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Post by SummerCrow on May 29, 2020 21:53:24 GMT -6
Ring of Favor(wondrous): +20 HP, +1 Recovery, +3 to Strength based skill checks.
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Post by SummerCrow on Jun 7, 2020 0:00:27 GMT -6
Sword of Darkend - Iconic tier magic item, 1h d8 longsword, +4 attack/damage. This default bonus also applies to spells. 1/battle, as a Quick Action, you can activate this sword to absorb a nearby light source(such as fire from a torch, light from a light cantrip spell, light from a lantern, etc). The light source goes dark, and your next melee attack with this weapon deals double damage on a hit and triple damage on a crit. If the light you absorb is from another magic item effect, that magic item goes silent and loses its abilities and default bonuses for the rest of the battle.
Ring of Cloranthy - Gain 25 temporary HP at the start of each turn. Recoveries heal 2d10 more HP.
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Post by SummerCrow on Jun 23, 2020 23:45:58 GMT -6
Ring of Steel Protection +1(Wondrous): +4 AC
Ring of Favor +1(Wondrous): +40 HP, +2 Recoveries, +6 to Strength based skill checks
Ring of Cloranthy +1(Wondrous): Gain 50 temporary HP at the start of each turn. Recoveries heal 4d10 more HP.
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Post by SummerCrow on Jul 1, 2020 19:27:01 GMT -6
Abyssal Wayfinder(Wondrous): Locates nearby hellholes.
Belt of the Merchant Lord (Iconic Magic Item): +4 Recoveries. All merchants will sell their wares to you for 10% less money, and using any consumable item is a Quick Action. Quirk: Loves to barter.
Sword of Darkness (Unique Magic Item, +3 attack/damage): 2/battle, you can target PD with this sword. 2/battle, you can target MD with this sword. Enemies killed by this weapon are raised as Shades that fight for you until the next full heal-up. Quirk: Always looking for the easy victory.
Whip of the Abyss (Epic Tier Magic Item, +3 attack/damage): Can be used as ranged and melee weapon. +40 damage to demons. Deals Fire damage, but ignores resistances and immunity. Quirk: Always the dominant one.
Orb of the Abyss (Iconic, +4 to spell attack/damage): 1/day, scry into the Abyss as per 9th level wizard utility spell, except you only need a clear enough thought of the person/demon you're scrying for. Quirk: Paranoid about scrying.
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Post by The Big Cheese on Jul 18, 2020 0:48:36 GMT -6
Scythe of Roses(Unique Magic Item, +3 Attack/Damage): Whenever you make an attack with this weapon, if the natural roll is even(hit or miss), you can teleport to any faraway location you can see as an Interrupt Action.
Marluxia's Robe(Unique Magic Item, +3 to all defenses. Resist All Elements 16+.
Amulet of the Grand Summoner(Unique Magic Item): Monsters and animals automatically miss you whenever they roll a nat odd attack roll. This does not include highly intelligent creatures(like dragons) but does for things like bears and skeletons. +5 bonus to checks to bind creatures into Aeons. Quirk: Keeps detailed notes on creatures you have encountered.
Signet Ring of the Grand Summoner(Unique Magic Item): One Aeon of your choosing is now Recharge 11+ to summon. If you choose an Aeon that is your Intense Bond(via the Talent), then it is now At-Will to summon. Quirk: You feel compelled to search for lost secrets and ancient wisdom.
Source Shard x1: A small, crystallized shard of power from the heart of the universe. Use on one PC or ally NPC to automatically increase their level by 1, even at level 10 or above
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Post by SummerCrow on Aug 10, 2021 18:37:00 GMT -6
Glorious Will(Legendary Magic Item): 2H battleaxe. D12 damage die. +6 Attack/Damage. 1/day, halve your current recoveries, go into a Berserker frenzy for the rest of the battle. While in this state, you roll 2d20 for all melee attacks and choose the preferred result, gain Resist All Damage 18+, your melee attacks deal half damage on a miss, and you can target 1d4+1 grouped enemies with melee attacks. Quirk: Loves to monologue.
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Post by SummerCrow on Aug 12, 2021 18:40:41 GMT -6
Summary!
Xehanort's dead Really, really dead For the first time in any cycle ever QA session
- Will the Metallic Council now support the HoTs? Yes.
- How did Arlan get his crazy future sight stuff? Xehanort partially fused their souls.
- So why could Nyl kill him? She has a fragment of Arlan's soul.
- Why? How? Know why, forgot to say. Dunno how, forgot to ask.
- So what are these Elder Soul things? Remnants of dead superbeings that contain some of their memory and power. According to Xehanort, Tiamat's is currently trying to take over someone.
- Who? You know who.
- Did Nyl Megaman up some of that tasty tasty soul juice? Maybe.
- Is she being possessed? Will she be fully possessed if Arlan dies? Unclear.
- Is she a hero of time? Complicated. Technically yes, but she refuses to call herself that.
- Is she, like, OK? Not really, no.
INTERMISSION
Artemis showed up, demanded to know what we found on his corpse - Warin mentioned finding a bunch of VERY cursed weapons, not what she meant - Wasn't talking about his big axe, either - Nyl asked if she meant some artifact of Tiamat - Instead of answering, Artemis declared her intent to kill her - Delivered Aria her pendant
So now Aria's recovering her memory. It's not going well.
Bun snapped at Warin and tried to beat the shit out of him. Most of his shit remained inside.
Raven got lost. Ran into another fae. Finally chose her birth name.
PART 2
- Went to see who sent that weird message to Bun? Eleanor
- Who? Bun's former retainer and now the retainer of her dad the should-be-shogun but is-be-ghost. Also she mentioned something about dying and then being retrained as a samurai but no one was willing to pry.
- OK what was that about a ghost? Bun's dad, the last survivor (that was actually there) of the Anegawa massacre
- I bet he's taking that well... No he started murdering people. Like, a lot of people. Took a brief vacation to sleep with Malatyne and make a Bun, but then went back to the slaughtering thing after she took the baby away.
- Haven't we heard that name somewhere else? Yes, that's Ninian and Ryner's clan. They left well before the massacre, mostly because of the White's death. I mean if you want to get technical Ninian left before to serve her and just never came back after but you get the idea.
- So is this going to be a problem? Yeah, kinda, he's trying to sever the connection to the wellspring and destroy all magic everywhere.
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Post by SummerCrow on May 2, 2022 18:39:50 GMT -6
Void Scythe(Legendary Magic Item): +5 attack/damage. d12 damage die. At the start of battle, you can choose what element this weapon's damage type is for the rest of the battle. 3/round, on a Nat Even hit, teleport to a different enemy and make an additional attack against them. When you are staggered, this weapon's crit range becomes 16+ and this weapon uses d20 damage die. Quirk: Hungry for power
Ancient Black Metal Key
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Post by SummerCrow on May 23, 2024 16:23:42 GMT -6
Belt of the Swordmaster (Epic tier magic item): +3 Recoveries, +3 to opportunity attacks. Once per day, turn a natural even miss with a melee attack into a Nat 20. Quirk: Loves fighting.
The Serpent King's Azure Armor(Legendary Magic Item): Heavy Armor. +5 to all defenses. +15 Recoveries. 3/battle, you can spend a recovery without healing and give that healing to an ally of your choice. Doing so creates a Bond of Life with that ally. Whenever you and an ally have an active Bond of Life, all healing you receive becomes Temporary HP, and all damage you deal is increased by triple your level. You can have up to 2 Bonds of Life active at once. If an enemy crits an ally with Bond of Life, you also take half damage from the attack. Quirk: You can smell whenever particularly large snakes are nearby.
Taira's Prayer Beads(Unique Magic Item): +1 AC/PD/Ki points. 1/day, you can store a spell you have access to(not necessarily prepared) in the Prayer Beads. This stored spell remains until the next full heal up, or until you cast it. You can activate the Prayer Beads as a Free Action and cast the stored spell as a Quick Action. Quirk: Meditates in strange places.
Orochi X's Scythe(Divine Construct): +6 attack/damage. Oversized 2H martial weapon, uses d12 damage dice. In order to use this weapon without penalties, you must have proficiency with 2H weapons, and a STR mod of 6 or more. This weapon has +4 expanded crit range(usually to 16+). This weapon tears temporary holes in reality. On a crit with this weapon, a tear opens, and you may ask the GM to make one reasonable concession about the battlefield(It is up to the GM what is and is not reasonable). These effects are not meant to be purely damaging(E.g no straight bonus damage) but could be damaging in the right circumstances. These tears in reality are always flashy, but return to normal after the battle. Examples could include changing the terrain or enemy placement, causing a landslide near a mountain path, or making that forest stream under that large group of enemies into a raging river. Be creative- the GM will reward creativity. When using this effect, the player can spend a Fate Point to enhance the effect and make it significantly stronger or larger. Quirk: Raging god of battle. Feels the urge to always rush in first. Why shouldn't you, when correct use of this scythe allows you to solo armies?
Da Ji's Twin Worlds(Legendary Magic Item): +5 attack/damage. This weapon floats and hovers around you. The default bonus from this weapon applies to melee attacks, ranged attacks, and spells. This weapon is treated as both a magical implement and a ranged weapon, and you can make basic ranged attacks using this weapon. Attuning to this weapon grants proficiency with it. Whenever you make a ranged weapon attack with this weapon, your next spell or melee attack produces a minor bonus effect of your choice. 5/battle, as a Free Action, you can swap your location with that of an ally. This is a teleport effect. 1/day, you can spend 1 Fate Point to give an ally of your choice an extreme bonus effect to one of their attacks. Work with your GM to decide what this bonus effect is- GMs, be generous. Quirk: Enjoys dancing with your orbs.
The Emerald Deathball spell tome allows any character that can cast spells to learn Orochi's signature spell. The tome is a one-use item. The spell is a daily. I'll put the macro on the sheet of the character who uses it myself.
The First Bow(Divine Magic Item): +6 Attack/Damage. Legend says this longbow was created by Skadi herself in the Creation Age, as the first of its kind, a proof of concept. The elderwood it's made from is a deep golden brown, free from any sign of age or wear. It is indestructible. Does not use ammunition; all attacks with this weapon deal Force damage, and are treated as siege arrows. Arrows fired from this bow cause shockwaves and shatter structures. Attacks from this weapon can target a creature's true form, regardless of where it is, bypassing all invisibility, illusion, Echo abilities, untargetable effects, or otherwise. However, you must be in combat with the creature you wish to target. Firing the bow outside of combat can shatter illusions just as easily as rock walls, and also hone in on creatures the wielder wishes to find. Quirk: Dances in moonlight.
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Post by SummerCrow on May 23, 2024 17:20:06 GMT -6
Thousand Rainbow-Scale Cape(Epic Tier): +3 PD. This cloak is embellished with tiny scales taken from all types of scaled creatures (not just the usual five dragon types but also strange purple, gray, yellow, pink, and orange-hued scales are found on this cloak). When you attune the cloak, choose one of your talents, and a talent from another class that works with your current class. After each full heal-up, determine which of these talents(including its feats) will be available to you. Once per day when you roll initiative, you can swap these talents. Quirk: Of two minds about things.
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