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View Full Version : [3.5 Artifacts] The Twelve Sacred Seals [PEACH]



Platinum Piece
2014-01-13, 05:39 PM
So for an upcoming campaign I'm developing for some friends, I want to introduce some artifacts that have a lot to do with the plot. The general idea is that the PC's will be hunting down these artifacts to keep them away from the various evil threats that want them to in order to release a sleeping god.

I wanted the power of the artifacts to scale somewhat with the power of the character using them so many of the effects are based off of the HD of the character or NPC that is wielding them.

Unless otherwise stated the DC for saving throws for the artifacts, and spells cast by them, is 10+HD+CHA. The caster level for spells duplicated by the artifacts is equal to the wielder's HD. Also the effects of the artifacts cannot be dispelled or suppressed by the effects of an anti-magic field.

I admit that I got my inspiration for them from the 12 Talismans from the animated series Jackie Chan Adventures (http://jackiechanadventures.wikia.com/wiki/Talismans).

The Twelve Sacred Seals

#1 - Seal of the Bear- Requires contact with the wielder's skin in order to function.
Powers: Grants a bonus to STR and CON equal to the wielder's HD/3 (min 1).
The wielder may count herself as one size category larger whenever it would be beneficial.
A number of times per day equal to her HD, the wielder may replace a Will save with a Fortitude Save as in Immediate Action.

#2 - Seal of the Winged Beast- Requires contact with the wielder's skin in order to function.
Powers: Grants the wielder a fly speed equal to her HD*5ft with perfect maneuverability.
The wielder may also cast Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm) a number of times per day equal to her HD.

#3 - Seal of the Snake- Requires contact with the wielder's skin in order to activate and maintain effect.
Powers: As a standard action the wielder may become invisible as per Superior Invisibility (http://dndtools.eu/spells/complete-arcane--55/superior-invisibility--517/). While invisible this way the character is treated as if affected by PassWithout Trace (http://www.d20srd.org/srd/spells/passWithoutTrace.htm). This effect can be active a number of hours per day equal to the wielder's HD divided as she sees fit.

#4 - Seal of the Sheep- Requires contact with the wielder's skin in order to activate and maintain effect.
Powers: The wielder may cast Astral Projection (http://www.d20srd.org/srd/spells/astralProjection.htm) with the following exceptions. The wielder may only cast the spell on herself. The wielder may only be projected a number of hours per day equal to her HD. If the wielder's silver chord is cut or she does not end the effect in time, she does not die and is returned to her body, taking 20d6 points of nonlethal damage. She must then make a Will Save DC 25 or forget everything she learned while projected.

#5 - Seal of the Legendary Eagle- Requires contact with the wielder's skin in order to function.
Powers: The wielder gains additional movement speed equal to the the wielder's HD*5ft to all movement modes.
The wielder receives a bonus of her HD/2 to attack and damage with all ranged weapons.
When making a full attack or using the Manyshot (http://www.d20srd.org/srd/feats.htm#manyshot) feat with a ranged weapon, the wielder may fire an additional arrow at her highest attack.

#6 - Seal of the Red Dragon- Requires contact with the wielder's skin in order to function and activate.
Powers: As a standard action the wielder my shoot a ray of searing flame at a target within her HD*10ft. The ray does her HD/2 d8 fire damage and ignores fire resistance/immunity. Upon impact there is a 5 ft burst around the target. Any creature caught in this burst must make a Reflex save or takes damage equal to half of the damage dealt to the original creature.
The wielder my also cast Pyrotechnics (http://www.d20srd.org/srd/spells/pyrotechnics.htm) a number of times per day equal to her HD.

#7 - Seal of the Construct- Must remain in contact with touched object in order to maintain in effect.
Powers: When touched to an inanimate object, the object becomes an Animated Object (http://www.d20srd.org/srd/monsters/animatedObject.htm). of the appropriate size. If the animated object has a humanoid shape the wielder may then grant it sentience as per Awaken Construct (http://dndtools.eu/spells/spell-compendium--86/awaken-construct--3866/). The awakened animated object is loyal to whomever animated it and will defend the animator until destruction.

#8 - Seal of the Unicorn- Must remain in contact with the wielder's skin in order to activate and remain in effect.
Powers:The wielder can cast Heal (http://www.d20srd.org/srd/spells/heal.htm) a number of times per day equal to the wielder's HD.
The wielder can cast Greater Restoration (http://www.d20srd.org/srd/spells/restorationGreater.htm) a number of times per day equal to the wielder's HD.
The wielder gains Fast Healing equal to her HD/2.

#9 - Seal of the Tarrasque- Must remain in contact with the wielder's skin in order to maintain effect.
Powers: The wielder's HP and all of her ability scores my not drop below 1.
The wielder ignores penalties for aging.

#10 - Seal of the Beholder- Must remain in contact with the wielder's skin in order to activate and maintain effect.
Powers: The wielder is granted darkvison of her HD*10ft, or if the wielder already has darkvision, it is improved by the same amount.
As a standard action the wielder my shoot 2 rays of heat from her eyes that target one or two different creatures within her HD*10ft of her. The rays each deal her HD/2 d4 damage. She may use this ability a number of times per day equal to her HD.
A spellcaster who has wields this seal my prepare two spells a day as if modified by the Ocular Spell (http://dndtools.eu/feats/lords-of-madness--72/ocular-spell--2079/) feat without consuming a higher level spell slot.

#11 - Seal of the Hydra- Must remain in contact with the wielder's skin in order to activate.
Powers: The wielder my Wildshape as a Druid of her HD. She retains the ability to speak. Also, she retains any (Ex) abilities of the creatures she transforms into with this ability.
The wielder can cast Baleful Polymorph (http://www.d20srd.org/srd/spells/balefulPolymorph.htm) a number of times per day equal to her HD, but the duration is only 1 min/lvl.

#12 - Seal of the Shadow- Must remain in contact with the wielder's skin in order to activate and maintain effect.
Powers: The wielder cannot be caught flatfooted or flanked.
The wielder auto succeeds on balance checks.
The wielder may create a copy of herself per Trickery Devotion (http://dndtools.eu/feats/complete-champion--57/trickery-devotion--2970/) a number of times per day equal to her HD.

Debihuman
2014-01-15, 08:46 AM
While I kinda like these, you've messed up the rules in regard to balance. ECL isn't as good as HD. First, it's a lot easier on the DM to remember HD than ECL. Most of the time ECL will be the same as HD. So many templates are overpowered already that this just makes the imbalance worse.

See my paragon cat of legend, Fluffy the Doomkitty,as an example. Most templates don't add LA, they add to CR. I have no idea what Fluffy's ECL is. I know her CR and her HD.

Also, you've changed the saving throw for artifacts (d20 + spell level). Whose ECL is factored in the artifact? Certainly not the user's. It would be the creator's ECL which is unknown.

You don't gain a bonus to speed, you gain add'l speed.

Why do you fire an arrow at your BAB instead of at your highest attack? See Seal of Legendary Eagle #5.

You don't say whose HD you base the attacks on. I presume the wielder's but it should always be stated explicitly.

Debby

Platinum Piece
2014-01-15, 11:55 AM
While I kinda like these, you've messed up the rules in regard to balance. ECL isn't as good as HD. First, it's a lot easier on the DM to remember HD than ECL. Most of the time ECL will be the same as HD. So many templates are overpowered already that this just makes the imbalance worse.

Ok, I see your point, I guess I was just thinking of my players, because they tend to pick ineffective templates, and the LA is penalty enough. Will change all the ECL's to HD and see how it works out.


Also, you've changed the saving throw for artifacts (d20 + spell level). Whose ECL is factored in the artifact? Certainly not the user's. It would be the creator's ECL which is unknown.

I wasn't even aware that I did that tbh. I was thinking something along the lines of "the artifact draws its power from the wielder". The more powerful the wielder, the more powerful the effects. Kind of like a legacy weapon, but without the unneeded penalties, and the whole nigh-indestructible thing of artifacts.


You don't gain a bonus to speed, you gain add'l speed.

Will fix.


Why do you fire an arrow at your BAB instead of at your highest attack? See Seal of Legendary Eagle #5.

That's what I meant to say, I just phrased it poorly. Fixing soon



You don't say whose HD you base the attacks on. I presume the wielder's but it should always be stated explicitly.

Will fix that too.



Thanks for the advice.