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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.

  2. - Top - End - #2
    Ettin in the Playground
     
    Yakk's Avatar

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    Default Re: [Artifact Set] Battle Armor of Aran

    You should give all of the artifacts some benefit without the thing they attach to.

    Second, note that magic missile it not a ranged touch attack, and neither is fireball. So competence bonuses to attack don't make much sense.

    Improve the names of the pieces -- "Dark Vision Shard" might be "Obsidian of Aran".

    So:
    Obsidian of Aran:
    This small pitch black gem feels cold to the touch. If it is touching your skin, or touching a metal that is touching your skin, the owner gains darkvision 120'.

    It can also be placed into a slot in the forehead of the Helm of Aran (DC 20 search check to find the slot). When installed into the Helm of Aran, it grants Darkvision 120' and True Seeing (as the spell). The obsidian can only be removed when the helm is not being worn.

  3. - Top - End - #3
    Bugbear in the Playground
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    Default Re: [Artifact Set] Battle Armor of Aran

    Makes sense. And I had forgotten that those two weren't ranged touch attacks... dang. I can add in that they are resolved as such ;)

    Edit: Changed the name and added basic functionality to some of the augmenting parts.

    Anyone else have any opinions? :)

  4. - Top - End - #4
    Troll in the Playground
     
    ElfMonkGuy

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    Default Re: [Artifact Set] Battle Armor of Aran

    You should probably include some way to detach the armor enhancements after being attached.

    The glove's kinda odd, too. 5 magic missiles as an attack action? With a full attack as a level 16 warrior, that's 20 magic missiles in a round. That is a whole lot of dice to roll for something you could do every round; why not use an attack that involves less dice instead?

    I also wonder about Magic Missile for flavor reasons. Personally, multi-magic missiles strikes me more as that one beam that splits the blasts from super metroid; phazer? Also, magic missiles are homing, which again doesn't really fit the feel of the default beam.

    IMO, tweak Acid Arrow's damage to be the default beam, or somesuch, and save magic missile for a different kind of beam; perhaps Wave beam or Phazer, if you decide to make one.

    And my suggestions for things as-yet unmade:

    Ice Beam: Ray of Frost, or some similar low-level ice ray? It's supposed to be weaker than normal blasts, after all, though 1d3 may well be too weak.

    Plasma Beam: IMO, Scorching Ray.

    Reserve Tank (normal energy tanks'd work differently): Contingent Cure Critical Wounds, in an iown-stonish fashion.

  5. - Top - End - #5
    Firbolg in the Playground
     
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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by Indon View Post
    The glove's kinda odd, too. 5 magic missiles as an attack action? With a full attack as a level 16 warrior, that's 20 magic missiles in a round. That is a whole lot of dice to roll for something you could do every round; why not use an attack that involves less dice instead?

    I also wonder about Magic Missile for flavor reasons. Personally, multi-magic missiles strikes me more as that one beam that splits the blasts from super metroid; phazer? Also, magic missiles are homing, which again doesn't really fit the feel of the default beam.
    Echoes also had the multi-missile launcher, which launched up to five homing missiles at once. In the Prime series, the default Power Beam was the weakest, but could fire extremely quickly and damaged enemies such as the Chozo Ghosts (read: Force Damage). However, the charged-up Power Beam shouldn't duplicate a Fireball, since it really only damages one enemy (Fireball has a large AoE). Also, forgo two rounds of attacking? The Charge Beam charges a lot faster than that. I'd say a full-round action to charge and a standard action to fire. Have the Power Beam deal Force damage and be usuable with iterative attacks.

    Samus's Missiles don't do fire damage. First of all, Fire damage is reserved for the Plasma Beam. Second of all, fire damage is pretty ineffective against objects, while Missiles blast them apart. Lastly, her Missiles appear to be primarily energy missiles (particularly how they're portrayed in the Prime series), and in the Prime series they're useful against things vulnerable to "concussive force." According to d20 Modern, concussive = sonic (certain grenades deal sonic damage, for instance). Sonic's usually ignored, but that's mainly because there aren't many good sonic attacks. Note that this will also have the effect of making the missiles quite effective against objects, particularly since the XPH has the precedent of making certain sonic attacks ignore Hardness altogether (eg All of the Kineticist's energy-related attacks).

    X-Ray visor shouldn't negate bonuses caused by cover, as cover actually blocks the enemy. Negating bonus due to cover is the responsibility of the Wave Beam (from the 2D games).

    Lastly, shouldn't the Super Missile expend five charges, instead of two?
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.

  6. - Top - End - #6
    Bugbear in the Playground
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    Default Re: [Artifact Set] Battle Armor of Aran

    Both of you had very valid points as to the functionality, which I'll be editing a bit later on. Given that Power Shot = Magic Missile, what would the charge shot be, functionality-wise?

    And if a Missile is basically a Fireball of Force/Sonic damage, what would be a good way to represent a Supermissile that's worth 5 charges?

    I'm keeping with the magic-missile feel of 20 shots, since that fits in with the "shoots extremely fast with weak blasts" feel. Additionally, there is a note that says they are done as ranged touch attacks. I was thinking of allowing a synergy between the helmet and gun that removed the ranged touch attack for auto-hit, or simply leaving it as a "competence bonus" to hit.

    As it is, I'm going to reformat the objects so that it's worded more understandably. That should be later on tonight.

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    Firbolg in the Playground
     
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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by daedu View Post
    Both of you had very valid points as to the functionality, which I'll be editing a bit later on. Given that Power Shot = Magic Missile, what would the charge shot be, functionality-wise?
    A ranged attack that deals a whole lot of Force damage.

    And if a Missile is basically a Fireball of Force/Sonic damage, what would be a good way to represent a Supermissile that's worth 5 charges?
    An attack that deals even more Sonic damage.

    I'm keeping with the magic-missile feel of 20 shots, since that fits in with the "shoots extremely fast with weak blasts" feel. Additionally, there is a note that says they are done as ranged touch attacks. I was thinking of allowing a synergy between the helmet and gun that removed the ranged touch attack for auto-hit, or simply leaving it as a "competence bonus" to hit.
    You see, the problem is twofold:

    1) That's a lot of dice you have to roll. It even rivals a failed save against Disintigrate (and that can be summed up on a calculator; for this monster, you have to check each die).
    2) In order to be fair, the Charged Shot would have to deal quite a bit of damage. I see the Charged Shot as a way to deal extra damage to a single target, while the regular attack spreads the damage out among multiple targets.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by Mewtarthio View Post
    You see, the problem is twofold:

    1) That's a lot of dice you have to roll. It even rivals a failed save against Disintigrate (and that can be summed up on a calculator; for this monster, you have to check each die).
    2) In order to be fair, the Charged Shot would have to deal quite a bit of damage. I see the Charged Shot as a way to deal extra damage to a single target, while the regular attack spreads the damage out among multiple targets.
    Well, I've changed the attack somewhat... Now its simply like resolving an attack with 5d4+5 dmg.

    In addition, I'll comment that everything below the "Under Construction" note isn't concrete and I'll be hammering it out tomorrow, since it is very late here. :)

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    Default Re: [Artifact Set] Battle Armor of Aran

    any chance of statting up the metroids and their evolutions/mutations? i would LOVE to destroy an elder brain while wearing the set. especially if the elder brain is guarded by glass that takes 5 magic missiles to break.

    i suggest making a light beam and a dark beam. light beam breaks through the DR X/ good, while the dark beam allows you to get through any DR a construct has.

    what about an onyx of Aran? allows you to see invisible while it is equipped.
    Oh, the possibilities!
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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by daedu View Post
    I was thinking of allowing a synergy between the helmet and gun that removed the ranged touch attack for auto-hit, or simply leaving it as a "competence bonus" to hit.
    Offhand, I'd say you have your wave beam right there. The wave beam didn't do more damage, it just made the standard beam hit more reliably against more creatures.

    And as for Super Missiles, I think just a normal missile with a higher effective caster level so's it can do more damage. Probably not five times the damage, though, since that would either render missiles quite weak, or super missiles as crazy powerful.

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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by knightsaline View Post
    any chance of statting up the metroids and their evolutions/mutations? i would LOVE to destroy an elder brain while wearing the set. especially if the elder brain is guarded by glass that takes 5 magic missiles to break.

    i suggest making a light beam and a dark beam. light beam breaks through the DR X/ good, while the dark beam allows you to get through any DR a construct has.

    what about an onyx of Aran? allows you to see invisible while it is equipped.
    Oh, the possibilities!
    The light and dark beams were more like reconfigurations of the plasma and ice beams (respectively). The Luminoth were similar to the Chozo technology-wise (in fact, they were somewhat primitive compared to the Chozo, but they're still way beyond human-level), so I imagine when Samus located the "upgrades" the suit just modified the currently-defunct ice and plasma beams to accept the dark/light ammo (which could explain why Samus needed special ammunition for them: The beams were more-or-less jury-rigged on the spot and so did not have the godlike energy-generation capabilties of the original Chozo weapons--The fact that they worked at all is a testament to the transcendant knowledge of the Chozo).

    As for the Metroids, a Con drain (or energy drain) ability is pretty much a requirement.
    Quote Originally Posted by Winterwind View Post
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    Default Re: [Artifact Set] Battle Armor of Aran

    I'd suggest that the suit takes damage from the user first up to 99 without extra power so that you can implement Energy tanks. I'd also remove the protections too.

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    Default Re: [Artifact Set] Battle Armor of Aran

    Alright, I've updated the format of the artifacts and fixed some of them as well.

    Any suggestions?

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    Default Re: [Artifact Set] Battle Armor of Aran

    Why not Screw Attack ? Allowing you to make any number of jump checks so long as you keep moving foreward without getting inturrupted.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Don't forget the part where the wearer loses the suit about ten minutes into their adventure.

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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by Maerok View Post
    Don't forget the part where the wearer loses the suit about ten minutes into their adventure.
    not to be picky, but that has only happened about 3 times (prime, echoes and fusion)

    daedu, have you ever been to the metroid database? in the fanfics section, there is some essays you should read about the suit and its beams (the beams one was written around the time prime was out)

    the luminoth did have contact with the chozo (it says that somewhere in the logs that the chozo made contact with many races, one of them being the luminoth), but i don't think the chozo shared technology with the luminoth. sci-fi is full of stories of a technologically supeiour race pitying a seemingly primative race and giving thm tech. seerows kindness is one example. ever wonder how come clockwork horrors are so wide spread? neogi slavers "provided" them with the tech.

    now for another suggestion. when the suit has accepted the wearer (fully upgraded or worn for X amount of time), the wearer, once per week, can summon a huge thing that fires 30 maximized empowered magic missiles at a a target. the magic missiles are concidered as being cast by a 20th level caster. the thing can recharge the suit if the wearer can find it. it is always on the same plane as the armor.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by knightsaline View Post
    the luminoth did have contact with the chozo (it says that somewhere in the logs that the chozo made contact with many races, one of them being the luminoth), but i don't think the chozo shared technology with the luminoth.
    True, but the Plasma/Ice and Light/Dark beams are so similar (it's practically a pallette swap) that I can only guess that, when Samus' suit incorporated them, it just tweaked the Chozo weaponry a little. The Luminoth probably weren't as transcendant as the Chozo, but I'd imagine the tech is close enough.
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.

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    Default Re: [Artifact Set] Battle Armor of Aran

    I could see the screw attack :) Might be interesting. What do people think of what I have so far though? -curious-

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    Default Re: [Artifact Set] Battle Armor of Aran

    Fleshed out a few more items. Added the "skeleton" setup for a few of the other abilities, removed the "TODO" list.

    C'mon :P I'm dying for comments here.

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    Default Re: [Artifact Set] Battle Armor of Aran

    Shifting Orb of Aran [Major Artifact]
    The orb in your hand seems to pull on you, making you wish to pull yourself as small as possible.
    Relation: Morph Ball, Spider Ball
    Normal Use: While holding the Shifting Orb of Aran, or with it grafted into some worn item, the user may contract themselves into a ball of one size category lower, gaining all defense bonuses associated with the size, but moving at medium as if under the effects of an Expeditious retreat spell.
    Extended Use: See the Synergy section for With Plate of Aran.
    Synergy:
    With Plate of Aran: When the Shifting Orb of Aran is grafted into the Plate of Aran, the user may contract themselves into a ball of up to two size categories lower, gaining all defense bonuses associated with the size, but moving at the speed of a medium creature under the effects of Expeditious retreat. Contracting to such a size is a full round action which provokes AoO's.

    While Contracted, the user gains a +4 to climb checks.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by Crystall_Myr View Post
    Why not Screw Attack ? Allowing you to make any number of jump checks so long as you keep moving foreward without getting inturrupted.
    No, you're thinking Space Jump, at least in Super Metroid; Screw Attack just made your flipping jumps damage enemies, IIRC.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Quote Originally Posted by Thexare Blademoon View Post
    No, you're thinking Space Jump, at least in Super Metroid; Screw Attack just made your flipping jumps damage enemies, IIRC.
    Yeah, the Metroid Prime: Echoes had a screw attack that let u do multiple jumps (up to 5 past the normal two), and hitting somtehing damaged it.

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    Default Re: [Artifact Set] Battle Armor of Aran

    The classic Screw Attack lets you kill anything by jumping into it. The Echoes Screw Attack lets you cross large gaps (it's essentially a sextuple-jump upgrade). Note that the Prime series Space Jump only gives you one extra jump.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Alright. Added the details for the other energy beams. Only thing left is the energy tank itself, which I have a decent idea for.

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    Default Re: [Artifact Set] Battle Armor of Aran

    Heal Once per week? They are kind of rare, but not necessarily impossible to find, and they do recharge.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Ok, I know it's old school, and a bug, but I think you should impliment a Door Jump. I'm not sure what it'd do, but I figure it should be some kind of hidden power of the Shifting Orb of Aran. It's as much a part of Metroid history as anything else.

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    Default Re: [Artifact Set] Battle Armor of Aran

    The Moonstone Shard has copy/paste errors. The shards could also use more clarification on which require ranged attacks to hit, and what kind of attacks they require (I know that they all should, but it's not apparent in all of the descriptions).
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    Default Re: [Artifact Set] Battle Armor of Aran

    how about adding some later upgrades (like light suit, dark suit, gravity thingy from echoes and boost ball) make it so that you start with a fully upgraded suit until a horde of shadow things steal the upgrades, leaving you with the basic suit (plate of aran, ability to use 10 missiles/day, gauntlet of aran, helm of aran, just the absolute basics) and make it a quest to find the shadow things and get back your upgrades and better ones.

    to stop the argument about "light beam is just plasma beam with ammo", make it so that the plasma beam has infinite ammo and the light beam is the "upgrade" with limited ammo. the same can go for dark beam and the ice beam.the player can switch between the base beam and the upgrade as a swift action.

    the boost ball could be you "charge" while in ball form and allows you to move faster, as if under an expeditious retreat spell.
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    Default Re: [Artifact Set] Battle Armor of Aran

    Well, I basically didn't take the ammo into account for the Dark and Light beam (I actually didn't like the ammo system for those...) and basically made them the same except half the damage was negative or positive energy (respectively).

    EDIT: Artifacts completed. That's all I'm going to do for the moment, besides editing those currently created. Anyone posting to this thread, take a glance at the item's current version.

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    Default Re: [Artifact Set] Battle Armor of Aran

    Metroid rules.

    Sunstone shard still has copy/paster errors. I like the idea, although some seem like they should be minor artifacts (unless I am incorrect and there can be more than one of those). The dark beam and light beams should have evil and good alignments for DR.

    You could make super bombs, as delayed blast fireballs.

    Missles do force and sonic damage? I'd go for fire and sonic. or force and fire, but then you'd have to rewrite dark beam for the shattery thingy.

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