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    Default The Keys (3.5 Artifacts)

    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.
    Last edited by qwertyu63; 2012-10-30 at 12:02 PM. Reason: Completing the Keyed powers.

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    Default Re: The Keys (3.5 Artifacts)

    Wow, this is a really interesting set of artifacts. I just have a couple of comments:
    • The Buckler should probably give shield bonuses, not armor bonuses
    • Reducing the damage from an attack with the buckler -- free action or immediate action?
    • The Bracer/Buckler Fortify power should probably increase hardness, as is standard for objects, rather than giving DR
    • The Buckler and Blade are stated as providing competence with their respective items; this should probably be rephrased as proficiency.


    Nice work!
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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by tuggyne View Post
    Reducing the damage from an attack with the buckler -- free action or immediate action?
    All powers are immediate actions to the Key, and free actions to the wielder. I should probably note that.

    Quote Originally Posted by tuggyne View Post
    Nice work!
    Thanks.

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    Default Re: The Keys (3.5 Artifacts)

    Before I start, I have had exposure to optimization, although I would not consider myself proficient. So, my comments focus around the uses and relative power of the items.

    Might like to mention that this is just a usage assessment. I don't mean anything else other than how they could be used.
    Nothing is implied about the quality or fluff of the items.


    The Buckler is quite weak for an artifact. I can think of some high end shield items that are more powerful than it.

    The Glasses is most powerful. The ability to ask any question and get detailed answers every 15 hours is literally insane. Sure, you can't ask about the future, but this is more powerful than anything else in existence apart from abusing Elemental Weirds (Shapechange)
    What are the names of people who have plans that may interfere with my/our plans? How will X guy's plan Y interfere with my/our plan?
    Who killed person Z?
    Who mindcontrolled person A to kill person Z?
    ...
    What is the location of the Cape of Transport? What are the hazards to life and limb in its immediate area? What, if any, are the barriers that prevent access or guardians that protect it?
    (once you have the Cape, getting the rest is simple with it)

    With the Glasses and a standard adventuring party (above 9th level), I'd have the rest of the items in less a month and ruling the world inside two months.


    The Creation is second, with Transport a close third.
    Being able to make up to 5.5k gp worth of stuff is very powerful. Firstly, for material components in spells and secondly, for low level utility magic items. Need a wall? Feather token Tree. Need to cross a pit? Conjure a ladder to lay across it. You can also conjure most low to mid level scrolls, which basically act as a "1 utility spell per day, from any spell list, no preparation needed".
    Transport has no stated limits on the teleportation. Since it is an artifact, I would tend to assume it bypasses all protections (otherwise, why not just use normal teleport?). Which can be useful but ultimately mainly saves your party wizard spells. Or gets you places you can't normally get to, like right next to the other artifacts... XD


    Keyed powers:
    Trace is powerful, preserve is useful. Obviously unlock is pretty insane, but that's fitting for the (implied) difficulty involved in getting 6 artifacts...
    The others are just minor bonii. While useful to have around, not really outstanding, which artifacts ought to be.
    Last edited by jseah; 2012-02-06 at 07:03 PM.

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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by jseah View Post
    (Trimmed out for size)
    The Buckler is quite weak for an artifact. I can think of some high end shield items that are more powerful than it.

    (Also cut out for size)

    With the Glasses and a standard adventuring party (above 9th level), I'd have the rest of the items in less a month and ruling the world inside two months.
    First off, I see you point on the Buckler being the weakest. Any ideas to bring it up in power?

    Second, your plan for world domination falls apart in the first part of my post.

    Quote Originally Posted by qwertyu63 View Post
    The Keys:
    The Keys are a set of artifacts, each of which is intelligent.
    (SNIP)
    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. (SNIP)
    The bolded part makes your plan fall all apart. Nice try though. Once the Glasses know your plan, they can lie to you about what they find, and lead you to your death.

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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by qwertyu63 View Post
    Second, your plan for world domination falls apart in the first part of my post.
    [...] Nice try though. Once the Glasses know your plan, they can lie to you about what they find, and lead you to your death.
    To further prevent frivolous gathering of all the Keys by Good-aligned parties that don't actually need them, you could expand on the tendency for the Keys to spread out by giving them some mobility-related abilities or something. Just a thought.

    Quote Originally Posted by qwertyu63 View Post
    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.
    3 charges: Grant a +6 Shield bonus to AC for 3 rounds.
    5 charges: Grant 25 temporary HP for 1 hour

    In addition to these protective abilities, the Bracer provides a +3 armor bonus to AC as a +3 bracer. While you possess the Bracer, you are treated as being competent with shields. The armor bonus and competence are active even if the Bracer is in conflict with the user.
    The bolded section refers to the Bracer rather than the Buckler, grants an armor bonus, and gives "competency". Maybe you should update this to match the rest?

    Also, you could perhaps strengthen the Buckler a bit by making it animated. Can't think of anything else at the moment.
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    That's RAW for you; 100% Rules-Legal, 110% silly.
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    Default Re: The Keys (3.5 Artifacts)

    If you want to make the Buckler more powerful, give it the ability to completely block an attack. No damage, no effects, nothing.
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    Default Re: The Keys (3.5 Artifacts)

    It seems like the cape's abilities grow in power very quickly, particularly when charges regenerate automatically. Like if you have 4 charges, you can go anywhere on the plane with your whole party, and return at your leisure. Or you can take all or most dependent on your party size to safety and return after healing/rebuffing. Or you can...teleport yourself a distance most people it could help already have other ways of moving.

    I would suggest buffing the one-charge teleport to something more like 40 or 50 feet, or specify that enemies would not know where you are unless they can spot you in some way.
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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by tuggyne View Post
    To further prevent frivolous gathering of all the Keys by Good-aligned parties that don't actually need them, you could expand on the tendency for the Keys to spread out by giving them some mobility-related abilities or something. Just a thought.
    That sounds quite good. It has been done.

    Quote Originally Posted by tuggyne View Post
    The bolded section refers to the Bracer rather than the Buckler, grants an armor bonus, and gives "competency". Maybe you should update this to match the rest?

    Also, you could perhaps strengthen the Buckler a bit by making it animated. Can't think of anything else at the moment.
    Thanks for spotting that typo. This is what happens when I name two items with close sounding names, and type them late in the evening.
    As for animating it, maybe I could tie that into the mobility abilities.


    Quote Originally Posted by Yitzi View Post
    If you want to make the Buckler more powerful, give it the ability to completely block an attack. No damage, no effects, nothing.
    Duh, so simple. Why didn't I think of that?

    Quote Originally Posted by Winds View Post
    It seems like the cape's abilities grow in power very quickly, particularly when charges regenerate automatically. Like if you have 4 charges, you can go anywhere on the plane with your whole party, and return at your leisure. Or you can take all or most dependent on your party size to safety and return after healing/rebuffing. Or you can...teleport yourself a distance most people it could help already have other ways of moving.

    I would suggest buffing the one-charge teleport to something more like 40 or 50 feet, or specify that enemies would not know where you are unless they can spot you in some way.
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    Default Re: The Keys (3.5 Artifacts)

    The description for the Buckler still refers to the Bracer and still gives an armor bonus instead of a shield bonus. Also, you should specify that the +6 shield bonus from the 2 charge ability stacks with the normal +3 bonus, since normally the only AC bonuses that stack are dodge bonuses.
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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by qwertyu63 View Post
    The bolded part makes your plan fall all apart. Nice try though. Once the Glasses know your plan, they can lie to you about what they find, and lead you to your death.
    Nah, that was just a point I was making about how powerful they are.

    Being artifact intelligent items, they obviously can't be manipulated that way. But for any adventuring party that DOES need it for plot reasons (and so the artifacts have cooperative attitudes) will find it ridiculously easy to get the remainder once you have Glasses and Cape.
    And "relatively easy" if you have only the Glasses.


    The Buckler needs a swift/immediate action power that prevents anything from affecting the wielder for one round. Cannot be targeted by magic, ignores all damage (and healing!) from any source not originating from the weilder, poisons and diseases are delayed by one round, ongoing non-harmless spells all suspend their effect. Equipment not targetable and cannot be removed without weilder's permission (no disarming/sundering).
    The only exception is not being able to walk through walls (including magical walls) and not being able to see through mists.

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    Default Re: The Keys (3.5 Artifacts)

    BTW, Knight13, I saw your post and thanks for spotting the one use of bracer I missed.

    Quote Originally Posted by jseah View Post
    Nah, that was just a point I was making about how powerful they are.

    Being artifact intelligent items, they obviously can't be manipulated that way. But for any adventuring party that DOES need it for plot reasons (and so the artifacts have cooperative attitudes) will find it ridiculously easy to get the remainder once you have Glasses and Cape.
    And "relatively easy" if you have only the Glasses.
    Oh, I see. Really the Cape would be the best in that puzzle, since the Keys always know each others location.

    Quote Originally Posted by jseah View Post
    The Buckler needs a swift/immediate action power that prevents anything from affecting the wielder for one round. Cannot be targeted by magic, ignores all damage (and healing!) from any source not originating from the weilder, poisons and diseases are delayed by one round, ongoing non-harmless spells all suspend their effect. Equipment not targetable and cannot be removed without weilder's permission (no disarming/sundering).
    The only exception is not being able to walk through walls (including magical walls) and not being able to see through mists.
    Sounds like a good idea. How would that be worded as a power?

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    Default Re: The Keys (3.5 Artifacts)

    A few ideas for some of the unused combos:

    Sword/Buckler: Reflective Shield

    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.

    Using 3 charges from the Buckler and 2 charges from the sword, 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.

    Sword/Glasses: Exploit Weakness

    By fusing the powers of destruction and knowledge, you gain understanding of an enemy's weaknesses that you can use to defeat them.

    Using 3 charges from the glasses and 2 charges from the sword, 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.

    Glasses/Buckler: Shield Knowledge

    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.

    Using 3 charges from both the glasses and buckler, you are 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.

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    Default Re: The Keys (3.5 Artifacts)

    I made a section for additional Keyed powers. I'll have to sit down and finish the grid, as those 3 powers proposed by the guy just above me are too good to pass up using.

    (BTW, this is just quibbling over terms but, it is the Blade, rather then the Sword)
    Last edited by qwertyu63; 2012-02-08 at 07:27 AM.

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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by qwertyu63 View Post
    Oh, I see. Really the Cape would be the best in that puzzle, since the Keys always know each others location.
    Oh, in that case, the Cape does rise in importance, if only because getting the Glasses with it is that much easier.

    But knowing where the artifact next on the list is (innate to artifacts) and having the ability to get there (Cape, teleport spell, walk) are only two of the factors needed to get it. They are fundamental factors sure, but not all of them.

    For one thing, being artifacts, they are likely to be surrounded by all manners of hazards, guardians and assorted nasties. (aren't they all? in D&D land anyway)
    Glasses can tell you what they are, and knowing is half the battle. Especially since the Glasses can also tell you their weaknesses. Facing trolls? Well, now you know that they are weak to fire. Oh and that there just so happens to be an alchemist in town who might be available to sell you some alchemist fire...


    As for wording the immunity clause, I would suggest that you look up the wording in the spell Time Stop, except applying the immunity clauses to the weilder of the Buckler.
    Thats the strongest immunity phrasings I know of. I know of no way to bypass it.

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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by qwertyu63 View Post
    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’.
    In addition to the destruction ability, the Blade provides a +3 to any attack and damage rolls 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.
    I know people who argue the +3 to any attack should apply to all attacks (with other weapons), even though it seems silly.

    Quote Originally Posted by qwertyu63 View Post
    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 provides a +3 shield bonus to AC as a +3 buckler. While you possess the Buckler, you are treated as being competent with shields. The armor bonus and competence are active even if the Buckler is in conflict with the user.
    Yay, free use of tower sheilds because I found a buckler. Also, a +3 buckler actually gives +4 To AC, and letting the +6 for 2 charges stack with itself seems like a bad idea, even thought the 5 charge thing stops all attacks.
    Except For someone using the sword to destroy a 10' wide by 10' long by 200' deep section of the ground below them.
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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by jojolagger View Post
    Yay, free use of tower sheilds because I found a buckler.
    Fairly sure Tower Shield Proficiency is its own feat. But clarification that it only refers to regular Shield Proficiency might be good, yes.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
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    "Common sense" and "RAW" are not exactly on speaking terms
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    Default Re: The Keys (3.5 Artifacts)

    Quote Originally Posted by tuggyne View Post
    Fairly sure Tower Shield Proficiency is its own feat. But clarification that it only refers to regular Shield Proficiency might be good, yes.
    Noted, as is the "10' wide by 10' long by 200' deep" line from the post before yours. I'd best note the third dimension.

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