Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!   Posted by Aranamarunda.Group: 0
Aranamarunda
 GM, 814 posts
 Welcome to Aranamarunda's
 Magical Emporium
Sun 25 Oct 2009
at 15:21
Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
"Only he who has the real big sword is capable of real big things!”
- Jasper

De Opdracht:
Bedenk een magisch voorwerp, op zelfs een relikwie/artefact, van enige kracht. Dit voorwerp zou best wel eens in de volgende Stromhold sessie kunnen 'droppen'! Er zijn wel een aantal restricties en eisen:

* Het item moet een unieke naam hebben en een toffe geschiedenis.
* Het mag niet te krachtig zijn, nog te zwak. Denk aan de kracht van een voorwerp wat JIJ zou kunnen dragen. Vergelijk dus met items in het DMG, al mag er wel veel meer variatie inzitten.
* Maak een duidelijke beschrijving van het voorwerp.
* Denk eraan wie het allemaal zou kunnen gebruiken. te veel egoïsme wordt niet gewaardeerd.

De Jury:
De spelers, maar met mij voor een uiteindelijke reality check.

De prijs:
- 1 punt als je meedoet en het voorwerp maakt.
- 1 extra punt als je wint.

Looptijd:
De uiterste inleverdatum is 24 januari 2010.
Giel
 player, 96 posts
Fri 6 Nov 2009
at 17:21
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
Hallo Allemaal! Ik vind dit een hele leuke uitdaging en ging gelijk aan de slag met wat ideetjes. De powers en de andere abilities zijn random opgebouwd en qua verhaal aan elkaar gebonden.

Mijn inzending alvast:



The Shalm's Defender (Intelligent weapon, True Neutral)

Dagger of Defending +2
Dagger +2 gp 1d4+2 19-20/×2 10 ft. 1 lb. Piercing or slashing
MW +302 gp
+3 item: +18000 gp

Defending:
A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.

Intelligent item:
Scores: two at 16, one at 10
Languages: Common, Elven, Sylvan, Draconic
Both speaking and reading
Three lesser powers:

- Item has 10 ranks in Bluff +5,000 gp
- Item can activate zone of truth 3/day +6,500 gp
- Item can use detect magic at will +3,600 gp

Senses: 60 ft. darkvision and hearing
Price: +6,000 gp

Scores:
STR --
DEX --
CON --
INT 16  +3
WIS 10   0
CHA 16  +3

Purpose
Defend the servants and interests of a specific deity: Obad-Hai. Obad-Hai is the god of Nature, Woodlands, Hunting, and Beasts, one of the most ancient known. He is often called the Shalm.His holy symbol is a mask of oak leaves and acorns.Obad-Hai is strictly Neutral.

No special purpose power

Skills: Bluff +13

Item Ego: 3+1+3+3+3 = 13

total price : 2+302+18000+6000+5000+6500+3600 = 39404 gp



The Shalm's Defender is a relic bestowed by devout followers of the Nature Deity Obad-Hai, also known as the Shalm. Only a select few whose dedication and commitment to the nature god are given a sentient extention of the god as an external consience, to ensure that they do not stray from their teachings and succumb to the lure of the Wild. This dagger was made so that even tinier followers like fey are still able to carry them around. Other weapons to ensure the safety of The Shalm and his followers are several clubs, a few staves and an extremely rare pair of scimitars. They are made either of heavy magically imbued wood or are given sentiency through magic to help protect against the sometimes harsh ways of nature and they who would seek to do it harm.

Enemies and behaviour:
Unnatural objects or abominations are considered only a threat if they attack the wielder, but the item will speak in open dismay about them as to remind the wielder that something must be done about them.  People who are deliberately disrespect nature will receive a reprimande from the item and it expects the same from the wielder.
Since it is an item of protection, it will seldom attack unprovoked and does not want the wielder to attack unprovoked either.

Previous owners:
One notable follower has obviously lost The Shalm's Defender, but still he has left an initial and a symbol on a dark wooden  plaque on the hilt. The initial is simply a T., while the symbol represents a tiger in a stalking position in high grass. The Shalm's Defender does not wish to talk about this person and merely states that his initial wearer has lost his way into extremism and therefore no longer needs 'his consience', referring to himself. The wooden plaque is magically set there and can only be easily removed when the magic item is destroyed or loses its power completely.

Since his original owner has lost him, The Shalm's Defender has wandered from owner to owner, often adventurers lucky enough to live long enough to endure his rants about the harsh but just ways of nature. He has a severe tendency to thicken each story of his previous owners (except the very first) and the tales of their larger-that-life adventures often sound like exaggerated boasts. Which most of them are. When it eventually starts to doubt its own words, it will create a zone of truth and repeat the story truthfully to keep the balance even in its own words. It cannot stand lies.
Aranamarunda
 GM, 819 posts
 Welcome to Aranamarunda's
 Magical Emporium
Fri 6 Nov 2009
at 18:18
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
Ik vind hem alvast heel leuk. Ik mis alleen nog een beetje het artefact achtige. iets echt geks, zeg maar. Wel mooi met geschiedenis ed. Goed gedaan :D
'Aargh!
 player, 17 posts
Tue 19 Jan 2010
at 13:28
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
nog 5 dagen voordat deze contest eindigt mensen, stuur wat op, a.u.b. !!!!!!
Bram
 player, 58 posts
Tue 19 Jan 2010
at 14:18
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
O ja, shit. Helaas gaat het voor mij nu niets worden vanwege tentamens. Ik zal wel nog commentaar leveren op de inzendingen.
Roger
 player, 38 posts
Tue 19 Jan 2010
at 14:51
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
Goed dat je het zegt, was al begonnen maar helemaal vergeten dat deze contest bestond.
Aranamarunda
 GM, 827 posts
 Welcome to Aranamarunda's
 Magical Emporium
Tue 19 Jan 2010
at 15:11
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
:D bedankt Giel, zat er toevallig gister nacht nog aan te denken :D
Sayanne
 player, 58 posts
Tue 19 Jan 2010
at 21:36
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
het gaat m voor mij ook niet meer worden met mn scriptie, maar succes aan eenieder die wel meedoet :)
Roger
 player, 39 posts
Fri 22 Jan 2010
at 10:33
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
Nou het is nog niet af, maar ik ga verder geen tijd meer hebben om er iets beters van te maken. Ik wilde toch wat inleveren aangezien ik anders dit allemaal voor niets had geschreven. Er zitten nog geen moeilijke berekeningen van waarde e.d. bij, maar slechts een korte beschrijving van wat het zou moeten doen en een korte geschiedenis.



The Eight Stones of Power

At the first sight these eight precious gems appear to be nothing more then valuable minerals, but any person touching one can immediately feel their power flowing through them and taking hold. Each gemstone is aligned with a particular aspect of existence and grant their bearer the power associated with the gem if they come in contact with skin. They can be worn in multiple ways but most of their bearers so far applied them to a necklace or headband so that they did not have to hold the gems to use its powers.
No one exactly knows how these stones were created. Though most of those who bore them claimed that they were made by an ancient and powerful dragon society who locked their souls in these gems. The stones themselves are sentient but cannot communicate with its bearer. Instead they impose their wills upon their bearers, slowly changing their alignment through subtle suggestions and to seek our their opposite stone and destroy it and its current bearer. One person cannot bear two stones opposite to eachother, doing so would destroy the wearer eventually, ripping appart his soul between the competing energies.
Legend has it though that one person who lives in perfect harmony with himself could bear all eight stones and wield a power that rises above which any mortal ever possessed. All those who tried, have dissappeared, leaving no corpse or trace, but the gemstones they collected behind.

Each stone grants the following powers to its bearer, note that the alignment stones try to change the bearers alignment according to it's own. Should the opportunity arise for the stone to change how a character will behave he will plant a suggestion upon him and the character must succeed on a will save dc:30 to resist. Failure indicates the character will follow the suggestion to the best of his abilities, even if this goes against his very nature.

Earth (amber)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Keen weapons and gain a +1 bonus to enhancement
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
   2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
   3. Stone Shape: Sculpts stone into any shape.
The Following Spells can be used once per day at 15th caster level
   4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
   5. Wall of Stone: Creates a stone wall that can be shaped.
   6. Stoneskin: Ignore 10 points of damage per attack.


Fire (ruby)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Flaming weapons and gain a +1 bonus to enhancement
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1. Burning Hands: 1d4/level fire damage (max 5d4).
   2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
   3. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
The Following Spells can be used once per day at 15th caster level
   4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
   5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
   6. Fire Seeds: Acorns and berries become grenades and bombs.

Water (sapphire)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Frost weapons and gain a +1 bonus to enhancement
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1.  Obscuring Mist: Fog surrounds you.
   2. Fog Cloud: Fog obscures vision.
   3. Water Breathing: Subjects can breathe underwater.
The Following Spells can be used once per day at 15th caster level
   4. Control Water: Raises or lowers bodies of water.
   5. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
   6. Cone of Cold: 1d6/level cold damage.

Air (opal)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Shock weapons and gain a +1 bonus to enhancement
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1. Obscuring Mist: Fog surrounds you.
   2. Wind Wall: Deflects arrows, smaller creatures, and gases.
   3. Gaseous Form: Subject becomes insubstantial and can fly slowly.
The Following Spells can be used once per day at 15th caster level
   4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
   5. Control Winds: Change wind direction and speed.
   6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.

Good (pearl)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Holy weapons
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1.  Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
   2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
   3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
The Following Spells can be used once per day at 15th caster level
   4. Holy Smite: Damages and blinds evil creatures.
   5. Dispel Evil: +4 bonus against attacks by evil creatures.
   6. Blade Barrier: Wall of blades deals 1d6/level damage.

Evil (onyx)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Unholy weapons
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1.  Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
   2. Desecrate: Fills area with negative energy, making undead stronger.
   3. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
The Following Spells can be used once per day at 15th caster level
   4. Unholy Blight: Damages and sickens good creatures.
   5. Dispel Good: +4 bonus against attacks by good creatures.
   6. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.

Chaos (ametrine)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Anarchic weapons
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1.  Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
   2. Shatter: Sonic vibration damages objects or crystalline creatures.
   3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
The Following Spells can be used once per day at 15th caster level
   4. Chaos Hammer: Damages and staggers lawful creatures.
   5. Dispel Law: +4 bonus against attacks by lawful creatures.
   6. Animate Objects: Objects attack your foes.

Law (amethyst)
Warrior/Rogue: All weapons wielded by the bearer of this gem become Axiomatic weapons
Caster: In the hands of a caster the gem grants the user the ability to cast the following spells which he can invoke once per round at 10th caster level:
   1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
   2. Calm Emotions: Calms creatures, negating emotion effects.
   3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
The Following Spells can be used once per day at 15th caster level
   4. Order’s Wrath: Damages and dazes chaotic creatures.
   5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
   6. Hold Monster: As hold person, but any creature.

This message was last edited by the player at 16:51, Sun 24 Jan 2010.

Aranamarunda
 GM, 828 posts
 Welcome to Aranamarunda's
 Magical Emporium
Fri 22 Jan 2010
at 12:54
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
Nice! *Casts suggestion*

"I suggest you up the DC of Suggestion by 10!"

Erg vet. Ik zou wat puntjes op de I kunnen zetten, maar laten we maar eens zien wat er gaat gebeuren :D
Roger
 player, 40 posts
Sun 24 Jan 2010
at 16:53
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
Roger rolled 19 using 1d20+18. will save.

Edited: Will Save to DC: 30
Giel
 player, 113 posts
Fri 17 Jun 2011
at 09:19
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
zag dit staan en had een vraagje bij de stones of power:

Kan een rogue ook de use magic device skill gebruiken om deze spell-like abilities te casten?
Giel
 player, 136 posts
Tue 20 Nov 2012
at 22:53
Re: Stromhold Citystate - [Contest] MY Phat Lootz, ya punk!
ik zit me nou echt af te vragen waar ik die andere artefact dan heb zitten posten.