[Homebrew Advice] Shikon Jewel in pathfinder?


Conversions


Shikon jewel 'shards' were in Inuyasha and I'd like something similiar..

In my homebrew, The powers of chaos (Proteans) have turned their attention to this plane. Unfortunately the Dieties still have the power to hold them at bay, for now...

The proteans have purified the powers of chaos (with the help of a fanatical secret cult) and spread the essence in the form of jewels spread over the planet.

The dieties get their power from the faith of believers, but the powers granted by the shards (referred to as "The Taint") turns whoever possess them into killing machines by granting powerful abilities and simultanously make them quite evil (or just chaotic neutral)

The beasts created by the unholy taint are bad enough, but its only a matter of time before wars are fought over them.

My problem, is finding a balance for the shards. The pc's have been warned to not touch them, but stuff happens.

I'm trying to find a mechanism to make npcs and monsters more powerful (even a single tainted goblin could probably kill a small party of level 1 pcs, would probably get something like large-sized, +5 str, and Awesome Blow), but how could I run the mechanism if players get one?

Was thinking about a random d20 chart, like..
1- Brute: Awesome Blow, +6 STR, size increase.
2- Demonic Flight: Wings, Flight Speed, and Flyby Attack
3- Spiked: +4 natural armor, Body is covered in spines, gain Slam secondary for 2d6. On a crit, smaller sized target is impaled
4- Sorceror spell (spell level = Your level/4) at will, times per day = 3 + cha mod

Etc..
but are these too powerful?
How can I offset them with the whole "losing control/losing yourself" thing?
Should I just base it on modified were-curses?


Use Templates.

Say a Half-Dragon Kobold. Half-Fiend Goblin. Advanced Giant Orc.

Things like that.

Though are you also going to have it grant a single wish if assembled? Note: it is a single wish per person in their life time. IIRC.


what cr template should I use? 2 minimum I guess?
I also thought about putting together a list of cr- 10+character level/racial hit die creatures and using the Abomination template, or
Also the effect for gaining abilities to simulate 3+ 1/4 racial hd/total levels in a class (limited abilities, like spells off sorc, psionic, or warlock (3.5 ed), or wizard (from random school only).

Is there an easy mechanism for character flaws like madness, blood rage, forcing a player to rp a strict alignment shift, etc?
(perhaps a shift to a chaotic alignment only since wars and fighting are the Taint's goal)

Can someone reccomend a will and fortitude save (maybe a mechanism that scales with the character's level)

Was thinking religious classes (oracle, paladin, cleric) can use their higher save for both rolls, or a +5 circumstance bonus or something (Since their diety wouldn't want them corrupted)

Webstore Gninja Minion

Moved thread.
You should check out the Sanity rules here for some of what you're looking for.


You have to remember not all who were under the Shikon Jewel's effects were empowered and some where weakened. Just apply the templates you think fits the current need.

Sanity rules are a good way to do the madness part.


Well, its not exactly like the shikon jewel, its meant to be the essence of chaos...

If I come up with a chart of random powers, should I post the templates here?


Hmm... Maybe make it combinations of the Templates.

Still remember not everything should be massively empowered by the jewel.

Post the templates please.

Though I would recommend using combinations of templates.

Say Advanced x2, Giant x1, and Anarchic x1. That would be pretty effective.


Well it varies, I'm actually not using advanced templates..but for example, some grant undead or elemental powers.. Those would grant a list of powers, the respective template (say, a nerfed version of dread mummy for the mummification), plus chaotic outsider template..

I want all the powers to be awesome, but to change slightly based on the power of the creature. (Spells are usually cast as a wizard of half your level, for example)

Once I come up with 10 more, Ill post the d20 list.


Taint shard abilities

Spoiler:
1 Brute  - +8 str, awesome blow, permenant enlarge person, vital strike.
2- Shapeshift (maximum 1 Hour at a time, swift action. As per Wild Shape or Alter Self at half level. When assuming a new form, heal (1/4 level min 1)D8.
3 Wings- Grow wings 2x your height. Gain fly   40 (average), Flyby attack, and hover
4 Spined- Your body is covered with spines, granting you +4 natural ac. You also gain "Spike shot", range inc. 30, fire 1d4 spikes at a single target for 1d6 damage each
5- Essense of Flame: immune to fire, vulnerable cold, Fireball 1/day (1/2 level), Burning Hands 3/day, Flight 1/day Spark (at will)
6- Essence of Ice, immune to cold, vulnerable fire, chill touch 3/day, freezing sphere (1/2 level) 1/day burrow speed 30 through ice and snow only, ice glide. Frostbite (spark with cold destriptor, + dazzle 1d4) at will.
7- Essence of Fear, immune to fear effects, Fear (Aura 30 ft instead of cone) 1/day, Scare 3/day, Feed on Fear 1/day, Weapons wielded become +1 evil/keen, +8 to Intimidate
8- Unstoppable, Freedom of Movement 3/day, blink 1/day, Regen (1/2 level, minimum 2), Improved Overrun, Charge Through, Gain Trample 1d6 (if medium) and Gore 1d8 (if medium)
9- Dark Wish (gem asks them what they want, and laughs maniacally when they answer...)
10- Mummification, Undead traits (but considered 'living undead') Resistant to blows, vulnerable fire, dr 5/- channel resistance 5,  Mummy Rot (su), Gaze of Despair 3/day, summon swarm (at will), Creeping Death (1/day).
11- Psionic: Gain powers as a psionic of 1/4 your level or 1/2 hd (min 2), psionic type is dm's decision. This also allows levels in Psion to be taken normally.
12- Mist Stalker: Gain 2 tentacles as per alchemist discovery, but with reach 10', keen (crit 19-20) On a crit only, tentacle gains grab abilitity and pulls target 5' into fog Gain Sneak Attack as per rogue at 1/4 level (min. 1d6) with. Gains blindsense (when fighting in fog). Gains 'Aura of Fog' 15 ft, swift action (follows fog/mist rules, provides total concealment) . as a move action, can expand fog aura 5 feet. Expanded fog only reduces sight by half. Can turn into fog (as per ghost walk, 1 min per level/hd, move actions only) Must be used in 1 min. increments. Aura of fog can be dismissed (no longer follows the creature, diffuses in 1d4 rounds) When Aura of Fog is in effect, creature's move speed reduces by 1/4, rounded down, min 5ft.

--------------
All Tainted creatures get the Tainted template, and the Tainted subtype. (Treated as augmented and chaotic)

Tainted Template:

Spoiler:

+2 to every stat (except those lower than four and except where stat gain is specified)
+2 hp per level or +4 per hd
+2 BAB (racial)
Resistance to acid, cold, fire, and electricity (except as specified)
SR 10+ 1/2 level
+8 perception
DR (half your level)
Gain Darkvision 30,
Scent, Detect Magic (always on)
Detect Taint
If already posessed, Scent doubles in range, and darkvision becomes blindsense.
+10 to bluff/disguise when hiding or lying about powers granted.
Most NPCs become chaotic evil. Important NPCs and PCs gain a single 'Insanity' that becomes permenant.

If a 'Taint Gem' is touched, there is a reflex save. If passed, shard deals 1d4 electrical and fire and is dropped. If failed, damage is dealt and there is a fort save. If failed, the shard burrows into their skin. If passed, it can be held and used*. If Fort fails, ability is granted as below along with insanity (There is a will save to reject the insanity, but it's insanely high.. DC 50, decreased under certain conditions, but even if passed alignment shifts to chaotic). These saves can be failed on purpose, but failing is an evil act.

I'm aiming for a +2 to +4 cr increase, but admittedly a level 20 creature would almost become god-like: this would be offset by entire armies trying to destroy them or epic-level lawful creatures hunting them.
The players are assisted by a level 10 "Seer" (Oracle 5/----- 5) npc and her guards/apostles (ranging from commoners to level 5's), but they do have several missions alone or with only some lower level guards sent by her or other npcs with her chosen by them if they think to ask.
They've been warned to be perceptive and run if needed. (Some npcs with them may turn into cannon fodder).

Any abilities seem too powerful?
Any ideas for abilities?
Should I add a will save for reaching out to touch or stealing a shard if noticed (as charm person cast by the shard)?


Seems pretty good.


*Use Shard-
Shard can be bonded to:
An object, cursing it and-
Armor, Weapon, Equipment:
Gains powers based on type. Armor or eq triples AC bonus, or adds +5 (whichever is greater). Also grants spell resist 10, and other flavor abilities. Weapon adds +5, treated as adamantine, magic, and overcomes all DR. Gains random ability (roll 1d4) antimagic field (does not inhibit taint powers), 3 random weapon abilities (confusing, flaming, etc)+ vorpal (save is 10+str mod)
The ground- Makes the area tainted at night (think of the movie silent hill)
-note: If a taint shard remains in contact with the ground (dropped, buried, etc) then there is a 5% chance per day it will bond itself to the area on its own.)
The creature's own flesh- Grants template above, the rest is dm discretion.
(Psion ability above if head, massive natural attack if on arm (2d12 slam or claw with the weapon traits above), Every detect spell and perfect vision/darkvision 90 /ignore ranged inc penaltieswithin 90 ft if you ram it in your eye, etc)


Modified list.

Taint shard abilities

Spoiler:
1 Brute  - +8 str, awesome blow, permenant enlarge person, vital strike.
2- Shapeshift (maximum 1 Hour at a time) swift action. As per Wild Shape or Alter Self at half level. When assuming a new form, heal (1/4 level min 1)D8.
3 Wings- Grow wings 2x your height. Gain fly 50 (average), Flyby attack, 2x wing slap secondary attack (1d8 with reach 5', bludgeoning) 2x Talons 1d4 primary with grab
4 Spined- Your body is covered with spines, granting you +4 natural ac. You also gain "Spike shot", range inc. 30, fire 1d4 spikes at a single target for 1d6 damage each
5- Essense of Flame: immune to fire, vulnerable cold, Fireball 1/day (1/2 level), Burning Hands 3/day, Flight 1/day Spark (at will)
6- Essence of Ice, immune to cold, vulnerable fire, chill touch 3/day, freezing sphere (1/2 level) 1/day burrow speed 30 through ice and snow only, ice glide. Frostbite (spark with cold destriptor, + dazzle 1d4) at will.
7- Essence of Fear, immune to fear effects, Fear (Aura 30 ft instead of cone) 1/day, Scare 3/day, Feed on Fear 1/day, Weapons wielded become +1 evil/keen, +8 to Intimidate
8- Unstoppable, Freedom of Movement 3/day, blink 1/day, Regen (1/2 level, minimum 2), Improved Overrun, Charge Through, Gain Trample 1d6 (if medium) and Gore 1d8 (if medium)
9- Dark Wish (gem asks them what they want, and laughs maniacally when they answer...)
10- Mummification, Undead traits (but considered 'living undead') Resistant to blows, vulnerable fire, dr 5/- channel resistance 5,  Mummy Rot (su), Gaze of Despair 3/day, summon swarm (at will), Creeping Death (1/day).
11- Psionic: Gain powers as a psionic of 1/4 your level or 1/2 hd (min 2), psionic type is dm's decision. This also allows levels in Psion to be taken normally.
12- Mist Stalker: Gain 2 tentacles as per alchemist discovery, but with reach 10', keen (crit 19-20) On a crit only, tentacle gains grab abilitity and pulls target 5' into fog Gain Sneak Attack as per rogue at 1/4 level (min. 1d6) with. Gains blindsense (when fighting in fog). Gains 'Aura of Fog' 15 ft, swift action (follows fog/mist rules, provides total concealment) . as a move action, can expand fog aura 5 feet. Expanded fog only reduces sight by half. Can turn into fog (as per ghost walk, 1 min per level/hd, move actions only) Must be used in 1 min. increments. Aura of fog can be dismissed (no longer follows the creature, diffuses in 1d4 rounds) When Aura of Fog is in effect, creature's move speed reduces by 1/4, rounded down, min 5ft.
13- Rust Fusion: Gain construct traits. Weapons wielded are drawn. All worn and wielded items then fuse with the character, and their body becomes rusted metal with hardness 15 +1/2 level, but ac is decreased by 2 (instead of damage resistance) All melee attacks have the "Rust (su)" special ability. (Weapons merged become primary natural attacks, If a single two handed weapon, it only merges to one arm and can be wielded one handed, or two handed (str damage bonus is multiplied by 1.5, this stacks with other abilities.) If no weapon is used, (or for off-hand), they gain a touch attack (as rust monster's antannae attack). If character already uses natural attacks only, it gains pounce. If it already has pounce, it gains rake (1d8) and rend (equal to highest natural attack) . If any attack misses but beats the touch ac, then treat it as a 'grazing blow' (no damage, but treated as a touch 'rust' attack.)
14- Master Controller; +1/2 level cha, Charm person/animal (at will standard action, dc = 10+cha mod+1/2 level. With every creature charmed, dc for new targets is -2. Controlled creatures get a will save every time a task is issued equal to the current dc for a new target. (ie, the more charmed creatures you have, the higher chance of them breaking free of control.) Charmed creatures can be released as a swift action. Released creatures are confused for 1d4 rounds. Dominate Person/animal 1/day. Command/Forbid Action 5/day. If no creatures are controlled, with total concentration they can attempt to  dominate a tainted creature. DC is equal to their charisma + 8. Once the first will save is failed, the spell only breaks when the dominated creature is destroyed. The Seducer and controlled tainted creature have 2 swift, 1 move, and 1 standard action to share per round. (otherwise similiar to Meat Puppet ability). Gain 'Detect Taint' 60ft.
15- Insect Lord- Becomes Huge.Foldable Insect wings, Flight 10 mins/day, feather fall at will, climb 30, +6 natural armor, bite 1d4 plus poison/paralyzation, and 'pheremone spray'ranged attack (30ft cone, reflex negates. Targets hit are attacked by hatched spawn. Arms turn into Scythe-like primary attacks (each deal damage as a medium-sized scythe) . Once per day, can lay (1/4 level min 1) eggs. Eggs hatch into either Giant Wasps, Giant water beetles, giant whiptail centipede, or giant black widow spiders. Hatched insects stay within 100 feet of the insect lord. 3/day can emit a pheremone to attract all normal sized insects to attack a single target (treat as swarm of spiders). As a full-round action, can encase itself or a paralysed target in a cocoon. When cocooned, Insect Lord heals 1d8 per round. Cocoon has hp equal to 1/2 the insect lord, immune cold, vulnerale fire.
16- Faceless Horror: Creatures face melts away to smoothness. Gains blindsense, blind fighting, tremorsense, sense living, can cast spells as normal (as free silent spell, still spell, and escew materials). Gains touch attack 'face meld'. Will save, DC 15 + 1/2 level. If pass, treat as fear. If fail, roll seperate fort saves (DC 10 + 1/2 level) for eyes, nose, mouth, and ears. On fails, the selected body part fuses together. Gaze attack 1/day, ranged attack as face meld, inc 30 ft.
17-Lichdom: Apply Lich template. Command Undead at will (cleric 1/4 level, fails cannot be retried) Marrionette Posession at will on staggered or dying enemies. Can cast Animate dead, lesser on any creature slain by the lich in combat as a swift action.(if cast the round after death)
18 Earth Transmuter: Sifting Sands at will. Stone call 5/day. Earth glide at will. Flesh to stone (1/day) Stone to Mud (3/day) Mud to Stone (3/day) 'Stone Form' 1 minute per level (funtions as stoneskin, plus fists enlarge, turn to stone, and become primary attacks for 2d6 damage each.

--------------
All Tainted creatures get the Tainted template, and the Tainted subtype. (Treated as augmented and chaotic)

Tainted Template:

Spoiler:

+2 to every stat (except those lower than four and except where stat gain is specified)
+2 hp per level or +4 per hd
+2 BAB (racial)
Resistance to acid, cold, fire, and electricity (except as specified)
SR 10+ 1/2 level
+8 perception
DR (half your level)
Gain Darkvision 30,
Scent, Detect Magic (always on)
Detect Taint
If already posessed, Scent doubles in range, and darkvision becomes blindsense.
+10 to bluff/disguise when hiding or lying about powers granted.
Most NPCs become chaotic evil. Important NPCs and PCs gain a single 'Insanity' that becomes permenant.

If a 'Taint Gem' is touched, there is a reflex save. If passed, shard deals 1d4 electrical and fire and is dropped. If failed, damage is dealt and there is a fort save. If failed, the shard burrows into their skin. If passed, it can be held and used*. If Fort fails, ability is granted as below along with insanity (There is a will save to reject the insanity, but it's insanely high.. DC 50, decreased under certain conditions, but even if passed alignment shifts to chaotic). These saves can be failed on purpose, but failing is an evil act.

Any abilities seem too powerful?
Any ideas for abilities?
Should I add a will save for reaching out to touch or stealing a shard if noticed (as charm person cast by the shard)?


I like what I see so far.

I might have to "Borrow" this.


Go for it, I need ideas for the last two...
Maybe master of illusions..

The pcs should be warned in-game multiple times to not touch these items, they're meant for flavor and interesting fetch-quests.

I also have a monster for the campain called 'Darklings' that crawl out of "Tainted" ground at night but melt back in before dawn.

Spoiler:

Darkling, Lesser
hp 11 (0d8+1d12+1+1+3), CR 2 XP Neutral Evil Medium Humanoid Init +2 Speed 40 AC 14, Touch 14, flat footed 13 ( Leather, Shield, none) (+1 Dex, +1 size, +2 armour) Melee Base Attack 1 CMB 1; CMD 12, Single Attack Bite +3 (1d8+1) or Sludge +3 (1d6) Full Attack Bite +3 (1d8+1), Claw +3 (1d4+1), Claw +3 (1d4+1) or Web +3 (1d6) range 10; Space 5ft.; Reach 5 SA , SQ Darkvision 60, undead traits, Fast Movement 10 Fort +3, Ref +1, Will +1, Str 13, Dex 12, Con 13, Int 11, Wis 12, Chr 6 Skills Acrobatics 5, Climb 5, Handle Animal 2, Intimidate -2, Perception 5, Ride 5, Stealth 9, Survival 1, Swim 5 Feats: Toughness, Improved Initiative; Languages

Darkling, Enshrouded level 1 (skill points 4) Sorcerer (Aberrant ) hp 5 (0d8+1d6+1+1), Skeletal CR 2 XP Neutral Evil Medium Humanoid (Undead) Undead Traits Init +6 Speed 30 AC 16, Touch 15, flat footed 13 ( No Armour, Shield, none) (+2 Dex, +2 Natural, +1 size, +1 feats) Melee Base Attack 0 CMB -2; CMD 10, Single Attack Bite +0 (1d4-1) or Sludge +3 (1d4-1) ; Space 5ft.; Reach 5 SA , SQ Darkvision 60, Damage reduction 5/bludeoning, Darkvision 60, Immunity to cold, Undead Traits, Bloodline Aberrant, Eschew Materials 1 Fort +1, Ref +2, Will +2, Str 8, Dex 12, Con 0, Int 14, Wis 11, Chr 15 Skills Appraise 2, Bluff 5, Fly 6, Intimidate 5, Ride 6, Spellcraft 6, Stealth 10 Feats: Combat Casting,

At will 4x day, orb of disease (1d4 damage) range 30 ft, reflex save dc 12 or get exposed to disease.

Sorcerer Spells Level 0 (4) DC 11

Waste Splash (Conjuration)[Creation Acid ] X 1 V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: One missile of Sewer sludge Description: Orb deals 1d3  damage, Fort save dc 12 or be nauseated for 1d6 rounds.

Detect Magic(Divination)[ ] X 1 V,S rng: 60ft Dur: Concentration, up to 1 min./level (D) SV None Area: Cone-shaped emanation Description: You detect magical auras. The amount of information revealed depends on how lon particular area or subject

Darkness(Evocation)[Light ] X 1 V,M/DF rng: Touch Dur: 10 min./level (D) SV None Area: Object touched Description: Object touched cancels all light sources within 35 feet.

Touch of Fatigue(Necromancy)[ ] X 1 V,S,M rng: Touch Dur: 1 round/level SV Fortitude negates Area: Creature touched Description: Touch attack fatigues target. Level 1 (4) DC 12
Charm Person(Enchantment)[Charm Mind-Affecting ] X 1 V,S (Me) rng: Close 25ft + 5ft/2 levels Dur: 1 hour/level SV Will negates Area: One humanoid creature Description: Makes one person your friend. Grease(Abjuration)[Creation ] X 1 V,S,M (Ol) rng: Close 25ft + 5ft/2 levels Dur: 1 round/level (D) SV See text Area: One object or a 10-ft. square Description: Makes 10-ft. square or one object

All Darklings have:
DR/5 bludgeoning
Normal liquids (water, beer, etc) soften (stagger) them for 1d4 rounds and they lose all dr/ while staggered.
Weakness to light-Light Spells and sources do 1d4-1 points of damage when within 30ft. Daylight spells do 2d4 damage, as does true full daylight (but they usually dissolve before dawn) dr/5 bludgeoning, fire, acid, holy, cold, force. Cold damage deals double damage, a crit (cold) or over 8 points of damage freezes the darkling solid for 1d4 rounds. At end of freeze damage is taken. A frozen darkling has hardness 12, but any damage will totally destroy.

Darklings are viscous creatures that crawl out of tainted ground. Players get a perception check to notice the ground turning to black liquid (dc 20), creatures rise out of the liquid in 1d4 minutes. They are vaguely humanoid, bulbous and mishapen. They appear to only have grey eyes, until they smile. Their smile opens vertically from their chin to their forehead, showing several rows of tiny needle-like teeth. Their arms end in a single talon. They can also mimic the sounds of their last kills, but they cannot comprehend words. (Generally lots of screaming, "Help! Is anyone there? Aahhh!", but occasionally they will mimic the verbal componants of a spell. This is unrelated to the actual spellcaster darklings, which always cast silently. ) Light repels them, but they will tarket light sources with their sludge attack.

darkling is a template I applied to goblins to throw my pcs for a loop.


Number 19:

Spoiler:

19- Jumper -Blink 5 min/level, Teleport 2/day, Getaway 1/day, Dimension Door 5/day, Haste/Slow 3/day, Time stop 1/day, Freedom of movement at will, move 50.


Is blink too weak compared to the others?


Not really. Though a Blink Dog has it constantly IIRC.


I was considering blink at will.. Sounds fair.

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / [Homebrew Advice] Shikon Jewel in pathfinder? All Messageboards

Want to post a reply? Sign in.