the_taken
King of the Impossible
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This is a game idea I have. It is currently in conflict with my desire to run a game for Mirafar. I'm merely posting it here to get feedback or ideas.
Character Creation:
You are a magic item.
Begin by choosing your form. Are you a weapon? Suit of Armor? Hat? Ring? Amulet What do you look like?
Choose from the following lists what material you are made of. If you are a weapon or piece of armor, you count as being anything on the same list of the material you are made from.
Attributes:
Now chose your attributes. You have an 18, a 16 and a 14 in the mental attributes of Intelligence, Wisdom and Charisma, assorted as you desire. Each of these will be tied to your spell casting. You count as having 10 in all your physical attributes. In addition, you may allocated nine points to any of these attributes in any combination to increase them.
Skills:
Now allocate 230 skills points among the skills on the this list, to maximum of 23 in any one skill:
Your wielder may use your ranks in a skill in the place of their own if yours is higher, up to a maximum of their level. If your wielder has max ranks in a skill you have at least six ranks in, or if they have at least six ranks in a skill, they receive your relevant attribute modifier as a synergy bonus on rolls with that skill.
You may also use skills yourself, though you can only communicate telepathically with a range of touch by default, and are immobile, so you can't use physical skills.
Magical Might:
Your wielder is enhanced by your power in physical ways as well. While they will be picking up feats and abilities from 3.5 and Pathfinder, you will be granting them powers that will outstrip normal mortals. Choose six feats from any combination of either
Spell Casting:
Your wielder can tap into your supernatural power. Choose six spheres as your Major Spheres; they are tied to your highest mental attribute to determine their save DCs and which skill your wielder needs to access them. Now choose four spheres as your Minor Spheres; they are tied to your second highest mental attribute. Now choose two spheres as your Lesser Spheres; they are tied to your lowest mental attribute. The available spheres can be found
Each of your spheres grants your wielder access to the spells on the list as if they know them, in order of availability based on their ranks in the relevant skill. Aracana grants the wielder access to the spheres tied to Intelligence, Geomancy to the spheres tied to Wisdom, and Thurmaturgy tied to Charisma. Each rank in a skill above 3 grants the next available spell from your assigned spheres. You might grant your wielder the benefits of your sphere's power if they have at least 1 rank in the relevant skill, subject to my approval.
The caster level for you spell's effects are equal to your wielder's level, and the save DC is equal to 8 + half their level + both your relevant ability modifiers combined. The wielder has a number of spell slots available to make use of these spells, based on the following chart. He does not need to prepare spells ahead of time, though he needs a full night's sleep to restores spent spell slots. Wielders do not have to pay material component costs for any spell they cast, though must spend XP for spell that require it as normal.
Spells/Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Level 1 1 - - - - - - - - -
Level 2 2 - - - - - - - - -
Level 3 2 1 - - - - - - - -
Level 4 2 1 - - - - - - - -
Level 5 2 1 1 - - - - - - -
Level 6 2 1 1 - - - - - - -
Level 7 2 2 1 1 - - - - - -
Level 6 3 2 1 1 - - - - - -
Level 9 3 3 2 1 1 - - - - -
Level 10 3 3 2 1 1 - - - - -
Level 11 3 3 2 2 1 1 - - - -
Level 12 3 3 3 2 1 1 - - - -
Level 13 4 3 3 3 2 1 1 - - -
Level 14 4 4 3 3 2 1 1 - - -
Level 15 4 4 3 3 3 2 2 1 - -
Level 16 4 4 4 3 3 2 2 1 - -
Level 17 5 4 4 4 3 3 3 2 2 -
Level 18 5 4 4 4 4 3 3 2 2 -
Level 19 5 5 5 4 4 4 3 3 3 2
Level 20 5 5 5 5 4 4 4 3 3 3
Corruption:
Using you powers isn't without consequence, however. Every day that they use any of your spells is a day they must make a Will save vs DC 10, plus the highest level spell they used, plus one of your ability modifier relevant to the attribute. Failure means the have become corrupted by you. Even if they don't use your magic spells, every week that they are attuned to you, they must make a Fortitude save vs DC 15 plus your highest mental ability modifier or become slightly more corrupted anyway.
Generally speaking, their corruption is good for you, and bad for them. They become more aligned to your attitude and goals, and more likely to do what you want them to do. However, they also quickly start changing form, taking on traits based on the creature you were before. There's a reason why your creature type is referred to as Outsiders, and it's because mortal societies are rather xenophobic. Especially corrupted characters may be targeted by hunters for 'cleansing'.
You may chose not to corrupt your wielder for being attuned to you for a week, but not for using your spells.
Backstory:
You were once a powerful outsider, but were bound into a piece of a set of magic items created by a powerful wizard as his last great project: Immortality. He has hidden you all across the know world in the hopes of keeping you separated, for if reunited, you will return his mortality and drain his power significantly.
What were you before being an inanimate object? (Chose and outsider or elemental from D&D 3.x with a CR between 10 and 20.) How do you feel at being imprisoned and hidden away like this? Do you hate the wizard? Do you wish to be reunited with the other sentient items? Is revenge on your mind?
Character Creation:
You are a magic item.
Begin by choosing your form. Are you a weapon? Suit of Armor? Hat? Ring? Amulet What do you look like?
Choose from the following lists what material you are made of. If you are a weapon or piece of armor, you count as being anything on the same list of the material you are made from.
- Adamantine, Alchemical Gold,Black Steel,Celestial Ivory,Force Metal
- Iron, Steel,Blood Steel,Green Steel, Meteor Iron, Ethereal Lead
- Silver, Demonbone, Astral Driftmetal, Entroptium, Mirrormetal, Mithril, Fairy Tears
- Bronze, Brass, Gold, Copper, Shadow Crystal, Treant Amber
- Stone, Obsidian, Blended Quartz, Elukian Clay, Giant Frog Resin, Blessed Ice
- Wood, Bronzewood, Chitin, Darkwood, Iron wood, Enchanted Bone, Dragon Bone, Shroom Log
Attributes:
Now chose your attributes. You have an 18, a 16 and a 14 in the mental attributes of Intelligence, Wisdom and Charisma, assorted as you desire. Each of these will be tied to your spell casting. You count as having 10 in all your physical attributes. In addition, you may allocated nine points to any of these attributes in any combination to increase them.
Skills:
Now allocate 230 skills points among the skills on the this list, to maximum of 23 in any one skill:
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Your wielder may use your ranks in a skill in the place of their own if yours is higher, up to a maximum of their level. If your wielder has max ranks in a skill you have at least six ranks in, or if they have at least six ranks in a skill, they receive your relevant attribute modifier as a synergy bonus on rolls with that skill.
You may also use skills yourself, though you can only communicate telepathically with a range of touch by default, and are immobile, so you can't use physical skills.
Magical Might:
Your wielder is enhanced by your power in physical ways as well. While they will be picking up feats and abilities from 3.5 and Pathfinder, you will be granting them powers that will outstrip normal mortals. Choose six feats from any combination of either
You must be registered to see the links
or
You must be registered to see the links
. Your wielder can use the abilities these feats grants when he qualifies for them. Pre-Tome of Prowess feats will be adjusted to work with the new skill system.Spell Casting:
Your wielder can tap into your supernatural power. Choose six spheres as your Major Spheres; they are tied to your highest mental attribute to determine their save DCs and which skill your wielder needs to access them. Now choose four spheres as your Minor Spheres; they are tied to your second highest mental attribute. Now choose two spheres as your Lesser Spheres; they are tied to your lowest mental attribute. The available spheres can be found
You must be registered to see the links
.Each of your spheres grants your wielder access to the spells on the list as if they know them, in order of availability based on their ranks in the relevant skill. Aracana grants the wielder access to the spheres tied to Intelligence, Geomancy to the spheres tied to Wisdom, and Thurmaturgy tied to Charisma. Each rank in a skill above 3 grants the next available spell from your assigned spheres. You might grant your wielder the benefits of your sphere's power if they have at least 1 rank in the relevant skill, subject to my approval.
The caster level for you spell's effects are equal to your wielder's level, and the save DC is equal to 8 + half their level + both your relevant ability modifiers combined. The wielder has a number of spell slots available to make use of these spells, based on the following chart. He does not need to prepare spells ahead of time, though he needs a full night's sleep to restores spent spell slots. Wielders do not have to pay material component costs for any spell they cast, though must spend XP for spell that require it as normal.
Spells/Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Level 1 1 - - - - - - - - -
Level 2 2 - - - - - - - - -
Level 3 2 1 - - - - - - - -
Level 4 2 1 - - - - - - - -
Level 5 2 1 1 - - - - - - -
Level 6 2 1 1 - - - - - - -
Level 7 2 2 1 1 - - - - - -
Level 6 3 2 1 1 - - - - - -
Level 9 3 3 2 1 1 - - - - -
Level 10 3 3 2 1 1 - - - - -
Level 11 3 3 2 2 1 1 - - - -
Level 12 3 3 3 2 1 1 - - - -
Level 13 4 3 3 3 2 1 1 - - -
Level 14 4 4 3 3 2 1 1 - - -
Level 15 4 4 3 3 3 2 2 1 - -
Level 16 4 4 4 3 3 2 2 1 - -
Level 17 5 4 4 4 3 3 3 2 2 -
Level 18 5 4 4 4 4 3 3 2 2 -
Level 19 5 5 5 4 4 4 3 3 3 2
Level 20 5 5 5 5 4 4 4 3 3 3
Corruption:
Using you powers isn't without consequence, however. Every day that they use any of your spells is a day they must make a Will save vs DC 10, plus the highest level spell they used, plus one of your ability modifier relevant to the attribute. Failure means the have become corrupted by you. Even if they don't use your magic spells, every week that they are attuned to you, they must make a Fortitude save vs DC 15 plus your highest mental ability modifier or become slightly more corrupted anyway.
Generally speaking, their corruption is good for you, and bad for them. They become more aligned to your attitude and goals, and more likely to do what you want them to do. However, they also quickly start changing form, taking on traits based on the creature you were before. There's a reason why your creature type is referred to as Outsiders, and it's because mortal societies are rather xenophobic. Especially corrupted characters may be targeted by hunters for 'cleansing'.
You may chose not to corrupt your wielder for being attuned to you for a week, but not for using your spells.
Backstory:
You were once a powerful outsider, but were bound into a piece of a set of magic items created by a powerful wizard as his last great project: Immortality. He has hidden you all across the know world in the hopes of keeping you separated, for if reunited, you will return his mortality and drain his power significantly.
What were you before being an inanimate object? (Chose and outsider or elemental from D&D 3.x with a CR between 10 and 20.) How do you feel at being imprisoned and hidden away like this? Do you hate the wizard? Do you wish to be reunited with the other sentient items? Is revenge on your mind?
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