Keeping (Shield Magic Property): Difference between revisions

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In all cases, the creature within may be released from the shield with a Standard action. It appears in an open, unblocked, unoccupied space adjacent to the wielder of the shield of sufficient size to contain it.
In all cases, the creature within may be released from the shield with a Standard action. It appears in an open, unblocked, unoccupied space adjacent to the wielder of the shield of sufficient size to contain it.


The stats and powers of the creature are determined as if it is a monster summoned by the spell [[Summon_Monster_I_(Sorcerer/Wizard_Spell)|Summon Monster I]], with the CR of the creature determined by the Character Level of the wearer of the shield, and rather than roll randomly for the Movement power of the entity, the wearer of the shield may choose any result they like up to number 20 on the chart, once, when the entity is first summoned.  After that, the movement type is fixed and may not be changed again by that wearer.
The stats and powers of the creature are determined as if it is a monster summoned by the spell [[Summon_Monster_I_(Sorcerer/Wizard_Spell)|Summon Monster I]], with the CR (challenge rating) of the creature determined by the Character Level of the wearer of the shield, and rather than roll randomly for the Movement power of the entity, the wearer of the shield may choose any result they like up to number 20 on the chart, once, when the entity is first summoned.  After that, the movement type is fixed and may not be changed again by that wearer.


If the entity is 'killed', there is no ill effect, and it may be released from the shield again with a standard action. If the wearer of the shield has any [[:Category:Summon Feats|Summoning Feats]], they may be applied to the entity, subject to the restrictions of the Summoning spell.
If the entity is 'killed', there is no ill effect, and it may be released from the shield again with a standard action. If the wearer of the shield has any [[:Category:Summon Feats|Summoning Feats]], they may be applied to the entity, subject to the restrictions of the Summoning spell.

Latest revision as of 18:34, 1 January 2020

Keeping (Shield Magic Property)

Enchant Cost: +1

A Keeping Shield bears a large, prominent image. This image is typically of some creature, although some shields of this type bear images of people, engines of war, golems, or such fanciful things as clouds of butterfies, mounds of jagged bones, or even abstract representations of martial prowess.

Regardless of their decoration, all shields of this type contain a passenger. Some entity, be it an imprisoned monster, a construct especially Created for the shield, or some eerie spirit that lives for free in the shield in exchange for immortal service, dwells within. In most cases, the entity never changes, although it is not unheard of for the design on the shield to change, and the denizen within to change as well.

The details of the image on the shield, and the details of the dweller within, may be left to the GM, or the GM and player may work together to decide What It Is.

In all cases, the creature within may be released from the shield with a Standard action. It appears in an open, unblocked, unoccupied space adjacent to the wielder of the shield of sufficient size to contain it.

The stats and powers of the creature are determined as if it is a monster summoned by the spell Summon Monster I, with the CR (challenge rating) of the creature determined by the Character Level of the wearer of the shield, and rather than roll randomly for the Movement power of the entity, the wearer of the shield may choose any result they like up to number 20 on the chart, once, when the entity is first summoned. After that, the movement type is fixed and may not be changed again by that wearer.

If the entity is 'killed', there is no ill effect, and it may be released from the shield again with a standard action. If the wearer of the shield has any Summoning Feats, they may be applied to the entity, subject to the restrictions of the Summoning spell.

Creation: Creator (Feat), Bailiwick Check (DC 17), a languid remnant (tier 1), and an item symbolic of the enchantment.