D&D 3.5 Conversions - Please Critique

Lord of Bones

Well-Known Member
#1
I've had these sitting on my HD for quite some time, and Skyrim inspired me to go back to them. I'll be converting (or attempting to convert) the artifacts, relics and magic items of the Elder Scrolls to D&D 3.5. I attempted to convert the races at one point, but juggling the LA with the balance-hell that are the races of Nirn drove me nuts. There's a bit of mental gymnastics required with staves as well, but I converted them based on how they would function as D&D staves. The artifacts are also based on all their appearances, from Arena to Skyrim.

There are some issues with the prices here - in the case of epic items, I don't use the 'multiply price by 10' calculation since it strikes me as being really arbitrary. Otherwise, I'm open to suggestions, criticism and comments.

Here are the first three I set out to convert.


AurielÆs Bow
Price: -
Body Slot: - (held)
Caster Level: 21st
Aura: overwhelming (DC 25); evocation
Activation: standard action
Weight: 3 lb

This beautifully crafted longbow is free of decoration and adornment; the pinnacle of a master's craft.

This modest looking Elven longbow is one of the mightiest artifacts in TamrielÆs history. AurielÆs Bow is a +5 longbow of unerring accuracy that also functions as a composite longbow if its wielderÆs Strength score is greater than his Dexterity score. Arrows fired by AurielÆs Bow can have one of the following three effects; chosen by the wielder before making the attack.

Lightning Blast: +3d6 electricity damage on a successful strike.
Magicka Leech: 1d6 prepared spells (or spell casts, if applicable) lost.
Sleep: up to 20 HD; Will negates (DC 23)

Once per day, an arrow fired by AurielÆs Bow can become an arrow of slaying. Anyone struck by this arrow must make a Fortitude save (DC 20) or die.

Lore: Created by the great Elvish demigod, Auriel's Bow is one of two mythic artifacts attributed to him. (Knowledge [religion] DC 20)
Auriel's Bow can turn any missile into a bolt of death and destruction. Without its master's presence, the bow draws on its own power and may abandon its wielder. (Knowledge [arcana] DC 20)

In the Forgotten Realms: Auriel's Bow was carried by a famous Elven hero, and is currently the focus of a search by the church of Corellon Larethian.


Spell Breaker
Price:
708,000 gp
Body Slot: - (held)
Caster Level: 25th
Aura: strong (DC 22), abjuration
Activation: standard action
Weight: 27 lb

Glittering brass and strange golden metals make up the surface of this massive shield.

Spell Breaker, superficially a +4 tower shield of great reflection of dwemer make, is one of the most ancient relics of Tamriel. Three times per day the shieldÆs bearer can cast silence as a 25th level caster.
Once per day the shield allows use of celerity as cast by a 25th level caster.

Lore: Spell Breaker, superficially a Dwemer tower shield, is one of the most ancient relics of Tamriel. Aside from its historical importance in the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spell caster, either by reflecting magicks or silencing any mage about to cast a spell. It is said that Spell Breaker still searches for its original owner, and will not remain the property of anyone else for long. For most, possessing Spell Breaker for any length of time is power enough. (Knowledge [arcana] DC 25)

Spell Breaker has since ended up in the claws of the Daedric Prince Peryite, and he often rewards mortals who perform tasks for him with it. (Knowledge [arcana/the planes] DC 30)

Prerequisites: Craft Epic Magic Arms and Armor; celerity, silence, spell turning.
Cost to Create: 354,000 gp + 14,160 xp; 354 days.

In the Forgotten Realms: Spellbreaker was crafted by the first Dwarven king millenia ago, and is now rumored to be in the hoard of a green dragon near Evermeet.


Oghma Infinium
Price:
-
Body Slot: -
Caster Level: 30th
Aura: overwhelming (DC 25), universal
Activation: special
Weight: 4 lb

This heavy book is bound in the skin of unknown humanoids, and its pages are filled with eldritch diagrams.

When read, the Oghma Infinium offers its reader a choice of one of three paths:

Path of Shadow: +10 Dexterity; +30 to Move Silently and Open Lock; Weapon Finesse now benefits weapon damage as well;
Path of Spirit: +10 Intelligence; +30 Knowledge (arcana) and Spellcraft; double the benefit from Spell Focus, Greater Spell Focus and Epic Spell Focus;
Path of Steel: +10 Strength; +30 Craft (armorsmithing) and Craft (weaponsmithing); double the bonus from Weapon Focus, Greater Weapon Focus and Epic Weapon Focus.

Once read and studied for eight hours, the Oghma Infinium bestows its benefits on the reader and vanishes into the ether, returning to Hermaeus Mora.

Lore: The Oghma Infinium is a tome of knowledge written by the Ageless One, the wizard-sage Xarses. All who read the Infinium are filled with the energy of the artifact which can be manipulated to raise one's abilities to near demi-god proportions. Once used, legend has it, the Infinium will disappear from its wielder. (Knowledge [arcana] DC 30)
The Infinium is under the command of Hermaeus Mora, who gives it freely to ambitious mortals in exchange for a task of his choice. (Knowledge [arcana/the planes] DC 35)

In the Forgotten Realms: The Oghma Infinium was the first tome penned by Oghma to appear in the Realms. It now resides in the Outlands, although rumor persists that the book has vanished.



Designer's Notes

1) Many artifacts have their powers altered or changed between games. I've tried to bridge the gaps; an example is Auriel's Bow, which was essentially an archer's version of a spammable finger of death in Arena.

2) Staves are going to be converted to their D&D counterparts. For example, a Mages' Staff of Fire is identical to the D&D staff of fire. Artifact-level staves and unique staves are going to be modeled similarly, based on their powers in-game and how they'd function in D&D.

3) Yes, many artifacts are going to be epic. Some can function as unique, craftable magic items, and many of the unique magic items (i.e. non-artifacts) will be converted as well. Those won't be epic in scale.

4) WABBAJACK. OH DEAR GOD WABBAJACK.
 

Aegis

Well-Known Member
#2
You're making a campaign based around these concepts?
 

Lord Raine

Well-Known Member
#4
Magicka Leech: 1d6 spell slots drained from target.
This is too much, in my opinion. Spell slots drained? No way in hell.

I'd suggest changing this to be either Damage Int, or something that forces the caster to make mid-to-high concentration checks to avoid fumbling spells.
 

Lord of Bones

Well-Known Member
#5
I worded that wrongly. It's meant to drain 1d6 prepared spells from the caster (or 1d6 uses, in the case of prepared casters).

EDIT: Anything else, LR?
 

Lord Raine

Well-Known Member
#6
Lord of Bones said:
Anything else, LR?
Good luck with the Wabbajack, dude. The biggest problem with that isn't that it would be hard to arbitrate. The problem with it is that you can use it to turn a Balor into a sheep, and a kitten into an Adult Red Dragon. No save.

It's going to be broken as hell. Seriously. Holy shit.

It would take a high power campaign, a good group of players, and a couple of shots of whiskey to convince me to put something like that in the game. The sheer, utter havoc it could cause is unparalleled.

In terms of mechanics, though, it should be fairly simple. Make a table with about twenty or so slots, and fill them with a varied assortment of creatures, ranging from cats, dogs, and sheep, to mermaids, manticores, and minotaurs, to dragons and a few high level Outsiders like Elder Elementals, Balors, Pit Fiends, and Solars. Whenever someone uses the Wabbajack, they make a ranged touch attack. If it connects, they must roll on the table, with the target transforming into the result. The resulting creature is not beholden in any way to the wielder, and behaves exactly as though an example of that creature had suddenly been summoned from whatever it was doing at the time (demons would rampage, intelligent creatures would be confused or pissed, animals would be frightened and possibly react violently, celestials would try to figure out what the hell just happened and why they were there, ect). The caster would be free to attempt to bargain for service, or attempt to subdue and direct the resulting creature by force.

In TES, a straight port would have it be "no save," because the Wabbajack is 'supposed' to work on literally everything (and for the most part, it does). To stop someone from using it to turn Pelor into a cocker spaniel, though, there should probably be a (fairly high) cap on it. I'd rule it as being 'no save' against anything with less than twenty five hit dice. Anything with more than thirty five, and it doesn't work at all. Things within the butter zone get to make a will save vs the wielder's Charisma to resist.
 

Lord Raine

Well-Known Member
#7
Can you even imagine how much of a hard on the cults and religions of chaos would have for the Wabbajack? Holy shit man.

The Skull of Corruption should be pretty straightforward, though. It just makes a doppleganger of the target that immediately attacks them. Just have it spawn a statically identical clone creature with some obvious trait that indicates it as being the doppleganger (iirc, in Oblivion the dopplegangers had a faint purple aura and glowing purple eyes). It's not even a unique effect. I seem to recall deities being able to do something similar to individuals that they wish dead, using their power to conjure an 'evil twin' that will hunt the original down and attempt to kill them. They can only do it once per individual, though, and if the target managed to kill the hunter doppleganger, they would permanently gain a piece of it's power, which manifested on paper as a permanent stat bump.

I think it was in the Planar Handbook, but I'm not sure.

The Sanguine Rose is a bit of a problem, though. If you want to just do it simple, have it summon a powerful Fiend of one sort or another that obeys the wielder of the Rose explicitly and attacks any enemies that they designate. If you want to do a more direct import, though, you'll have to figure out the stats and powers that a Dremora Lord would have under D&D rules.
 

Lord of Bones

Well-Known Member
#8
I'll be doing the Sanguine Rose as its original incarnation; that is, a magical rose rather than a staff. Statting out a Dremora Lord is going to be a headache though; maybe I'll just let the rose summon an evil outsider of the highest tier (i.e. pit fiend for lawful characters, ultroloth for neutral characters and balor for chaotic characters).

Either that or a slaad, but I have to brush up on my slaadi lore. I think a slaad fits better thematically.

The Skull of Corruption is already done, I just have to format it properly. I'll be adding in some of your suggestions though.

Wabbajack...I was thinking a forced shapechange, with a Will save for creatures higher than 25 HD. Deities and beings of similar rank (Lords of the Nine, Abyssal Princes, etc) would be outright immune to the effect. Perhaps beings normally immune to polymorph and shapechange effects unless they wish to be transformed, like liches, should get a Will save as well?

EDIT: I'm also thinking about the Necromancer's Amulet. How about some sort of benefit to the wearer's Necromancy spells in addition to its in-game abilities?
 

Lord Raine

Well-Known Member
#9
The Necromancer's Amulet should be pretty easy. The whole point of it is that it makes you sort of more like a Lich. Just roll with that. Give it a flat boost to Int and Str, and have the wearer gain limited Regeneration/Fast Healing/some combination of the two. It would also boost the effective caster level for any spells of the Necromancy school that the wielder casts (let's say by two levels), and maybe once per day, you can use it to automatically apply a Metamagic that you know to a necromancy spell that you cast without changing the spell's level or otherwise costing you anything.

If you want to give it some kind of drawback, just make it so that the wielder gains a weakness to Silver, Holy, and Cold Iron weapons, regardless of their own alignments or natural resistances. Ideally, the Regeneration and/or Fast Healing could also be overcome with Silver/Cold Iron/Holy.
 

Lord of Bones

Well-Known Member
#10
The one thing I'm sticking with is that the Necromancer's Amulet grants a +8 profane bonus to Intelligence. I've got some ideas re: its necromantic abilities, though.
 

Lord Raine

Well-Known Member
#11
I wouldn't go with Profane bonuses, because the Necromancer's Amulet isn't actually evil, whereas Profane bonuses must, by definition, come from evil sources.
 

Lord of Bones

Well-Known Member
#12
Lord Raine said:
I wouldn't go with Profane bonuses, because the Necromancer's Amulet isn't actually evil, whereas Profane bonuses must, by definition, come from evil sources.
I'm assuming that the amulet absorbed some of Mannimarco's power. If not, how about enhancement then?

I went over the lich template, and some things fit well with the amulet's capabilities and lore. Since Morrowind gave the amulet 100% normal weapon resistance, I think DR 20/magic should work fine.

EDIT: If I ever do build NPCs, Mannimarco's going to be one of the first epic characters. Probably around 30+, Necromancer/Master Necromancer/Archmage/Arcane Lord. Divyath Fyr might be 40+; Wizard/Archmage/Arcane Lord.

The Daedra Princes will be avatars though, at epic stature. Statting the true princes is about as futile as statting deities.
 

Lord of Bones

Well-Known Member
#13
Skull of Corruption
Price: -
Body Slot: - (held)
Caster Level: 20th
Aura: strong (DC 24); illusion and necromancy
Activation: standard action
Weight: 3 lb

This grisly magical staff is made of yew and crowned with the sickly yellow skull of a horned humanoid.

Sacred to Vaermina, Daedric Prince of Nightmares, the Skull of Corruption is a +2 doom burst quarterstaff that allows use of the following spells:

ò Scare (1 charge)
ò Fear (1 charge)
ò Fever dream (2 charges)
ò Nightmare (2 charges)
ò Phantasmal killer (2 charges)
ò Nightmare terrain (3 charges)
ò Symbol of fear (3 charges)
ò Weird (4 charges)

When left overnight with a sleeping individual, the staff gorges on the sleeperÆs dreams, inflicting him with a nightmare spell (CL 20th) but doing so empowers the staff; increasing the save DC of its spells by +2 and allows its wielder to inflict an additional 1d6 Wisdom damage to any creature with any off the staffÆs spells. The staff also regains one charge for each nightmare inflicting on a sentient being, including its wielder.

The staffÆs most potent power is the ability to clone a single target of the casterÆs choice. This ability functions exactly like the clone spell, save that the newly formed cloned is hostile and has all the feats, skills, and powers of the original. The clone is driven to attack the original creature and dies when the original dies. A Fortitude save (DC 18 + spellcasting ability modifier) negates the effect. However, if the original slays the clone, he receives a +1 inherent bonus to his highest ability score. This ability depletes 10 charges from the staff. The same creature cannot be clones twice, and the clone is not affected by the staffÆs clone ability.

Lore: The Skull of Corruption is sacred to Vaermina, Daedric Prince of Nightmares. Using the Skull of Corruption on an opponent creates a duplicate of the victim. However, this duplicate will attack the original, not the wielder of the Skull. (Knowledge [arcana/religion] DC 20)

The Skull of Corruption is infamous for its hunger for dreams. If left without any dreamers to gorge itself on, the artefact has been known to expand its area of influence. Legends speak of entire cities locked in a waking nightmare, never knowing why they feared sleep and why all they knew was nightmare. Vaermina glories in this, and has been known to leave the staff unattended near cities for centuries for her own amusement. (Knowledge [arcana] DC 25)

Ring of Khajiti
Price:
259,200 gp
Body Slot: Ring
Caster Level: 20th
Aura: strong (DC 23); illusion
Activation: standard action, special
Weight: -

This plain golden band is set with a single large topaz.

The Ring of Khajiti is legendary among thieves, and confers a +20 competence bonus to Move Silently checks when worn. In addition, the wearerÆs land speed increases by 30ft, and he may become invisible (as superior invisibility) for twenty minutes each day; this duration can be broken into smaller increments (minimum one minute).

Lore: The Ring of the Khajiiti is an ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring's powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring he became the most successful burglar in Elsweyr's history. (Knowledge [arcana] DC 20)

Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies. (Knowledge [arcana] DC 25)

Cost to Create: 129,600 gp + 5184 xp; 130 days.
Prerequisites: Forge Ring, creator must have 20 ranks in Move Silently; expeditious retreat, superior invisibility.

Spear of Bitter Mercy
Price:
-
Body Slot: - (held)
Caster Level: 17th
Aura: strong (DC 24); conjuration
Activation: standard action
Weight: 6 lb

This beautifully forged spear radiates an almost palpable sense of death.

The Spear of Bitter Mercy is a +4 vicious spear that grants its wielder the ability to summon an elder air elemental to his side three times per day. In addition, five times per day the wielder of the Spear of Bitter Mercy may cloak himself in an aura that functions as a karmic retribution spell.

The spearÆs most fearsome power is the ability to slay with a single strike. The spear has five charges, and expending one charge forces the target of the spearÆs next attack to make a Fortitude save (DC 20) or die. A successful saving throw still inflicts 3d6 + 17 damage.

Lore: One of the more mysterious artifacts is the Spear of Bitter Mercy. Little to nothing is known about the Spear. There are no recorded histories but many believe it to be of Daedric origin. The only known legend about it is its use by a mighty hero during the fall of the Battlespire. The hero was aided by the Spear in the defeat of Mehrunes Dagon and the recapturing of the Battlespire. Since that time, the Spear of Bitter Mercy has made few appearances within Tamriel. (Knowledge [arcana] DC 30)
 

Lord Raine

Well-Known Member
#14
Divyath Fyr might be 40+; Wizard/Archmage/Arcane Lord.
He also ran around with a claymore and rocked out in Heavy Armor, so you might want to throw in a few token Fighter levels (or if you're running Pathfinder, a few levels of Magus).

Also, you should specify a minimum increment block for the Ring, if only to save headaches on arbitrating how much is left and how much was actually used. I'd recommend saying it can be divided into smaller increments, to a minimum of one minute. That gives the wearer plenty of total charges per day.


Also, from what I understand of staffs in 3.5, once a charge is used up, you can't 'restore' it in any way. If you're open to the idea, I would suggest waiving that for the Skull of Corruption by editing it's function so that, while it does indeed have those spells, and you can indeed expend all of the charges, the Skull 'refills' itself every time it can successfully inflict it's passive Nightmare effect on a sleeping sentient being. If you want to be nice, one infliction refills the staff completely, but if it were my call, I would rule that each induced Nightmare refills one charge on the staff. So if it's totally empty and you're traveling alone, it would take eighteen days to refill itself completely, inflicting you with Nightmare each night. On the other hand, if you had a single traveling companion who slept near you, it would take nine days to refill completely, and you would both suffer Nightmare each night.

This has the added benefit of being incentive for the evil, villainous sorts who would abuse the Skull to hang out in cities and other large, populated areas, because a single night's rest would be sufficient to totally refill the Skull, which is exactly in like with how Vaermina likes it to be used. A villain who was using the Skull for their own gain could secret it away in a place near many homes or beds (like an apartment, neighborhood, or barracks), and then go rest on the other side of the city or settlement, beyond the reach of the Skull's influence. Then, once it is fully charged, they could simply retrieve it again and leave. If the individual chose his hiding places wisely, he or she would never have to stay in any one place for longer than a single night. They could simply spread misery, plant the staff, and then retrieve it at the break of dawn and depart, leaving none the wiser to the evil and suffering that had been sown.

I happen to like this setup, because it makes the Skull a strong plothook for a Game Master to use. Since smart use of the Skull involves abandoning it (at least temporarily) and leaving the area for it to recharge it's spells, it's possible that a group of PCs investigating a mysterious epidemic of nightmares might stumble across it. This could lead to the interesting double trouble scenario in which they have to simultaneously figure out how to safely dispose of it while also being hounded from the shadows by the original owner who is desperately trying to get it back. Plus, every night that it remains in their possession, the entire party suffers from Nightmare.
 

Lord of Bones

Well-Known Member
#15
One of the later Dungeon issues had a section on magical staves, and Dragon 338 (the Boccob issue) discussed staves and recharging/themes/defense, etc.

As for the Skull idea...I like it. I like it a lot, actually. Fits in terms of flavour and mechanics. Thanks; I'll go add it in.

EDIT: I'm considering the Mace of Molag Bal, specifically its ability to Absorb Strength. Mechanically, I'm considering adapting this as a redesigned Ray of Weakness on each strike, with the wielder getting the Ray's effect as a bonus to his Strength.

EDIT 2: As for Fyr...he's decked out in full daedric gear, correct? I'll either give him an ability that allows him to cast unimpeded in armor, or his armor will have been specially forged.
 

Lord of Bones

Well-Known Member
#16
Wabbajack
Price:
-
Body Slot: - (held)
Caster Level: 25th
Aura: overwhelming (DC 25), transmutation
Activation: spell trigger

This plain-looking wooden quarterstaff is capped by a triad of faces facing outwards, each with a different expression on its face.

This utterly bizzare +3 quarterstaff of chaotic power is legendary among worshipers of Sheogorath. At the cost of one charge, the wielder of Wabbajack can invoke a peculiar version of the shapechange spell on any one target, transforming into anything from a sweetroll to a lich. With a successful ranged attack roll, the wielder of Wabbajack can inflict one of the following conditions on his target.

D100 Effect
01-04 20d6 fire damage (Ref ?)
05-08 20d6 cold damage (Ref ?)
09-12 20d6 electricity damage (Ref ?)
13-16 Maximized vampiric touch (Fort ?)
17-20 Finger of death (Fort partial)
21-24 Greater invisibility
25-28 Heal
29-32 Transform into a rat (Will negates, applicable to all transform effects)
33-36 Transform into an imp
37-40 Transform into a dryad
41-44 Transform into a shower of gold coins
45-48 Transform into an iron golem
49-52 Transform into a flesh golem
53-56 Transform into a fire elemental
57-60 Transform into an air elemental
61-64 Transform into a water elemental
65-68 Transform into livestock (chicken, cow, etc)
69-72 Transform into a giant scorpion
73-76 Transform into a sweetroll
77-80 Transform into a zombie
81-84 Transform into a skeleton
85-88 Transform into a goblin
89-92 Transform into a lich
93-96 Transform into a solar
97-100 Transform into a balor

The DCs are 20 + spellcasting ability score modifier, or Charisma if the wielder has no spellcasting classes. Creatures with less than 25 Hit Dice get no saving throw, and creatures ten levels higher than the wielder are not affected. Deities and beings of similar stature (archdevils, abyssal lords and so on) are also similarly immune.

The resulting creature is not beholden in any way to the wielder, and behaves exactly as though an example of that creature had suddenly been summoned from whatever it was doing at the time (demons would rampage, intelligent creatures would be confused, animals would be frightened and possibly react violently, etc.). The caster would be free to attempt to bargain for service, or attempt to subdue and direct the resulting creature by force.

Lore: Madness and chaos are the trademarks of Sheogorath. The Wabbajack embodies these same traits. The staff inflicts a random effect on its victim, and the wielder has no control over the effect. (Knowledge [arcana] DC 20)
 

Lord of Bones

Well-Known Member
#17
Bloodworm Helm
Price:
-
Body Slot: Head
Caster Level: 20th
Aura: strong (DC 24); necromancy
Activation: special
Weight: 1 lb

This eerie helm seems to be made of magically fortified bone.

A boon to any practitioner of the deathless arts, the Bloodworm Helm allows its wearer to cast summon undead IV as a 20th level caster five times per day. When worn by a wizard specialized in the school of necromancy however, its true capabilities become apparent.

First, the Bloodworm Helm grants its wearer the ability to rebuke undead as an evil cleric of his Hit Dice, save that undead rebuked are instead commanded and the caster adds one-half his Intelligence score to the roll. Additionally, undead created or commanded by the wearer receive the benefit of a desecrate spell. Finally, once per day the wearer of the Bloodworm Helm may make a melee touch attack to exhaust his target (Fort negates), inflict an empowered vampiric touch (Fort halves) or absorb 1d6 spell levels from his target (Will negates). These spell levels can be used to replenish a number of spell slots equal to the amount absorbed (for example, absorbing 3 spell levels means that the caster can replenish one 1st level spell slot and one 2nd level spell slot and so on). Each effect is considered to be a 5th level spell cast by the wearer for the purposes of determining caster level and save DC.

Lore: The King of Worms was said to have left behind one of his prized possessions, the Bloodworm Helm. The Helm is a construct of magically formed bone. It would be a prized artifact to a necromancer. (Knowledge [arcana] DC 25; 20 if a necromancer)

In the Forgotten Realms: The Bloodworm Helm was crafted long ago by Myrkul himself, as a mortal necromancer. The artifact has been gifted to particularly noteworthy wizards in his service, and current rumor holds that the helm has been found by a lich in the service of Velsharoon.

Ring of Namira
Price:
-
Body Slot: Ring
Caster Level: 20th
Aura: overwhelming (DC 25); transmutation
Activation: standard action, special
Weight: -

You feel an almost instinctual sense of revulsion as you stare at this plain brass band.

The Ring of Namira, when worn, confers a +6 bonus to the wearerÆs Constitution score. The wearer of the ring is shrouded in a peculiar defensive cloak that reflects melee and ranged damage (excluding spells) against the attacker, and as a standard action the wearer may invoke a spell turning cast at 20th level each round. How much damage the attacker suffers depends upon his nature; animals and fey take no damage, being creatures of nature. Supernatural beings, such as dragons and outsiders, only take half the damage they do. Humanoids and magical beasts take full damage. Undead take twice the damage they dole out, because they are wholly unnatural creatures.

A far grislier boon of the ring becomes evident if the wearer, at any time, performs an act of cannibalization. For 8 hours after performing the act, the wearer gains regeneration equal to twice his Constitution score.

Lore: Namira is aligned with the darker side of nature, as is her ring. While the ring is being worn, any damage the bearer takes is suffered by the attacker as well. (Knowledge [arcana] DC 20)

Namira is queen of ancient darkness and all things repulsive. Her ring is similarly aligned, and confers a boon of healing upon the undertaking of revolting acts. (Knowledge [arcana] DC 30)

Sanguine Rose
Price:
183,600 gp
Body Slot: -
Caster Level: 17th
Aura: strong (DC 24); conjuration
Activation: standard action
Weight: -

The petals on this rose are as red as blood.

This unassuming rose is a creation of the hedonistic Daedric Prince Sanguine. As a standard action, the caster may summon a random slaad of any type to his location. The slaad is uncontrollable and attacks anything in sight except for the holder of the rose for 17 rounds or until it is slain. Each summon consumes a petal, and the rose withers into nothingness when the last petal is consumed. The rose has twenty petals.

Lore: The Sanguine Rose is not an artifact most folk would care to have. The rose is like any other in that it will wilt. The more of its power that is used, the more wilted it becomes. Eventually all its petals fall off and it loses its powers. Somewhere in Oblivion a new rose blooms and is plucked by Sanguine himself to be given to a new champion. (Knowledge [arcana] DC 20)

Cost to Create: 91,800 gp + 3,672 xp; 92 days.

Prerequisites: Craft Wondrous Item; gate
 

Lord of Bones

Well-Known Member
#18
I've also been toying with statting out the Daedric Princes in deity format. Statting out the Princes themselves is about as futile as statting out deities; I'll consider doing their aspects as epic threats, but not the 'true' Princes.

Here's an example.

PERYITE
the Taskmaster, Lord of Pestilence

Daedric Prince
Symbol: A green dragon's head
Home Plane: Oblivion/Peryite's Pits, or Minauros/Peryite's Pits
Alignment: Lawful Evil
Aliases: none
Superior: none
Allies: Jyggalag.
Foes: Ebonarm, Mephala, Vaermina
Servants: none
Servitor Creatures: baatezu, creatures associated with disease, daedra, green dragons, plaguebringers
Manifestations: Localized plagues or epidemics of new diseases
Signs of Favor: the appearance of the artifact Spell Breaker
Worshipers: the sick and the afflicted, those who crave order, those who believe in the natural order of disease
Cleric Alignments: LN, LE, NE.
Speciality Priests: None
Holy Days: 9th of Rain's Hand
Portfolio: Ordering of the lowest rungs of Oblivion, pestilence
Domains: Evil, Law, Pestilence, Suffering
Favored Weapon: none
 

Alzrius

Well-Known Member
#19
Lord of Bones said:
Statting out the Princes themselves is about as futile as statting out deities
If you're referring to the crappy method of giving gods stats in the 3.0 <a href='http://www.d20srd.org/indexes/divineRanksPowers.htm' target='_blank' rel='nofollow'>Deities</a> and <a href='http://www.d20srd.org/indexes/divineAbilitiesFeats.htm' target='_blank' rel='nofollow'>Demigods</a> rules, then I agree with you. However, the very idea of gods having stats isn't in-and-of-itself futile. I much prefer the <a href='http://www.rpgnow.com/product_info.php?products_id=55116' target='_blank' rel='nofollow'>Immortal's Handbook</a> approach.
 

Lord Raine

Well-Known Member
#20
Having put some thought into it, I have become rather enamored to the idea of importing the Daedra Lords into D&D cosmology, especially if they must exist alongside the preexisting, established gods. I'm really liking them as being Titans or Elder Things, neither wholly god nor wholly immortal, but something else entirely, things that are not from this world or universe, but nonetheless meddle in our affairs for their own inscrutable amusement and gain.
 

Lord of Bones

Well-Known Member
#21
The Daedric Princes are actually quite close to one of the interpretations of the planar lords; manifestations of the will and power of their respective layer or plane.

As for the Immortal Handbook, building CR100+ beings is a mathematical nightmare.
 

Lord of Bones

Well-Known Member
#22
MANNIMARCO
the First Necromancer, the First Lich, King of Worms, God of Worms

Lesser Power
Symbol: A skull cupped between two skeletal hands
Home Plane: Oblivion/the Revenant or Mungoth/the Revenant
Alignment: Neutral Evil
Aliases: none
Superior: none
Allies: unknown
Foes: Arkay
Servants: N'Gasta (dead)
Servitor Creatures: liches, undead of all types
Manifestations: the Necromancer's Moon
Signs of Favor: the appearance of a black soul gem, dreams detailing the path of lichdom
Worshipers: necromancers, evil mages, liches
Cleric Alignments: LE, NE, CE
Speciality Priests: None
Holy Days: Shade of the Revenant
Portfolio: necromancers, necromancy, lichdom, undeath
Domains: Death, Deathbound, Evil, Magic, Undead, Undeath
Favored Weapon: Staff of Worms (Quarterstaff)

EDIT: Any other comments or critique, LR? Alzrius?
 

Lord of Bones

Well-Known Member
#23
AzuraÆs Star
Price:
-
Body Slot: -
Caster Level: 21st
Aura: overwhelming (DC 25); transmutation
Activation: -
Weight: -

This exquisitely beautiful fist-sized sapphire is in the shape of a starburst. Each spoke bears a silver band.

AzuraÆs Star is a potent magical gem, prized amongst those who traffic in souls. The StarÆs most obvious trait is that it can be used as a material component in any spell that requires a material component of a crystal, precious gemstone or gemstone derivative without being consumed in the casting; such as sunburst, stoneskin and true resurrection. The exceptions are magic jar and spells from the school of Necromancy that involve animating the undead.

The StarÆs most potent ability, however; is the ability to retain the soul of any non-humanoid, sentient or otherwise, when used as a material component in spells such as imprison soul and soul bind. The Star can trap any soul regardless of Hit Dice, and souls trapped in such a manner are at the mercy of the artifactÆs owner. When used to craft and enchant magical items, the soul trapped within can be used in place of the crafter to mitigate experience costs, with the soul providing 250 xp per Hit Dice. Alternatively, the soul may be used to recharge charged magical items, restoring one charge per four Hit Dice.

A sufficiently powerful necromancer can profane the Star and turn it into an object of evil instead. The exact details of such rituals are unknown, but it has only happened once in recorded history.

Lore: Few mortals have the stomach to trade in souls. The Dark Brotherhood does it, as do certain groups within the Mages Guild. For these cruel folk, Azura's Star has a particular fascination. The Star acts as a reusable soul gem. (Knowledge [arcana] DC 15)

Black Star
Price:
-
Body Slot: -
Caster Level: 21st
Aura: overwhelming (DC 25); necromancy
Activation: -
Weight: -

This exquisite, glittering black sapphire is in the shape of a starburst. Darkened silver bands snake around each spoke.

When profaned by powerful necromantic magic, AzuraÆs Star may be twisted into a malignant version of its former grace. The Black Star, as it is known, functions exactly like AzuraÆs Star save that it also functions as an inexhaustible material component for spells in the school of Necromancy, and can be used to trap humanoid souls as well. Such spells also gain a +1 profane bonus to their DC.

Lore: Powerful necromancers may know how to corrupt Azura's Star and turn it into an object of evil instead. Twisted in such a manner, the Star may have darker boons to the aspiring unscrupulous mage. (Knowledge [arcana] DC 35)
 

Alzrius

Well-Known Member
#24
Lord of Bones said:
As for the Immortal Handbook, building CR100+ beings is a mathematical nightmare.
It is, but it can be still <a href='http://d20npcs.wikia.com/wiki/Death,_CR_373' target='_blank' rel='nofollow'>be fun</a>.

Lord of Bones said:
EDIT: Any other comments or critique, LR? Alzrius?
There's very little that I can offer in regards to Mannimarcos. There simply aren't that much there in the way of mechanics for me to comment on, and I'm not familiar with the source material.
 

Lord Raine

Well-Known Member
#25
Alzrius said:
Lord of Bones said:
As for the Immortal Handbook, building CR100+ beings is a mathematical nightmare.
It is, but it can be still <a href='http://d20npcs.wikia.com/wiki/Death,_CR_373' target='_blank' rel='nofollow'>be fun</a>.
 
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