TheLe
First Post
Personal Artifacts are now available for your D20 system!
Written by The Le and published by roninarts, this book is perfect for your low to mid level campaigns (and a few high level campaigns).
The artifacts in this book is made for a wide range of levels and players. History, where-to-find, and how-to-destroy are all provided here to help the DM with any aspect of the artifact.
Artifacts aren't just for uber characters anymore.
You can a purchase this pdf book here! (or just stop in to get the free 7-page demo!)
Here's a sample of one of the six Rings of Power, that is fully OGC!
~The Le, author
Written by The Le and published by roninarts, this book is perfect for your low to mid level campaigns (and a few high level campaigns).
The artifacts in this book is made for a wide range of levels and players. History, where-to-find, and how-to-destroy are all provided here to help the DM with any aspect of the artifact.
Artifacts aren't just for uber characters anymore.
You can a purchase this pdf book here! (or just stop in to get the free 7-page demo!)
Here's a sample of one of the six Rings of Power, that is fully OGC!
Rings of Power
There are 6 Rings of Power: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Individually, these rings grant the user bonuses to a specific attribute as well as powerful abilities. However, when combined together with an additional ring, they grant the user even more abilities. Only two of them may every be worn at a time; if more than two are worn, the rings become cursed and grants -1 to all attributes.
Wearing a Ring of Power will cause the ring to become specially bonded with the wearer and grant its special abilities only to him for a duration of one year. During this time the ring will be powerless to anyone other than the character it is bonded with. After one year the ring will lose all its abilities until it is removed from the wearer for one day, at which time it will regain its abilities and may be worn (and bonded) with the same wearer or a new wearer for another year. The death of a wearer will cause the ring to lose it?s power until it is removed from it?s dead owner for one day, at which time it may be worn (and bonded) with a new wearer.
However, with power comes a price. Each day that a Ring of Power is worn, there is a 1% chance that the wearer may lose 1 permanent attribute point. If more than one ring is worn at a time, roll for each ring daily.
Destruction: Wearing two of the same ring will cause the rings to destroy themselves, each causing 4d20+20 damage to the user and 3d20 damage to all things within 10 feet of the user.
History: The Rings of Power were created by the gods of old, and were given as gifts to the mortals who worshiped them. As the ages past and the old gods faded, so did the memory of the Rings of Power.
Where To Find: The Rings of Power may be found throughout the world -- many of the owners of these rings are aware of their immediate powers, but do not know the full extent of them.
Weight: 1 lb.
Ring of Intelligence Power
·Intelligence Bonus. Grants +2 to Intelligence and the Spell Mastery Feat.
·Language Comprehension. Gains the ability to read any written language, including items for spell use. Magical writings such as scrolls are instantly deciphered as if the user has made a successful Spellcraft check. When activating a scroll, the caster does not need to make a caster spell check even if the caster level is lower than the scroll spell?s caster level. Furthermore, scrolls read while wearing the Ring of Intelligence Power do not need to be of the correct type. Arcane spellcasters can cast divine spells from a scroll and divine spellcasters can cast arcane spells from a scroll; doing so however requires a DC10 check and will cause a scroll mishap if the check is failed.
·Point Loss. Daily 1% chance to permanently lose one point of Intelligence
Ring Combinations:
Wearing two different Power Rings will grant the users all the powers of the two rings, plus these additional powers:
Any Strength Ring
-Critical Threat Range for melee attacks is increased by 1.
Any Dexterity Ring
-The wearer never needs to make an armor check for Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, or Tumble checks.
Any Constitution Ring
-The wearer will always feel nourished and does not need to eat or drink for sustenance.
Any Intelligence Ring
-Duration of all the wearer's cast spells is doubled.
Any Wisdom Ring
-The wearer gains 1 extra spell slot in the highest spell level. When the wearer is capable of casting a new spell level, the old slot will disappear and move to the higher level.
Any Charisma Ring
-Once per day the wearer may re-roll any Bluff, Gather Information, Diplomacy, or Intimidate checks, if the original roll was a natural 1, 2, or 3.
~The Le, author
Last edited: