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Spell to Protect Command Words
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<blockquote data-quote="BlackSeed_Vash" data-source="post: 7055989" data-attributes="member: 33580"><p>I'll be honest and didn't read the wall of text spell you posted.</p><p></p><p>Putting that aside, remember that Emulating a Class Feature is a DC 20; Emulating a race is a DC 25; and Emulating an alignment is a DC 30. </p><p></p><p>Imagine your players kill an officer of you BBEG and find a +2 Flaming Long sword. Sure they got the command word when they identified it, but in addition the sword checks to see if you are Chaotic (DC 30), Evil (DC 30), and an Elf (DC 25). That mean for each condition the person doesn't have, a Use Magic Device (UMD) check is needs to be rolled. Fail any one and the item doesn't activate.</p><p></p><p>For the general grunts, the conditions should be generic enough that any of them should be able to use it freely. As you equip the higher ranked minions and specialized squads, the more exclusive those checks should be.</p><p></p><p>Beyond what is already in the rules, you could create additional conditions the magic items checks for. The best one I can think of is each member of the BBEG's organization bears a cursed magical tattoo (hidden by a permanent <a href="http://www.d20pfsrd.com/magic/all-spells/m/magic-aura" target="_blank">Magic Aure</a>) that allows those of higher ranks to bypass the Will save on spells like <a href="http://www.d20pfsrd.com/magic/all-spells/s/scrying" target="_blank">Scrying</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts" target="_blank">Detect Thoughts</a>, etc. Now the players can choose to either get the tattoo themselves and deal with all the risks that entails or add another check. I'd personally treat is like a class feature for a DC 20 UMD.</p><p></p><p>Other possible conditions the items could check for are the user' s sex, age, hair and/or eye color {DC 15};if there is fresh blood on item (min 1 damage to target or self for the blood) {DC 15}; in a certain area (specific castle/town, a particular mountain range or in the kingdom of _____) {DC 20}; worship a particular god {DC 25}.</p><p></p><p>Last but not least, from D&D 3.5's DMG 2 (pg 45 & 46) include the use to trapped weapons. Modify the trigger to activate once any of the checks fail when attempting to activate the magical weapon. Weapon falls apart, dealing no damage to intended target. In addition, spikes pop out where hands are normally placed to hold/use the weapon. [CR 2; mechanical device; touch trigger; repair reset; spikes (2d6 damage, Reflex DC 20 negates<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Perception DC 25; Disable Device DC 20. Market Price: 3,000 gp]</p></blockquote><p></p>
[QUOTE="BlackSeed_Vash, post: 7055989, member: 33580"] I'll be honest and didn't read the wall of text spell you posted. Putting that aside, remember that Emulating a Class Feature is a DC 20; Emulating a race is a DC 25; and Emulating an alignment is a DC 30. Imagine your players kill an officer of you BBEG and find a +2 Flaming Long sword. Sure they got the command word when they identified it, but in addition the sword checks to see if you are Chaotic (DC 30), Evil (DC 30), and an Elf (DC 25). That mean for each condition the person doesn't have, a Use Magic Device (UMD) check is needs to be rolled. Fail any one and the item doesn't activate. For the general grunts, the conditions should be generic enough that any of them should be able to use it freely. As you equip the higher ranked minions and specialized squads, the more exclusive those checks should be. Beyond what is already in the rules, you could create additional conditions the magic items checks for. The best one I can think of is each member of the BBEG's organization bears a cursed magical tattoo (hidden by a permanent [url=http://www.d20pfsrd.com/magic/all-spells/m/magic-aura]Magic Aure[/url]) that allows those of higher ranks to bypass the Will save on spells like [url=http://www.d20pfsrd.com/magic/all-spells/s/scrying]Scrying[/url], [url=http://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts]Detect Thoughts[/url], etc. Now the players can choose to either get the tattoo themselves and deal with all the risks that entails or add another check. I'd personally treat is like a class feature for a DC 20 UMD. Other possible conditions the items could check for are the user' s sex, age, hair and/or eye color {DC 15};if there is fresh blood on item (min 1 damage to target or self for the blood) {DC 15}; in a certain area (specific castle/town, a particular mountain range or in the kingdom of _____) {DC 20}; worship a particular god {DC 25}. Last but not least, from D&D 3.5's DMG 2 (pg 45 & 46) include the use to trapped weapons. Modify the trigger to activate once any of the checks fail when attempting to activate the magical weapon. Weapon falls apart, dealing no damage to intended target. In addition, spikes pop out where hands are normally placed to hold/use the weapon. [CR 2; mechanical device; touch trigger; repair reset; spikes (2d6 damage, Reflex DC 20 negates;) Perception DC 25; Disable Device DC 20. Market Price: 3,000 gp] [/QUOTE]
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