may retain their Dexterity scores.
[b]Skills: Same as the base character, although certain skills may no longer be possible. Swords, for example, cannot pick locks. Common sense is required as to what an object immortal can and cannot do, although it retains all of its senses (sight, touch, taste, scent, hearing) as per the base character.
Feats: Same as the base character, although some feats may no longer apply. A talking shield may be able to make use of Leadership, but it will gain absolutely no benefit from Two Weapon Fighting. If it is being used to attack by its wielder and possesses useful feats that the wielder does not, it may apply its feats to the attack. In other situations where the wielder performs an action that the object immortal's feats might benefit they may also be applied (DM's discretion).
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Challenge Rating: Same as the character +?
Level Adjustment: +?
Alignment: Any
Advancement: By character class
Object Qualities: The object immortal gains all the abilities of the base object into which it transferred its spirit. Any skill, save, attack, AC or other bonuses it would confer to its wielder are also conferred to the object immortal. The object immortal gains the hardness of the base object. It can use any powers the base object has (such as stored spells) as the wielder would, at its own discretion. If it is of the Dancing or Animated type it retains its Dexterity ability and can move freely. If it is a glove, it can cast spells with somatic components and perform actions that would require use of a hand. Most object immortals cannot cast somatic spells and require others to pick them up and move them. The object immortal gains no benefits from wearing any sort of magic item - the base item is the only magic item it can ever possess. The object immortal or another caster capable of doing so may improve the base item after the ritual has been completed, following all the usual rules for item modifications.
Object Immortality: For as long as the object survives, the object immortal will continue to live. The object immortal suffers no penalties from aging but does accrue the benefits. Upon completion of the ritual of transference, its original body will become inert and die within 1d3 days if not magically kept alive. If the object is destroyed and the body is still alive, the spirit flees into the body and it awakens again (with exactly the same level, abilities and conditions it had when it became inert - character progression since this point is effectively lost). As the body will age normally even with magical preservation this means penalties from aging will come into effect (but not benefits). The body will still die when it reaches its age of death. If the object is destroyed and the body is dead or destroyed the object immortal dies. Resurrection requires first that the object be remade (usually by means of a wish or miracle) and then the charcter resurrected into it.
The object immortal can transfer itself into a new base item and gain all the attributes of that item, but it must create the item itself and then perform the ritual a second time. Upon transference the original item becomes inert and the object immortal enters the second item.
Object Traits: No Constitution score, no Strength score, immunity to poison, sleep effects, paralysis, stunning, disease and necromancy effects. Incapable of healing damage on their own (unless the base object has the fast healing ability) and must be repaired by a caster with the Craft feat used to produce the base item. Immunity to any effects requiring a Fortitude save (unless they work on objects). No risk of death from massive damage, immediately destroyed at 0hp or less. Does not eat, sleep or breathe. Retains the sensory qualities of the base creature.
Speech (Ex): The object immortal can speak any languages it knows in the same voice (with the same range) as it had when alive. If the object immortal particularly wants, it can change its voice during the transference ritual. It can read any languages it speaks, provided it had the ability to do so prior to transference.
Telepathy (Su): The object immortal can communicate via telepathy to any creatures with minds within 60ft. This is a language-dependent, supernatural ability.
Existing Magical Effects: If an object immortal is subject to magical bonuses or penalties not tied to a magic item, these transfer to the new form along with him (where they are still relevant). For example, inherent bonuses will still apply, but enhancement bonuses from other magic items than the base item will not. If you read up on that Tome of Clear Thought before you transferred yourself, you still keep the bonus from reading it. You do not keep your bonus from a headband of intellect (unless your base item is a headband of intellect).
Certain permanent magical effects (typically permanent magical items) may not transfer with the spell. A magical tattoo that replicates a magical item would not transfer because it is technically a magic item inserted into your skin. Your skin, along with the bonuses, gets left behind (unlike the inherent bonus from a wish which is tied into your being).
The doors opened and Brennus, the administrator, ushered him in. The throne room itself was decked out in opulent tapestries and artwork, yet dominated by the throne and the figure upon it. There was the wizard himself, a dramatic, imposing figure sat upon it. He looked every part the picture the tales had painted of him down to the very real iron rod, a steel-shod staff gripped in his right hand.
Who have you brought here? a voice sounded in Cutty's head. He swallowed dryly at the display of power.
"The thief, my lord," Brennus explained, bowing perfunctorily. "He calls himself Cutty."
"Er, good day, guv'nor," Cutty managed, forcing a meek smile and tipping his head as politely as he could manage.
I see, Meldanen thought. The one who brought us the Jade Falcon?
"Yes, my lord."
Very well. Leave us. Brennus bowed again and left the room, closing the doors behind him. As Cutty opened his mouth to speak, to his surprise the wizard stood up from the throne and, setting it down upon the seat before leaving through a back door. You may approach, came the voice again. Cutty stumbled forward at the sudden realisation of who was speaking to him. The staff sparkled faintly on the throne and a deep, powerful voice came forth from it.
"Excellent. Where to begin?"
Object Immortality
Most magically intelligent objects are constructs, infused with the semblance of intelligence to perform some greater purpose or provide additional ability to an already magical item. Sometimes, however, spellcasters will infuse their own spirits into an object (or in very cases be bound into one as a punishment) for any number of personal reasons. More often than not it is used as a means of cheating the reaper, as the process can leave a perfectly visible body to be assassinated in its sleep and freeing the spellcaster from the cold embrace of death (and anyone looking to push him into it). Some would consider this a desperate measure on account of the loss of many human facilities and the inability to use additional magic items, although most would consider it a far better method of securing immortality than lichehood (at least from a moral perspective).
Each object immortal must create their own base magic item (by use of the appropriate feat) and must be able to cast spells and have a caster level of 11th or higher. In addition to the normal material and xp costs, the final ritual of transference uses up 45,000gp of materials and costs an additional 3,600xp to complete. If they are a spellcaster who casts spells by preparation from books they may spend as long as they wish transcribing spells into the object to serve as a second spellbook before completing the ritual.
Binding another creature into the object has exactly the same requirements, except that the caster must possess the spell binding and must cast it upon the creature in question (using however many assistants he wishes, up to a maximum of 6). The DC to resist is as dictated by the spell, with a -4 bonus to DC (in the creature's favour). If the creature fails its will save the ritual is completed and the creature's body becomes inert, its spirit passing into the item (true outsiders will completely disappear into the item). This uses up all the materials and xp for the normal item creation and ritual, as well as the materials for the standard binding spell. The bound creature can only be released by a successful disjunction spell or greater that destroys the object. If the creature's body has since been slain, the destruction of the object will also kill it. If it is a true outsider, the destruction will free it and its body will reform.
Only weapons, armour, shields, rods, rings, staves and wearable items can be used as a base. Constructs cannot be used. The creator must have the appropriate Craft feat for the base item used in order to transfer his spirit into it upon completion. The item cannot already be designed to be intelligent.
Object Immortal is a template that can be applied to any base creature.
Hit Dice: Increase all present and future hit dice to d10.
Speed: None (normal). Dancing weapons and animated shields gain a movement speed equal to the character's natural speed prior to the transformation.
AC: If the base item is a shield or piece of armour, the character gains its armour bonus as a natural armour bonus to AC. If it is a dancing weapon or animated shield it can use its Dexterity modifier as a bonus. The character inherits whatever other bonuses to AC its item may grant the wielder. In addition, it gains a size modifier to AC equal to the size of the base object. The object immortal loses all base creature natural armour, armour and size bonuses and penalties (these are replaced by the item bonuses).
Damage: Damage is as the damage the base item would do.
Attacks: The character uses its own attack bonus or the attack bonus of the wielder, whichever is higher. Needless to say, it can only use itself as a weapon, although the object now counts as a natural weapon with which it has full proficiency.
Spells: The object immortal can cast any spells it could whilst it was in its previous body. If it is a spellcaster who needs to prepare spells from books (eg grimoires) all of the spells it wishes to be able to prepare from must first be scribed into the object (as one would copy from one spellbook to another), effectively making the object a second grimoire. After the transformation, the original spellbook cannot be used to prepare spells any longer. If the spellcaster wishes to learn new spells they must be scribed into the object by another spellcaster capable of doing so (the usual rules for copying spells apply). Spontaneous casters retain all their known spells and spells per day and do not need to worry about this. Spells with somatic components cannot be cast (unless the base object is a glove) and so any spells with somatic components must be prepared/cast as Still Spells.
Special Qualities: The object immortal gains Speech, Telepathy, Object Traits, Object Immortality and Object Qualities.
Saves: The object immortal retains his base saves but instead applies his Cha modifier to Fortitude saves and his Int modifier to Reflex saves (unless he is a dancing or animated weapon or shield, in which case he may use either Int or Dex).
Strength, Constitution and (normally) Dexterity all become nonabilities. Dancing weapons and animated shields may retain their Dexterity scores.
[b]Skills: Same as the base character, although certain skills may no longer be possible. Swords, for example, cannot pick locks. Common sense is required as to what an object immortal can and cannot do, although it retains all of its senses (sight, touch, taste, scent, hearing) as per the base character.
Feats: Same as the base character, although some feats may no longer apply. A talking shield may be able to make use of Leadership, but it will gain absolutely no benefit from Two Weapon Fighting. If it is being used to attack by its wielder and possesses useful feats that the wielder does not, it may apply its feats to the attack. In other situations where the wielder performs an action that the object immortal's feats might benefit they may also be applied (DM's discretion).
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Challenge Rating: Same as the character +?
Level Adjustment: +?
Alignment: Any
Advancement: By character class
Object Qualities: The object immortal gains all the abilities of the base object into which it transferred its spirit. Any skill, save, attack, AC or other bonuses it would confer to its wielder are also conferred to the object immortal. The object immortal gains the hardness of the base object. It can use any powers the base object has (such as stored spells) as the wielder would, at its own discretion. If it is of the Dancing or Animated type it retains its Dexterity ability and can move freely. If it is a glove, it can cast spells with somatic components and perform actions that would require use of a hand. Most object immortals cannot cast somatic spells and require others to pick them up and move them. The object immortal gains no benefits from wearing any sort of magic item - the base item is the only magic item it can ever possess. The object immortal or another caster capable of doing so may improve the base item after the ritual has been completed, following all the usual rules for item modifications.
Object Immortality: For as long as the object survives, the object immortal will continue to live. The object immortal suffers no penalties from aging but does accrue the benefits. Upon completion of the ritual of transference, its original body will become inert and die within 1d3 days if not magically kept alive. If the object is destroyed and the body is still alive, the spirit flees into the body and it awakens again (with exactly the same level, abilities and conditions it had when it became inert - character progression since this point is effectively lost). As the body will age normally even with magical preservation this means penalties from aging will come into effect (but not benefits). The body will still die when it reaches its age of death. If the object is destroyed and the body is dead or destroyed the object immortal dies. Resurrection requires first that the object be remade (usually by means of a wish or miracle) and then the charcter resurrected into it.
The object immortal can transfer itself into a new base item and gain all the attributes of that item, but it must create the item itself and then perform the ritual a second time. Upon transference the original item becomes inert and the object immortal enters the second item.
Object Traits: No Constitution score, no Strength score, immunity to poison, sleep effects, paralysis, stunning, disease and necromancy effects. Incapable of healing damage on their own (unless the base object has the fast healing ability) and must be repaired by a caster with the Craft feat used to produce the base item. Immunity to any effects requiring a Fortitude save (unless they work on objects). No risk of death from massive damage, immediately destroyed at 0hp or less. Does not eat, sleep or breathe. Retains the sensory qualities of the base creature.
Speech (Ex): The object immortal can speak any languages it knows in the same voice (with the same range) as it had when alive. If the object immortal particularly wants, it can change its voice during the transference ritual. It can read any languages it speaks, provided it had the ability to do so prior to transference.
Telepathy (Su): The object immortal can communicate via telepathy to any creatures with minds within 60ft. This is a language-dependent, supernatural ability.
Existing Magical Effects: If an object immortal is subject to magical bonuses or penalties not tied to a magic item, these transfer to the new form along with him (where they are still relevant). For example, inherent bonuses will still apply, but enhancement bonuses from other magic items than the base item will not. If you read up on that Tome of Clear Thought before you transferred yourself, you still keep the bonus from reading it. You do not keep your bonus from a headband of intellect (unless your base item is a headband of intellect).
Certain permanent magical effects (typically permanent magical items) may not transfer with the spell. A magical tattoo that replicates a magical item would not transfer because it is technically a magic item inserted into your skin. Your skin, along with the bonuses, gets left behind (unlike the inherent bonus from a wish which is tied into your being).