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Post by Edivad on May 4, 2009 10:02:14 GMT
This is the thread to talk about your character's starting magic item.
Since you were all created by the same Master and know each other, would be best to discuss what kind of item you're interested in publicly.
For purposes of how powerful the item can be, it can either be a minor but still relevant item, or a more powerful one but with a significant drawback. Will post examples eventually.
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Post by Edivad on May 7, 2009 19:05:38 GMT
NORMAL ITEMS(NO DRAWBACKS)
Thunderbow Enchanted with powerful elemental magic, this bow can be used in two ways. It can either be used with normal arrows, in which case it will enchant them with the power of lightning, or it can be used without, in which case it will shoot lightning bolts.
Assassin's Dagger This extremely sharp weapon is particularly effective in the hands of a skilled killer if he is able to catch his enemies by surprise.
Dancing Weapon This masterwork weapon(often but not always a sword) will, if properly attuned and activated, levitate and fight on behalf of it's owner, as long as they can concentrate on it.
Gossamer Armour Shimmering clothes made of a thin fabric finer and more resistant than even silk. Extremely light - almost weightless - they can easily be worn under other armour, providing some extra protection.
Ironfist Gauntlets These powerful enchanted gauntlets can deal demolishing blows even to stone and metal.
GREATER ITEM(SIGNIFICANT DRAWBACKS)
Armour of Attachment This heavy and cumbersome armour will slowly merge with the wearer's body, eventually providing extraordinary protection and other useful abilities. However the more time spent wearing it, the more dangerous and traumatic will be removing it.
The Heartseeker This powerful arrow can deal tremendous - often lethal - damage to its victim. It can always be recovered intact, provided one can pull it out of it it's victim heart or vital organs. However such a mighty weapon bears a terrible curse - if used against an unworthy foe it might turn known to turn back while in midflight and strike the archer instead.
Cloak(or Armour?) of Shadows Enchanted with a magical aura which slightly darkens its surroundings and muffles noises this artifact would be of significant help to people who need to be stealthy. It can even turn its wearer semi-ethereal, though this will be quite draining for their body.
Sorcerous Talisman Powerful items - often rings or other jewelry - which allow the wearer to cast certain types of spells even if he is not a sorcerer - or, if he his, make his spells more powerful.
There are many kinds of these talismans, each enchanted with different powers and spells. They seem to always have some sort of appropriate drawback however.
For example a talisman made from ancient bones might allow the wearer to animate and command the dead - and drain his health every time he does so. Another might give them to power to control the minds of others, at the cost of slowly losing their sanity. This kind of power always has a price.
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Post by Cosmichorror on Jun 7, 2009 13:15:49 GMT
Welcome to Ophellia's little shop of horrors. Please don't feed the merchandice.
This is where I'll be showing off my various creations. Unconfirmed meens that it has not yet recieved a seal of approval from Davide.
Carapace (Living Armor)
Carapace is a living suit of armor, a creature designed by Ophellia to protect her greatest creation. Carapace is a complete suit of armor, consisting of a breastplate, armguards, gauntlets, pauldrons, spalder, legguards and boots. A helmet can be 'grown' by Carapace to protect the wearer's head. When worn, Carapace resembles an insect carapace, black with a slight sheen to it. As a living creature, Carapace is able to heal itself when damaged. It also developes a symbiotic relationship to it's wearer, protecting them from hazards that would otherwise affect them.
UPDATE: Now available in three varieties, Light, Medium and Heavy. Rumours that a fourth variety, Super-heavy, are yet to be confirmed.
Spiked Carapace (Living Armor) (Unconfirmed)
A more dangerous variant than the regular Carapace, Ophellia created Spiked Carapace after experimenting with Carapace and some of her other creations, though it was never used, being a health risk to its wearer. Spiked Carapace resembles Carapace in many ways, but is covered by inch long spikes. These spikes carry a weak paralytic on them, hampering the movements of those who are stung by them. The problem with Spiked Carapace, is that it requires a source of living material in order to create its poison. To do this, its inside sprouts spikes, driving into the wearer.
Amphistaff (Creature Weapon)
The Amphistaff is a snake-like creature created by Ophellia. It is covered in irridecent scales with coloured bands on it depending on its variety, and has a mouth at one end with a wickedly sharp tongue inside that secretes a powerful venom. The Amphistaff can be used as three diferent weapons. It can stiffen itself into a staff form roughly 7 feet long, allowing it's user to wield it as a quarterstaff. While in staff form, it can extend its tongue, making it function as a short spear. It can also be commanded to relax its body, allowing its wielder to strike with it as though it were a whip. When relaxed, it's body lengthens to twice its stiffened length, allowing its wielder to strike up to 15 feet away with it. As a living creature, the Amphistaff is able to heal itself should it be damaged. When not being used as a weapon, an Amphistaff resembles a long snake, but lacks the mobility needed to be an independant creature, relying on others to feed it.
Amphistaff Venom (Unconfirmed)
The venom of an Amphistaff is particularly viriulent, staying in the blood of its target for far longer than normal poisons. Like normal poisons, when a creature is affected by Amphistaff venom, it must make a fortitude save or suffer the initial damage. Also like normal poison, a second fortitude save must be made a minute latter or the creature sufferes a second effect. Amphistaff venom lasts for another minute, forcing the affected creature to make a third saving throw. Ophellia has made three diferent varieties of Amphistaff that each has a different variety of venom. One that attacks the muscles of its target, often making it impossible for them to lift their own weight. One that targets the nervous system, causing spasms and interfering with it's target's motor control leaving most humans a quivering pile of uncontrolled contortions. And one that attack's its foe's vitals directly, nearly always killing anything poisoned by it.
Hate Leech (Unconfirmed)
The Hate Leech is a horrible creature created by Ophellia. It resembles a large worm, about a foot long and nearly three inches thick with one end being taken up by a large maw of teeth. The Hate Leech is parasitic, requiring a living host in order to survive, but it also confers upon its host several advantages, making it a dificult choice for one to keep it attached. The Hate Leech attaches to its host at the base of the neck, coiling around its host's neck. The Hate Leech draws blood from its host, making it dificult to heal from injuries and leaving a constant open wound as long as the leech is attached. The Hate Leech also taps into its hosts central nervous system, making it very painful and sometimes deadly to remove it. The leech produces a strange venom that enhances the physical strength of those it feeds on, making its host as strong as a creature several times its size. This effect can be deceptive to others not aware of the leech, as the host's outward appearance isn't changed, despite their vastly increased strength.
Spitter
A Spitter is a strange creature created by Ohpellia. It resembles a strange snake with an enlarged head dominated by a large mouth. It generates an extremly powerful gastric acid that it can be coerced to spit at targets. It needs to eat organic matter to maintain its supply of acid. One small creature, 2 tiny, 4 diminuitive, or 8 fine creatures will supply it with a limitless supply of acid for a week before it must feed again, though it will gladly eat anything offered to it before then. In an emergency, the Spitter can be forced to expel a large amount of acid in an area, but must recover after doing so due to the stress it puts on the creature.
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Post by Edivad on Jun 10, 2009 14:16:21 GMT
I officially approve these hideous but very useful living things.
Anyway, for the non-Ophelias, keep in mind that you don't necessarily have to follow her 'living equipment' theme, and can get something different if you want(including more than one item - I'm allowing that as long as it's not overpowered).
I think you also said you don't have any serioius opposition to me posting the stats for the things so I could do that later..., maybe replacing the 'example' items which were kinda boring and unoriginal and just take up space.
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Post by Edivad on Jun 10, 2009 16:06:34 GMT
And now, for Joe's character(unless he changes idea), another of Chris masterpieces, somewhat modified by me to be a bit more powerful:
Storm Driver
The result of a rare colaboration between Ophelia and Nimar, another of Talgren's first who focused on the creation of mechanical devices, and a bitter rival of Ophelia. The Storm Driver resembles a silver bracer with a large dome on its external face. This dome houses a specialized creature created by Ophelia that can emit large amounts of electricity, but cannot direct it. Nimar's contribution was the addition of controlling surfaces allowing the creature's emmisions to be directed into a concentrated bolt of electricity, formed into a semi-solid blade, or used defensively as an electrical shield. The creature is self-sufficiant, and has no need to eat or drink.
Storm Driver (Exotic Weapon or Creature Weapon) The Storm Driver can be used either as a melee weapon, ranged weapon or defensive device. Switching between the three modes takes a move action (this switching functions the same as drawing a weapon for the purposes of feats).
Absorption: The Storm Driver has a limited ability to protect against electrical attacks and use the absorbed energy to increase its own effectiveness. In all modes, the Storm Driver provides Electricity Resistance 10 and for every 2 points of electricity damage negated by this resistance, it does +1 electrical damage on its first attack the next round.
As a melee weapon the Storm Driver has the following stats: Storm Driver: Sword Form Damage: 1d6+1d6 electricity damage Crit: 19-20/x2 Traits: Sword; Finesse, Piercing or Slashing
As a ranged weapon, the Storm Driver has the following stats: Storm Driver: Bolter Form Damage: 2d4 electricity Crit: 19-20/x2 Range: 80ft Traits: Projectile; Ready-Loading
As a defensive device, it provides the following benefits:
Non-magical ranged attacks directed at you for which the attacker must make an attack roll have a 20% miss chance (similar to the effects of concealment), while other attacks that simply work at a distance are not affected.
Enemies attacking you with natural weapons, unarmed combat or daggers take 1d6 lightning damage. Those attacking with longer weapons have a 50% chance of taking this damage, while attackers with reach weapons are immune to this effect.
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Post by Cosmichorror on Jan 26, 2010 20:40:24 GMT
Psycho Shield
Found in an ancient ruin, this crystal, (see photo for description), is capable of forming constructs of pure force when directed by someone. When active, the crystal forms a barrier of blue force around the wearer, protecting them from incoming attacks. The crystal can also extend part of this shield into a cohesive blade of force as strong as any sword.
However, the crystal has an intelligence and will of its own. Capable of communicating telepathically with the one using it, the crystal can exert influence on the unwary or weak-minded. According to the crystal, it is a 'mind-shard' of a creature called Pandorym, according to it a powerful weapon created to destroy gods. Defeated before it could be fully activated, Pandorym was sundered into two, its physical body locked away in an extra-dimensional pocket while its psyche was shattered further, each piece locked inside a cystalline prison. The entity makes no secret that if its psyche were ever reunited, that alone would be able to destroy the wearer. Luckly, the mind-shard is weak enough to be controlled by a sufficiantly strong willed person. However, if the crystal prisons of all of the mind-shards were to be found and destroyed, Pandorym's psyche would be freed.
As an item, the Psycho Shield has the following functions.
When manifesting the barrier, the Psycho Shield acts as armor, providing Damage Resistance against attacks, but also impeding the user's movements slightly. While not as cumbersome as physical armor, the barrier does make movement slightly more difficult as the barrier extends a small distance from the user and interacts with itself as a solid object. The type of armor provided by the Psycho Shield can be chosen by the wearer, light, medium, or heavy, but each heavier type of armor is more difficult to manifest and maintain. The statistics for the three types of armor possible to manifest are detailed below.
Note: As the barrier is uniform, DR provided by the armor is a single value, not a dice roll.
Also, armor created by the Psycho Shield cannot be combined with normal armor (the Psycho Shield takes priority, though you suffer the combined ACP of both armor and the worst Max Dex value) and is not affected by feats or abilities that apply to armor (ie: the Armor Mastery feat or the Wall of Steel feat, or many Armiger abilities)
Light Armor DR: 2/- Max Dex: +8 ACP: 0
This type of armor is fainly visible as a blue aura around the wearer. Manifesting this armor is an immediate action (meening it can interrupt another character's action, such as in response to an attack) and requires a Concentration or Wisdom check with a DC of 15. The Psycho Shield can maintain this armor for 24 hours consecutivly.
Medium Armor DR: 5/- Max Dex: +6 ACP: -2
This type of armor is easily visible as a slightly shifting blue haze around the wearer. Manifesting this armor is a move action and requires a Concentration or Wisdom check with a DC of 20. The Psycho Shield can maintain this armor for 12 hours consecutivly.
Heavy Armor DR: 7/- Max Dex: +4 ACP: -4
This type of armor manifests as a blue flame engulfing the wearer. Manifesting this armor is a standard action and requires a Concentration or Wisdom check with a DC of 25. The Psycho Shield can maintain this armor for 6 hours consecutivly.
Failing the manifesting check by 4 or less simply results in the armor not appearing on the wearer. Failing by 5 or less, or rolling a 1 on a wisdom check made to manifest the armor allows the mind-shard to attack the wearer, dealing 1d4 points of damage for every point by which you failed the roll, or 5d4 points, whichever is higher.
After deactivating the armor, by choice or due to the time limit on it being reached, the Psycho Shield must recharge for 1 hour before it can be used again. If the Shield is needed before this time has lapsed, the wearer can suffer 1 point of ability damage to a score of their choice to instantly recharge the Psycho Shield.
In any armor form, the Psycho Shield can extend the barrier into a blade-like protrusion. This blade can take the form of either a dagger, short sword, longsword, or great sword, each form requiring the proper weapon proficiancy to wield properly. Manifesting a blade takes the same amount of time as drawing a weapon would normally take and has no effect on how long the armor can be maintained. The weapons formed by the Psycho Shield are immune to damage and you cannot be disarmed of them (and likewise, you cannot release or throw the weapons), but are otherwise identicle to their normal counterparts. The weapons also count as magical for the purpose of overcoming damage reduction. The weapons also count as masterwork for all purposes.
When dormant, the Psycho Shield provides no benefit.
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