Almendra, a Beautiful Psionic Wasteland
Projan Spirit infused to grant great power
In use, the Protector acts as a +1 Heavy Steel Shield of Bashing. The shield’s light mesh quality allows the user to act as though they have the feat “Agile Shield Fighter”. The shield emits light as a candle while active.
Bashing: Shield deals 1d8 damage and acts as +1 weapon.
Agile Shield Fighter: Reduces penalties for shield bashing to -2/-2
The Projan Protector can be charged with PP at the beginning of each day to allow the user to use specific effects or to make the shield more powerful during the day. These powers must be decided at the beginning of the day, and the shield cannot be charged additionally during the day, even when doing so would become beneficial. The powers last for the entire day, even if the ring turns the shield on and off multiple times during the day.
^Bonus Armor: You can increase the Enhancement bonus of the shield by +1 for each set of Cost payed into the power. Cost: 5*(Next Bonus) Ex: to increase the shield to +3, we start at +1, then use this once (for 10, since 2*5 = 10), then do so again (for another 15, since 3*5 = 15) for a total of 25 PP spent.
^Bonus Bashing: You can increase the Enhancement bonus of the Bashing of the shield by +1 for each set of Cost payed into the power. Cost: 10*(current Bonus) Ex: to increase bashing to +3, we start at +1, then use this once (for 10, since 1*10 = 10), then do so again (for another 20, since 2*10 = 20), for a total of 30 PP spent.
Spikes: You can cause Light spikes to protrude from the shield, which cause the shield to deal 1d10 instead of 1d8 for the day. Cost: 4 PP.
Blinding: Allows use of the Blinding Shield ability. See DMG 218. Cost: 10 PP
Ghost Touch: Allows the shield to be of use against incorporeal creatures, as the Ghost Touch Shield ability. See DMG 219. Cost: 45 PP.
Reflecting: Allows use of the Reflecting Shield ability. See DMG 219. Cost: 100 PP.
Bane(Undead): Allows use of Undead Bane Shield Bashing ability. See DMG 224. Cost: 10 PP.
Defending: Allows use of Defending Shield Bashing ability. See DMG 224. Cost: 10 PP.
Ghost Bashing: Allows use of Ghost Touch Shield Bashing ability. See DMG 224. Cost: 10 PP.
Holy: Allows use of the Holy Shield Bashing ability. See DMG 224. Cost: 30 PP.
Disruption: Allows use of the Disruption Shield Bashing ability, so long as the Spikes ability is not also chosen. See DMG 224. Cost: 30 PP.
Heartening: Allows use of the Heartening Shield ability. See EPH 162. Cost: 10 PP.
Power Storing: Allows use of the Power Storing Shield Bashing ability. See EPH 166. Cost: 10 PP.
Knowledgable: The Projan spirit can communicate through empathy, and has the following abilities:
12 Wis, 10 Int, 10 Cha. 30 ft vision and hearing. bless 3/day.
Cost: 10 PP.
Speaker: The Projan spirit can communicate through audible speech, and has the following abilities:
14 Wis, 10 Int, 10 Cha. 120 ft vision and hearing. bless 3/day, deathwatch continuously active.
Cost: 30 PP.
Elemental: The Projan spirit can communicate through speech and telepathy, and has the following abilities:
17 Wis, 10 Int, 10 Cha. 120 ft darkvision and hearing. bless 3/day, deathwatch continuously active, cure moderate wds on wielder 3/day (2d8 + 3), lesser globe of invulnerability 1/day.
Cost: 100 PP.
For every 5 unique powers, the cost increases by 2*(powers at that time) PP.
Ex: having 10 powers will increase cost by 2*5 + 2*10 = 10 + 20 = 30.
^= These both start at +1, since the shields modifiers start at +1.
Projan Protectors are powerful rings that can be activated to make a glowing field of energy displaced somewhere in front of the user. This acts as a Masterwork Heavy Steel Shield + 1 in effect, and is a very powerful item. The ring takes up on a ring slot when not in use, and can be turned into a shield as a free action once per round, which then takes up the hand that the ring is equip to.
Projan Protectors are literally a ring with a Life Elemental fused within. If the user charges the ring enough, the Life Elemental can actually communicate with the wielder. Be warned, all Life Elementals are Lawful Good, and actions outside of this limit while the Elemental is intelligently active can cause some negative effects.