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Thread: [Artifact Set] Battle Armor of Aran

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    Bugbear in the Playground
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    Default [Artifact Set] Battle Armor of Aran

    The Battle Armor of Aran
    The legend of Samus Aran is an in-depth tale that nobody knows the full-extent of, except perhaps the warrior himself. However, what the world does know is that the remains of his legendary armor are scattered throughout the regions of the world, waiting for a worthy bearer to find them once again. Each piece in its own is a strong magic force, but when combined with other parts of the armor, its power exceeds the ordinary by far.

    Authors Note: Yes, I know that Samus is a girl. The residents of a world, however, may not know that unless they have seen her without her armor. Additionally, as an explanation: each "artifact" will have a use that is designated under its description. However, when used correctly in conjuction with other pieces of the armor, it unlocks additional abilities. This is placed under the "Artifact Synergy" heading. For example, the infravision visor that samus gets may, by itself, provide its owner with darkvision 60ft. However, when used with the helmet, it provides darkvision 120 and true seeing. Thus, its synergy would be "With Helmet: Additional 60ft of darkvision, trueseeing as the spell."

    Individual Artifacts
    Gauntlet of Aran [Major Artifact]
    As you inspect the oddly-shaped glove, you notice that one end of it is open, and just the right size for your hand. Slipping your hand inside, you find a series of what feel like buttons and settings inside. Somehow, you instantly know how to use them.
    Relation: Power Beam, Charge Beam
    Slot(s): Primary glove and associated bracer
    Normal Use: A DC 25 Knowledge (Arcana) check will tell you the basic function of the Gauntlet (Alternately, a "guess and check" method may be used, but most likely with catastrophic results). As a normal attack action, the wielder may cast a Magic Missile spell with a CL of 20, with the following exception: the attack is resolved as a ranged touch attack in which a success indicates all 5 missiles strike. Additionally, as a full attack, the wielder may make such an attack as each attack during the full attack action. As a note, wearing the Gauntlet disallows the use of the wielder's primary hand, thus climbing with the glove on takes the penalties associated with climbing one-handed unless the glove is removed (a full-round action).
    Extended Use: A DC 35 Knowledge (Arcana) check will tell you the extended function of the Gauntlet. As a full-round action, the weilder may "charge" the glove. While charging, the glove glows a hot yellow from its tip, casting a pale light. Following a turn used to charge the Gauntlet, the charge may be released as an attack action. Doing so casts six Empowered Magic Missiles spells, resolved as a single ranged touch attack against one opponent.
    Synergy:
    With Helm of Aran: The wielder receives a +4 competence bonus on the ranged touch attack of the Gauntlet when wearing the Helm of Aran in addition to the Gauntlet of Aran. Also, each individual missile causes 1 extra damage and the extended use causes an extra 36 damage.

    Helm of Aran [Major Artifact]
    You inspect the orange, dome-shaped object. It appears to be a portion of a suit of armor, perhaps the headpiece. But instead of a space for the wearer to look through, there is only a green, somewhat transparent substance. Donning it as you would a helmet, you find that your senses extend much further than they ever could before. Much further.
    Relation: Samus' Helmet
    Slot(s): Head
    Normal Use: Noticing and utilizing the increase in senses provided by the Helm requires no check. Anyone donning the Helm receives a +15 competence bonus on Listen, Search, and Spot checks. Additionally, the Helm is sealed closed upon donning it, providing the wearer with clean air. The wearer receives a +10 competence bonus to his Fortitude save against gases or airborne poisons and does cannot drown due to lack of air.
    Extended Use: A DC 35 Knowledge (Arcana) check will tell you the extended functionality of the Helm. Given one minute (10 rounds) of study, the Helm can decipher and begin to translate any language, be it written or vocalized. Additionally, once a language is studied, the user may speak it when wearing the Helm. As a note, any language once studied by the Helm does not need to be studied ever again for those functions to work.
    Synergy:
    With Gauntlet of Aran: The wielder receives a +4 competence bonus on the ranged touch attack of the Gauntlet when wearing the Helm of Aran in addition to the Gauntlet of Aran. Also, each individual missile causes 1 extra damage and the extended use causes an extra 36 damage.
    With Plate of Aran: Due to the extreme nature of the Plate coupled with the Helm, the wearer receives a +10 competence bonus to Intimidate checks.

    Plate of Aran [Major Artifact]
    You look over the armor. It is oddly shaped, with a thin waste and strange coloring. You haven't seen any metal colored orange or that shade of yellow. Dubiously, you try on the armor. Nothing feels specifically different. You do notice that it stands taller than most other armor and weighs a great deal. It's not until you face a dragon in combat that you find that things have a rather hard time damaging you with the armor on.
    Relation: Power Suit
    Slot(s): Armor (Body)
    Normal Use: The armor itself does not require any checks to be used. It does, however, require Heavy Armor Proficiency to be able to use correctly. For all purposes, the Plate of Aran functions as a +5 Mountain Plate of Heavy Fortification. Additionally, the armor provides a +6 Deflection bonus to the wearer's AC and has a Damage Reduction of 15/-, due to its unusual metal composition.
    Extended Use: A simple DC 20 Knowledge (Arcana) check will provide the wearer with information to access the Plate of Aran's unique capabilities. The armor provides the wearer with the Powerful Build ability, as well as supplying a +4 bonus to the wearer's Strength.
    Synergy:
    With Greaves of Aran: While utilizing the Plate of Aran along with the Greaves of Aran, the wearer can ignore the penalties to speed that exist from wearing the heavy armor. The armor is treated as light in regards to speed and Run penalties.

    Greaves of Aran [Minor Artifact]
    The boots sitting before you didn't look like anything special. Sure, they were made of an orange metal, but that was odd, not special. Putting them on doesn't seem to give you any great abilities, either. Later on, a simple hop onto a ledge lands you about 20 feet too high.
    Relation: Space Boots
    Slot(s): Feet
    Normal Use: Upon donning the Greaves, the wearer gains a +15 competence bonus on Jump and Tumble checks, as well as a 10ft increase in ground movement speed.
    Extended Use: Upon a successful DC 20 Knowledge (Arcana) check, the wearer no longer has a boundary on his jump check. Effectively, the wearer may jump as far as his Jump check implies, without regards to his size.
    Synergy:
    With Plate of Aran: While utilizing the Plate of Aran along with the Greaves of Aran, the wearer can ignore the penalties to speed that exist from wearing the heavy armor. The armor is treated as light in regards to speed and Run penalties.

    Whip of Aran [Minor Artifact]
    This was quite the odd object. It looked like a bracer, except for a small tube along the top of it. You slip it on and try to guess its function.
    Relation: Grapple Beam
    Slot(s): Offhand bracer
    Normal Use: A successful DC 25 Knowledge (Arcana) check will allow the wielder to figure out how to extend the Whip and use it as a +1 masterwork whip, with damage done being electric instead of subdual.
    Extended Use: To find the extended use, the wielder must make a successful DC 35 Knowledge (Arcana) check. Doing so clues the wielder in to using the Whip to trap his opponent, doing damage by containing him. Upon a successful hit, the wielder may attempt a ranged grapple without suffering an attack of opportunity. Upon a success, his opponent is grappled and takes damage each round equal to the whip's damage. The wielder must use a move action each turn to keep his opponent grappled; if the grapple fails on a subsequent turn, the opponent breaks free of the whip.
    Synergy:
    With Gauntlet of Aran: The successful Knowledge (Arcana) check allows the wielder to use the whip as a rope and grappling hook combination. When used as such, only the wielder can use the Whip and can climb with one hand without penalties, as the Whip withdraws into its holding, pulling the wielder along. This effectively removes the one-hand climbing penalty from the Gauntlet of Aran.

    Spaulders of Aran [Minor Artifact]
    Two orange, round balls sit between you. An unusual device sits on one side of the ball, although it's purpose is hard to distinguish.
    Relation: Varia Suit
    Slot(s): Shoulders
    Normal Use: The Spaulders only provide their benefit when attached to the shoulders of a metal suit of armor of at least masterwork quality. Attaching them requires a successful DC 35 Knowledge (Arcana) check. Once attached, the Spaulders provide the following benefits:
    - Endure Elements
    - Fire Resistance 15
    - Ice Resistance 15
    - Electric Resistance 15
    Synergy:
    None

    Backpack of Aran [Minor Artifact]
    This odd object appears to be a backpack made entirely of metal with a small opening in the back.
    Relation: Gravity Suit
    Slot(s): Back
    Normal Use: Similar to the Spaulders of Aran, the Backpack of Aran provides its benefit only when a successful DC 35 Knowledge (Arcana) check is made and the backpack is attached to a metal armor of at least masterwork quality. Once that is done, the follow benefits are provided:
    - Ignore all Armor Check penalties in relation to the armor that is modified.
    - Armor is treated as weighting half as much for load purposes.
    - Move at full ground speed in water.
    Synergy:
    With Helm of Aran: When the Helm of Aran and the Backpack of Aran are used in conjuction, the wearer sees normally in underwater conditions.

    Obsidian Shard of Aran [Minor Artifact]
    This small, pitch black gem feels cold to the touch. Odd metallic designs cover its flat surface. Just holding it seems to bring the surrounding darkness into sharper clarity.
    Relation: Thermal Visor
    Slot(s): Special (see below)
    Normal Use: Just holding the Obsidian Shard yields some benefits to its owner. The shard itself is near-unbreakable, but when it is worked into anything, such as a necklace or if its embedded into a piece of armor, the wearer gains Darkvision to 60ft.
    Extended Use: See the Synergy section for With Helm of Aran.
    Synergy:
    With Helm of Aran: The Obsidian Shard of Aran can also be placed into a slot in the forehead of the Helm of Aran (DC 35 search check to find the slot) to gain the following benefits:
    - Darkvision extends an additional 60ft (up to 120ft total).
    - The wearer of the Helm can see even in magical darkness.
    - True Seeing, as the spell, while wearing the Helm.

    Diamond Shard of Aran [Minor Artifact]
    This small, bright white gem feels warm to the touch. Odd metallic designs cover its flat surface. Just holding it seems to make things less clear, pointing out things that you couldn't see before.
    Relation: X-Ray Visor
    Slow: Special (see below)
    Normal Use: Just holding the Diamond Shard yields some benefits to its owner. The shard itself is near-unbreakable, but when it is worked into anything, such as a necklace or if its embedded into a piece of armor, the wearer gains the ability to automatically roll a Search check for hidden doors or panels, as if he wear an Elf. Additionally, he gets a +4 competence bonus on this Search check.
    Extended Use: See the Synergy section for With Helm of Aran.
    Synergy:
    With Helm of Aran: The Diamond Shard of Aran can also be placed into a slot in the forehead of the Helm of Aran (DC 35 search check to find the slot) to gain the following benefits:
    - Automatically see hidden and concealed doors or panels, as well as traps in the ground or walls, although the wearer does not gain any insight into the device.
    - Ignore miss chance due to concealment.

    Citrine Shard of Aran [Minor Artifact]
    This small, deep gold gem vibrates very slightly in your hand. Odd metallic designs cover its flat surface.
    Relation: Missiles, Supermissiles
    Slot(s): Special (see below)
    Normal Use: Each day, the Citrine Shard has 25 charges. Expending one charge allows the wielder to fire a small object that acts very similarly to a fireball cast by a level 20 Wizard. However, the attack must be aimed (a ranged touch attack), and, upon impact, half of the damage is done as [Force] damage while the other half is [Sonic] damage.
    Extended Use: See the Synergy section for With Gauntlet of Aran.
    Synergy:
    With Gauntlet of Aran: A DC 35 Search check allows the wielder of the Gauntlet of Aran to find a slot to insert the Citrine Shard of Aran. Doing so grants the following abilities:
    - As a swift action, the Gauntlet shifts its structure slightly, allowing the normal use of the Citrine Shard to be fired through the Gauntlet. This grants any bonuses on the Gauntlet to the attack (such as the bonus supplied to the Gauntlet through synergy with the Helm of Aran).
    - If the user charges the Gauntlet in preparation for the Gauntlet of Aran's extended use, he may instead fire a Citrine Shard of Aran charged attack, using 5 charges. This attack acts as though under the effect of the Empowered and Maximized metamagic feats, as well as ignoring up to 30 points of hardness or 10 points of damage reduction normally bypassed by magic, adamantine, or without a bypass (10/magic, 10/adamantine, or 10/-, respectively).

    Sapphire Shard of Aran [Minor Artifact]
    This small, pale blue gem feels extremely cold to the touch. Odd metallic designs cover its flat surface.
    Relation: Ice Beam
    Slot(s): Special (see below)
    Normal Use: While holding the Sapphire Shard, or with it grafted into some worn item, the user may, as an attack action, cast a blast of cold air that does 10d6 damage (CL 20) with a Fortitude Save of DC 20 or be stunned for one round.
    Extended Use: See the Synergy section for With Gauntlet of Aran.
    Synergy:
    With Gauntlet of Aran: A DC 35 Search check allows the wielder of the Gauntlet of Aran to find a slot to insert the Sapphire Shard of Aran. Doing so grants the following abilities:
    - As a swift action, the Gauntlet shifts its structure slightly, allowing the normal use of the Sapphire Shard to be fired through the Gauntlet. This grants any bonuses on the Gauntlet to the attack (such as the bonus supplied to the Gauntlet through synergy with the Helm of Aran). Additionally, the normal use of the Sapphire Shard may be used in a full attack.
    - If the user charges the Gauntlet in preparation for the Gauntlet of Aran's extended use, he may instead fire a Sapphire Shard of Aran charged attack. This attack acts as though the user fired 4 shots in one attack, each under the effect of an Empowered metamagic feat. Additionally, any creature hit with this attack is immediately frozen in a block of ice (DC 25 Strength check to break free). A follow-up attack with any spell or ability that does sonic damage can shatter the opponent, causing a massive damage check equal to 10 + damage done.

    Ruby Shard of Aran [Minor Artifact]
    This small, bright red gem feels very warm to the touch. Odd metallic designs cover its flat surface.
    Relation: Plasma Beam
    Normal Use: While holding the Ruby Shard, or with it grafted into some worn item, the user may, as an attack action, cast a beam of searing heat that does 15d6 damage (CL20) and causes the targeted creature to catch fire.
    Extended Use: See the Synergy section for With Gauntlet of Aran.
    Synergy:
    With Gauntlet of Aran: A DC 35 Search check allows the wielder of the Gauntlet of Aran to find a slot to insert the Ruby Shard of Aran. Doing so grants the following abilities:
    - As a swift action, the Gauntlet shifts its structure slightly, allowing the normal use of the Ruby Shard to be fired through the Gauntlet. This grants any bonuses on the Gauntlet to the attack (such as the bonus supplied to the Gauntlet through synergy with the Helm of Aran). Additionally, the normal use of the Ruby Shard may be used in a full attack.
    - If the user charges the Gauntlet in preparation for the Gauntlet of Aran's extended use, he may instead fire a Ruby Shard of Aran charged attack. This attack acts as though the user fired 4 shots in one attack, each under the effect of an Empowered metamagic feat. Additionally, any creature hit by this shot must make a Fort Save (DC30) or suffer an additional 5d6 fire damage before catching fire as normal.

    Amethyst Shard of Aran [Minor Artifact]
    This small, dark purple gem gives you a slight electric shock as you hold it in your hand. Odd metallic designs cover its flat surface.
    Relation: Wave Beam (Metroid Prime version)
    Normal Use: While holding the Amethyst Shard, or with it grafted into some worn item, the user may, as an attack action, cast a beam of rapidly travelling electric energy that does 10d8 electric damage and causes the victim to make a saving throw (DC20 Fort) or be stunned for one round.
    Extended Use: See the Synergy section for With Gauntlet of Aran.
    Synergy:
    With Gauntlet of Aran: A DC 35 Search check allows the wielder of the Gauntlet of Aran to find a slot to insert the Amethyst Shard of Aran. Doing so grants the following abilities:
    - As a swift action, the Gauntlet shifts its structure slightly, allowing the normal use of the Amethyst Shard to be fired through the Gauntlet. This grants any bonuses on the Gauntlet to the attack (such as the bonus supplied to the Gauntlet through synergy with the Helm of Aran). Additionally, the normal use of the Amethyst Shard may be used in a full attack.
    - If the user charges the Gauntlet in preparation for the Gauntlet of Aran's extended use, he may instead fire a Amethyst Shard of Aran charged attack. This acts as though two shots were fired, under the effect of the Empowered metamagic feat (only one save is made). Additionally, the attack homes in on its target, automatically hitting the target.

    Moonstone Shard of Aran [Minor Artifact]
    This small, dark blue gem feels mildly cold to the touch, as well as almost painful. Odd metallic designs cover its flat surface.
    Relation: Dark Beam
    Normal Use: While holding the Moonstone Shard, or with it grafted into some worn item, the user may, as an attack action, cast a blast of freezing darkness that does 5d6 cold damage and 5d6 negative energy damage (CL 20) with a Fortitude Save of DC 20 or be stunned for one round. Creatures that are healed by negative energy damage instead ignore it. Additionally, this attack is considered evil-aligned for purposes of damage reduction.
    Extended Use: See the Synergy section for With Gauntlet of Aran.
    Synergy:
    With Gauntlet of Aran: A DC 35 Search check allows the wielder of the Gauntlet of Aran to find a slot to insert the Moonstone Shard of Aran. Doing so grants the following abilities:
    - As a swift action, the Gauntlet shifts its structure slightly, allowing the normal use of the Moonstone Shard to be fired through the Gauntlet. This grants any bonuses on the Gauntlet to the attack (such as the bonus supplied to the Gauntlet through synergy with the Helm of Aran). Additionally, the normal use of the Moonstone Shard may be used in a full attack.
    - If the user charges the Gauntlet in preparation for the Gauntlet of Aran's extended use, he may instead fire a Moonstone Shard of Aran charged attack. This attack acts as though the user fired 4 shots in one attack, each under the effect of an Empowered metamagic feat. Additionally, any creature hit with this attack is immediately entangled in place by cold tentacles of darkness (DC 25 Strength check to break free). A follow-up attack with any spell or ability that does sonic damage can shatter the opponent, causing a massive damage check equal to 10 + damage done.

    Sunstone Shard of Aran [Minor Artifact]
    This small, bright pink gem feels mildly warm to the touch, as well as somewhat energizing. Odd metallic designs cover its flat surface.
    Relation: Light Beam
    Normal Use: While holding the Sunstone Shard, or with it grafted into some worn item, the user may, as an attack action, cast a blast of searing light that does 8d6 fire damage and 7d6 positive energy damage (CL 20) that causes the creature to catch fire. Creatures that are healed by positive energy damage instead ignore it. Additionally, this attack is considered good-aligned for purposes of damage reduction.
    Extended Use: See the Synergy section for With Gauntlet of Aran.
    Synergy:
    With Gauntlet of Aran: A DC 35 Search check allows the wielder of the Gauntlet of Aran to find a slot to insert the Sunstone Shard of Aran. Doing so grants the following abilities:
    - As a swift action, the Gauntlet shifts its structure slightly, allowing the normal use of the Sunstone Shard to be fired through the Gauntlet. This grants any bonuses on the Gauntlet to the attack (such as the bonus supplied to the Gauntlet through synergy with the Helm of Aran). Additionally, the normal use of the Sunstone Shard may be used in a full attack.
    - If the user charges the Gauntlet in preparation for the Gauntlet of Aran's extended use, he may instead fire a Sunstone Shard of Aran charged attack. This attack acts as though the user fired 4 shots in one attack, each under the effect of an Empowered metamagic feat. Additionally, any creature hit by this shot must make a Fort Save (DC30) or suffer an additional 3d6 fire damage and 2d6 positive energy damage (those healed by it ignore it) before catching fire as normal.

    Shifting Orb of Aran [Major Artifact]
    This small orb sits in your hand, making you want to curl yourself into a small ball.
    Relation: Morph Ball, Spider Ball, Morph Ball Bomb
    Normal Use: While holding this ball, the owner may, as a swift action, morph into a ball of small size and roll. Movement action is increased to 60ft per move action and no attack actions may be made.
    Extended Use: See the Synergy section for With Plate of Aran.
    Synergy:
    With Plate of Aran: A DC 35 Search check allows the user of the Plate of Aran to find a small inset into which the Shifting Orb of Aran may be set. Doing so grants the following abilities:
    - The normal use of Shift Orb has its movement speed increased to 100ft.
    - During a movement action, the user, while in orb form, may drop a small glowing shard on the ground. On the following round, these shards explode, causing 1d6 damage to the square they are in and 1 damage to each square adjacent to it. The user is immune to this damage. However, if the user is sitting in the square where the shard was dropped, he is immediately launched 10ft into the air (and suffers no fall damage during the fall).
    - Also, the user acts as if under the effects of Spider Climb as the spell at all times while in orb form.

    Healing Wand of Aran [Major Artifact]
    This small package does not appear like a wand in any respect, despite its name. However, holding it fills you with energy and vitality.
    Relation: Energy Tank
    Normal Use: Up to ten times per day, the Healing Wand may cast Heal, caster level 20, on its owner. The healing done by this affects the owner regardless of their healing alignment (positive or negative energy), but must be in contact with the owner to function. Additionally, this artifact automatically casts its spell if its owner drops below 0 hitpoints at any time (even saving the owner if he drops below -10 hitpoints or dies from any affect).
    Synergy:
    None.