Want to spice up your Shards?


Shattered Star


I thought the Shards were too generic, especially for the mash-up campaign I'm running, so I rebuilt them, making the more powerful as well as more dangerous. A few notes before the specifics:

Anyone carrying a Shard (in their hand, in a pouch, backpack, whatever) falls under its effects. Those effects will linger 24 hours or until the next 'extended rest' after the Shard has been relinquished or passed on. It will not become attuned to its new bearer until its effects have faded from the previous one.

Being under the effects of two Shards at once Sickens the bearer for as long as those effects last. Being under the effects of three Shards Nauseates the bearer for as long as those effects last. Being under the effects of four or more Shards renders the character unconscious.

After the group finds their third Shard, Sheila Heidmarch furnishes them with a magical chest to carry them in. It appears and functions as a normal chest unless its activated - upon activation it opens into an extra-dimensional space with a felt-lined tray designed to hold up to all seven pieces. When a Shard is placed into the chest, its current effects immediately end. Also, unknown to the PC's...

Spoiler:
...Sheila can access the contents of the chest from its twin which she keeps with her in Magnimar as a safeguard against something unfortunate befalling the group.

The 'new and improved' Shards of the Shattered Star:

Shard of Wrath/Evocation:
Whenever the bearer takes damage or is the target of a hostile spell they enter a rage-like state, gaining +4 STR, +4 CON, -2 AC and the Pounce ability. They must focus their attacks on the individual who triggered the Rage and any who seek to bar their way. Once that foe has been defeated, or if the foe cannot be engaged, they continue to attack the nearest creature for as long as they are under the effects of the Rage. They may make a DC 20 Will save every round to end the Rage, and once it ends they are Fatigued as per am Barbarian's Rage.

Shard of Envy/Abjuration:
Whenever any single-target spell targets someone within 30' of the bearer, it targets the bearer instead, even if they would normally be out of range of the spell (including touch spells). Whenever any spell is cast that targets multiple individuals has a target within 30' of the bearer it affects the bearer as well, even if to do so would exceed the spell's number of targets or the bearer would be beyond the spell's range or area of effect. The bearer must be aware that the spell is being cast but does not need to be able to identify the spell. Saving throws, resistances and immunities apply as normal

Shard of Lust/Enchantment:
Whenever the bearer first encounters someone whom they could be sexually attracted to, they are immediately targeted by a Charm spell (Will DC 20) towards that individual. Whenever anyone who could be sexually attracted to the bearer first encounters them, they likewise fall under the effects of a Charm spell (Will DC 20). The duration of these effects are permanent, but each affected person gets an additional save each time they have sex with the other. Once the save is successful, they are immune to the Shard's effects toward that individual thereafter.

Shard of Gluttony/Necromancy:
The bearer may use Vampiric Touch (caster level = character level) and Death Knell (Will DC 20) as spell-like abilities at will. They gain vulnerability to positive energy, taking damage rather than being healed by it and like undead cannot benefit from Raise Dead or Reincarnate spells.

Shard of Pride/Illusion:
Whenever the bearer makes a successful attack roll or saving throw, he rolls twice thereafter when making an attack or save and takes the better of the two rolls. Whenever the bearer fails an attack roll or saving throw, he rolls twice thereafter when making an attack or save and takes the worse of the two rolls. He also cannot ever benefit from Flanking or Aid Another.

Shard of Sloth/Conjuration:
The bearer may teleport up to twice his base movement speed as a move action at will. They must save make a Will save (DC 20) each round or be Staggered.

Shard of Greed/Transmutation:
The bearer chooses one: +4 to any physical attribute, the ability to fly as per the spell Fly, the ability to breathe underwater as per the spell Water Breathing or the ability to grow or shrink per the spells Enlarge Person/Reduce Person. They must also choose one physical attribute to suffer a -4 penalty. They may choose to switch between any of these options as a full round action.


I also modified the Shards system.
The PCs are now level 5 and the one with the Shard of Pride has not deactivated it yet. I'll continue to add bonuses and maluses as that PC level up until the player decides to deactivate the shard.

Shard of Pride

Bonus:
1: +X insight bonus on saves versus illusion spells, and gains a +X insight bonus on all skill checks.
2: As long as the Shard of Pride is carried, its owner can use major image as a spell-like ability once per day.
3: As long as the Shard of Pride is carried, its owner can use Raiment of Command as a spell-like ability once per day.
4: Sin Inquisition: Granted Powers: You know how to stoke the seven sins in others (envy, gluttony, greed, lust, pride, sloth, and wrath), and twist their dark desires to suit your own purposes. Sin Sense (Su): As a full-round action, you can determine which sin most strongly influences a target by quickly reading its mind. Once you learn this fact, you gain a +4 bonus on your next Charisma-based skill check made against the target as long as it somehow incorporates a temptation that relates to that sin. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
5: Delving deeper into her study of Sin Magic, she decides to follow the path of Pride just like the original owner of the Shard of Pride, the Runelord Xanderghul. As a student of Pride Magic, she receives two additional 1 level spell slots. These bonus spell slots must both be used to cast the same spell from the Illusion school of magic. The choice is made each day when the first slot is used.

Malus:
1: Since she started carrying the shard, she's grown more and more convinced that she should be the one leading the party. The thought of following the orders of anyone else in the group makes her feel increasingly sick to the stomach. Stress to that PC that these feelings don't yet make her want to leave the group-instead, they are compelling her to take on more of a leadership role.
2: She suffers delusions of grandeur. She cannot gain the benefit of the aid another action, nor can she take the aid another action.
3: The thought of serving another creature as a subordinate of any sort makes her feel increasingly sick to the stomach. Pride Drawback: You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
4: She becomes arrogant and supremely confident. She cannot stand when others know more than she does or when he cannot impress other with her vast knowledge. Anytime she fails a knowledge, linguistic or spellcraft check, a rank needs to be alloted to that skill at her next level.
5: As a Sin mage apprentice, she will seek to perfect her own appearance and domain through trickery and illusions. She can never cast spells that are in one of her prohibited schools, considering them impurities that can taint her Pride Magic —she treats these spells as if they were not on the inquisitor spell list. If using a spell trigger or spell completion item to cast a spell from one of her prohibited schools, she must use the Use Magic Device skill to do so. Her Prohibited Schools are conjuration and transmutation.

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