Sovereign Whispers Item in Under the Twilight of Forgotten Sins | World Anvil
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Sovereign Whispers

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As the gnome slides the torc up on his arm, it appears to have been made as a perfect fit for him. He looks up and looks at each of you in turn. As he does, you can't help but notice his presence is much more pronounced. In his eyes, you feel you are the center of his attention. You are a better person for knowing this human. Not only this, an almost imperceptible radiance seems to briefly glow from under his skin - a radiance of health and vigor, the warmth that comes from a safe hearth. For the few moments the glow lasts, you feel safe and secure.

This golden arm torc is obviously of extreme value and an item definitely worthy of befitting a noble or aristocrat.   In order for it's active abilities to be used, it must be worn and prominently displayed. The passive abilities just require it be worn.   This item is almost indestructible except to the most extreme of forces.   These are its abilities.   Passive:
  • 1st Level: It radiates an aura of which disinclines others in the vicinity from desiring or coveting the torc. They simply want to admire it for its greatness.
  • 1st Level: +2 save vs. any persuasion type magic cast on the wearer.
  • 1st Level: Cold Read 1/game session. This allows the wearer to ask 3 basic questions of the DM about an NPC just met, like: What is their occupation, are they coming or going to work, do they gamble, do they have children, can I trust this person with something easy.
  • 1st Level: Attuned to the initial wearer - others can't use it
  • 2nd Level: +1 to all Perception Checks
  • 2nd Level: +1 Charisma
  • 3rd Level: Bonus to all perception checks of 1/2 your level. +1 at 3rd, +2 at 4th, +3 at 6th, and so on
  • 4th Level: Discern Lie as the spell 3 times per day
  • 4th Level: +1 Wis
  • 5th Level: +4 bonus to any persuasion or charm type magic cast on you
  • 6th Level: Charisma bonus is now +2
  • 10th Level: Bonus to Charisma is now +3
  • 11th Level: Sphere of Influence with regards to fame and reputation is increased by 50%
  • 11th Level: Wisdom bonus is now +2
  • 12th Level: Immune to poison
  • 12th Level: Use Cold Read 3/day
  • 14th Level: Charisma Bonus is now +4
  • 14th Level: Immune to all all fear and enchantment effects (non-mythical)
  • 16th Level: Wisdom bonus is now +3
  • 18th Level: Permanent Comprehend Languages. Includes reading and writing if literate
  • 19th Level: Permanent Tongues
  • 19th Level: Charisma Bonus is now +5
  • 20th Level: Charisma Bonus is now +6


Active:
  • 1st Level: All persuasion type magics the wearer uses are saved against with a -2 penalty
  • 1st Level: As a spell like ability, cast command 1/day per level as a caster of equal level
  • 2nd Level: +2 to all diplomacy, intimidate, and sense motive skill checks
  • 2nd Level: Cast Charm Person as a spell like ability 1/day. Twice a day at 5th level, 3 times at 10th, level, 4 times at 15th level, and 5 times at 20th level
  • 3rd Level: All fear effects are treated as 1 category less. So at Shaken, you are treated as having no fear. However, if a second shaken effect affects you, you are now Frightened and only treated as if Shaken
  • 3rd Level: As a spell like ability, cast bless 1/day/level. All effect must be able to see you wearing the Torc
  • 4th Level: Lead (Ex) Once per game per 4 levels, all character in line of sight of the wearer can use the wearers roll on a single group task like climbing, sneaking, etc.
  • 5th Level: As a spell like ability, cast suggestion 1/day as a spell like ability per 5 character levels. (Once at level 5, twice at level 10 . . .)
  • 6th Level: As a spell like ability, cast Comprehend languages 2/day as a caster of your current level
  • 6th Level: As a spell like ability, cast detect thoughts 3/day as a caster of your current level
  • 6th Level: As a spell like ability, cast Tongues 2/day as a caster of your current level
  • 6th Level: Bonus to all diplomacy, intimidate, and sense motive checks equal to 1/2 current character level
  • 7th Level: Gain Leadership 1 level early
  • 8th Level: As a spell like ability, cast Charm Monster 3/day
  • 8th Level: As a spell like ability, cast Detect Scrying 2/day
  • 8th Level: As a spell like ability, cast Greater Command 3/day
  • 9th Level: All prestige points earned are doubled
  • 10th Level: As a spell like ability, cast Dominate 1/day
  • 11th Level: As a spell like ability, cast Mass Charm Monster 3/day
  • 13th Level: As a spell like ability, cast Unshakeable Zeal 2/day
  • 13th Level: As a spell like ability, cast Mass Suggestion 2/day
  • 14th Level: As a spell like ability, cast Joyful Rapture 2/day
  • 15th Level: Followers from Leadership doubled
  • 16th Level: As a spell like ability, cast Discern Location 1/day
  • 17th Level: Now cast Dominate 3/day as a spell like ability
  • 20th Level: Followers from Leadership now tripled
  • 20th Level: As a spell like ability, cast Overwhelming Presence 1/day


When you first put on the torc, a surge of confidence envelopes your world view. It is making changes in you, permanent changes. Even if you remove the torc and get rid of it, these changes are permanent. Or maybe its these changes which drew you to the torc?

  • 1st Level: Aura of good as per a paladin of equal level. This remains in effect as long as you keep a good alignment.
  • 1st Level: Detect evil/chaos as per the spell twice a day (+ a number of times equal to your wisdom bonus.)
  • 2nd Level: Aura of command: If you are not surprised in a round, you may as your action prompt another in party to act - thus giving them the benefit of not being surprised. They must be aware of your presence. At 6th level you can command two others, (or 1 other and keep your free action). At 10' level you can command 2 + your Charisma bonus in people to not be surprised. Range is 10', 20' at level 5, 30' at level 10, 40' at level 15, and 50' at level 20.
  • 3rd Level: Gain the Diehard Feat.
  • 3rd Level: Tactics - Tactics - once per game can issue an order to a number of teammates (Chr bonus +1/2 level). This order can't be something they are already doing. They get a +1 synergy bonus to all skill checks for that activity. The order must be specific like "Cover Jim; Open that door slowly" The skill check must be one which takes 10 minutes or less. This order can be given to himself also. Bonus goes to +2 at level 8, +3 at level 12, +4 at level 16. Also at those levels, the number of times per game increases to that bonus.
  • 4th Level: Supreme Battle Tactics: At the start of each of your turns, chose a single square adjacent (not diagonal) to you. Until the start of your next turn, you and your allies can treat that square as if it were occupied by you for the purposes of flanking opponents. If you move out of reach of the target opponent, then this benefit is lost.
  • 5th Level: Any time you succeed in a save vs. fear, death effect, or compulsion, all allies within 30' gain a +2 morale bonus on their next save vs. the same effect as long as it happens in the same combat. The save must be against an actual hostile cast spell. You have the option to try the save first if multiple party members are affected by the same spell.
  • 6th Level: May use the Aid Another action for all allies within 30 feet of your position as a move action.
  • 7th Level: Upon a successful melee attack on a target, an adjacent ally to that target gains an immediate attack of opportunity vs. that target.
  • 8th Level: Through careful commands, you can on your action as a free movement allow your initiative to be swapped with another team mates initiative in all upcoming rounds. it does not affect the current round and the ally must agree to the change.
  • 9th Level: Through careful commands, you can cause one allies initiative to increase by 5 as a free action. This can be used every round on the same target.
  • 10th Level: Superior Strategy. Once per combat, at the beginning of a combat round any allies within line of sight who can hear the character gain an 1/2 round of action for that round. This can be an extra move action or an extra attack action - even after using a full round attack or move.
  • 11th Level: With a furious roar which unnerves your target, when you confirm a critical all other attackers within 30' following you that round vs. your target gain an additional 2d6 damage per attack.
  • 12th Level: +6 on all initiative checks
  • 13th Level: With a great aura of command, all allies within 30' gain the Die Hard feat.
  • 14th Level: Excelled Combat Tactics. If you damage a target in a round, all other allies within 30' of you gain for the rest of the round a +2 morale bonus to hit that target.
  • 16th Level: Close Quarter Combat. All CMD and CMB scores of all allies within 10' of the character are increased by a morale bonus equal to 1/2 the character's level.
  • 17th Level: Can grant the benefits of 1 feat you know to a single ally within 30' as a fast action(if they meet the requirements)
  • 18th Level: Inspiring Leadership. After your first kill in a battle, all allies within 50' gain 10 temporary hit points until the end of the battle. Such is your dominance.
  • 19th Level: Any fear effect which doesn't affect you doesn't affect any ally within 20'
  • 20th Level: Piercing Command. By focusing your commands, you can cause one ally to regain any expended ability which they have already used. This assumes it is not a 1 time use ever ability. This can include allowing a spontaneous spell caster to regain a spell slot or a spell caster with memorized spells to recall a spell they have already cast for the day.

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