Alright, it's about time I get something on the shelves here and I think I got something here. Remember my idea for
symbiotic magic items? Well I've gotten them a bit more refined and streamlined by making them a bit more structured, but still leaving enough room for personal customization between like items.
Anyway, here's a look at what I've got. They are still very experimental and in need of testing, but I'm putting them on the shelves pretty much for just that purpose.
Special Note; these items grow and change with the power/experience level of the person they are bonded to. The per level advancement bonuses refer to the item's advancement as the character gains a level. Basically, they are treated pretty much like newly acquired skills. You pick up a brand new symbiotic item at 5th level. It essentially starts at first level experience. When you hit level 6, the item advances to level 2 power and so on.
The Defender (symbiotic magic item)
Favored by men of arms, particularly front-line fighters such as Knights, Palladins, Soldiers and Mercenaries, the Defender starts in the appearance of a heavy leather glove or gauntlet, usually worn on the off hand of its wearer, and grows with power and experience to become an ornate combat vamrace and partial breastplate, usually styled in such a way as to reflect the tastes of its wearer, whether it be growing spikes and blade edges, intricate filigree and etchings or just remaining simple looking steel plate. The capabilities of the Defender are pretty self explanatory, being mostly defensive in nature and granting a few combat bonuses to that end as well. The bonuses and powers are as follows;
SDC Bonus: Wearer is granted a +20 SDC bonus at first level power with an additional +5 at levels 3, 6, 9, 12 and 15.
Combat Defense: The wearer enjoys a +1 bonus to parry at first level power with an additional +1 at levels 3, 9 and 15. This bonus to parry only applies to the weapon or shield used by the hand that wears the item.
Mystic Defense: The item grants a constant +1 to save against all Magic at level 1 and an additional +1 to a saving throw of the wearer's choice at levels 4, 8, and 12. These additional save bonuses may be applied to a single saving throw type, for example a save vs Wards or Non-Lethal Poison, not just Magic or Poison in general.
AR Bonus: The armor of the wearer is given an additional point of AR at levels 4, 8 and 12 up to a maximum AR of 19. If the wearer of the item is not wearing armor with the item he is granted a Natural AR of 10 and the previously described bonuses will still apply, becoming a Natural AR of 11 at level 4, 12 at level 8 and 13 at level 12.
Mystic Shield: The item can be used to create a shield on the wearer's forearm for use in combat. At first level it is nothing more than a simple buckler providing a +1 bonus to parry (in addition to WP and HtH bonuses as well as the bonuses provided by the item itself) At 5th level power, the shield can be larger, able to become the equivalent of a standard heater or round shield from medieval times, though the shape of the shield will vary according to the desires of the wearer. In this form the shield is +2 to parry in addition to all other bonuses as noted. Finally at level 10 the shield grows even larger, becoming the equivalent of a Roman tower or Norse kite shield, providing full body cover to the wearer and an additional +3 to parry. Again, the actual shape/appearance of the shield is left to the desire of the wearer.
Special: At levels 4, 8 and 12 the item manifests a mystic power from the following list. Player's may choose or randomly determine with a roll of 1d6;
1: Armor of Ithan: 6th level proficiency 3 times per day
2: Superhuman Strength: 6th level proficiency, 2 times per day, SELF ONLY
3: Fire Fist: 6th level proficiency, 3 times per day
4: TK Force Field: 6th level proficiency, 3 times per day
5: Mind Block Auto Defense: Note; if this power manifests, the appearance of the item will also include a partial helmet as well as the vambrace and breastplate.
6: Wearer gains an additional 20 SDC and automatically Bio-Regenerates 2d6 HP/SDC per melee
All powers, abilities, bonuses etc vanish if the item is ever removed, whether the wearer takes it off or the item gets lost or stolen. In the hands of anyone other than its bonded owner the item is a normal thick leather glove, even if it has evolved to the point of being a full plate combat vambrace. However, if kept seperated from its bonded wielder for at least 1 year, the item will reset to first level power and be ready to bond with a new owner. Starting again at level 1 with no powers abilities etc, except for those available at its first power level. If the item is reclaimed by its bonded owner within that time, all powers/abilities return at their normal level of strength.
Been a long time coming and more will follow. If anyone has any other ideas for one of these things, let me know; as always, custom orders are welcomed.
*The old man blows the dust off the shelves and turns the sign in the window to "Open" with a mischevious smile*
Sorry I been away so long, everyone. Working in the lab for a while and having a rough time of it. But I'm back and still bringing you the wonders of weirdness. Come on in and have a look around.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus