Implements: Polyhedrons

chronoplasm

First Post
Magical Tetrahedron
Level 4
Implement: Polyhedron
Power (At-Will): Minor Action. Whenever you roll a d4 this turn, add +1 to the result.

Magical Cube
Level 6
Implement: Polyhedron
Power (Encounter): Minor Action. Whenever you roll a d6 this turn, add +1 to the result.

Magical Octahedron
Level 8
Implement: Polyhedron
Power (Encounter): Minor Action. Whenever you roll a d8 this turn, add +1 to the result.

Magical Dodecahedron
Level 12
Implement: Polyhedron
Power (Encounter): Minor Action. Whenever you roll a d12 this turn, add +1 to the result.

Magical Icosahedron
Level 20
Implement: Polyhedron
Power (Encounter): Minor Action. Whenever you roll a d20 this turn, add +1 to the result.
 

log in or register to remove this ad


Is there a reason the tetrahedron is at-will while the rest are encounter powers? (+1 to every d4 roll is really good - it means if you have a 2d4 damage weapon it effectively increases the expected [W] from 5 to 7.)

Also, what item slot does this take up? If these are implements, then they're primary slot items and need to be statted up like them - with the progression of different plus values and (possibly) critical die bonus.
 


Cool! I like the idea!

Of course, implements that are dice should be broken and over-powered, because we are role-players aren't we? So you need to make them much stronger...! :p :lol: :cool:

My guesses:

Also, what item slot does this take up? If these are implements, then they're primary slot items and need to be statted up like them - with the progression of different plus values and (possibly) critical die bonus.
I think they are intended as generic implements. That is, you take one of these (say the d6 one), and then you (the DM, that is) choose your intended Orb or Rod or whatever and reskin it as a Polyhedron. Meaning you could add whatever "effect on criticals" and "daily effect" you like.

It's sorta hard to say much about these, as no class can use them without further houseruling.
I think it's best to to assume any class (any arcane class, at any rate) could use them as replacements for their original ones, for purposes of analysing them and leaving comment. Don't you?
 

NEW WIZARD CLASS FEATURE: Polyhedron of Power
This class feature replaces the implement mastery class feature.
You become proficient with polyhedron implements.
Once per encounter, if you have a polyhedron equipped, you may designate two squares within ten squares of you as portals. Creatures that enter one of those squares may teleport to the other as a free action as long as the other square is unoccupied.
The portals close at the end of the encounter.

Magical Tetrahedron
Level 4 +1
Level 9 +2
Level 14 +3
Level 19 +4
Level 24 +5
Level 29 +6
Implement: Polyhedron
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus.
Power (Encounter): Minor Action. Whenever you roll a d4 this turn, add +1 to the result.

Magical Cube
Level 6 +2
Level 11 +3
Level 16 +4
Level 21 +5
Level 26 +6
Implement: Polyhedron
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus.
Power (Encounter): Minor Action. Whenever you roll a d6 this turn, add +1 to the result.

Magical Octahedron
Level 8 +2
Level 13 +3
Level 18 +4
Level 23 +5
Level 30 +6
Implement: Polyhedron
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus.
Power (Encounter): Minor Action. Whenever you roll a d8 this turn, add +1 to the result.

Magical Dodecahedron
Level 12 +3
Level 17 +4
Level 22 +5
Level 26 +6
Implement: Polyhedron
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus.
Power (Encounter): Minor Action. Whenever you roll a d12 this turn, add +1 to the result.

Magical Icosahedron
Level 20 +4
Level 25 +5
Level 30 +6
Implement: Polyhedron
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus.
Power (Encounter): Minor Action. Whenever you roll a d20 this turn, add +1 to the result.
 


Pets & Sidekicks

Remove ads

Top