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Scaled Fruit

Aura moderate evocation; CL 10th; Slot -; Price -; Weight 2 lbs.

DESCRIPTION

This strange object resembles a large fruit covered by dragon-like, prismatic scales.

Each scale can be taken off, and a fully covered fruit holds 16 such scales. Under the scales is inedible, tough, sour flesh. The fruit regrows one scale per HD of the holder at midnight each day.

Each scale holds a random effect, but the exact effect is unkown to the user until it's used. A scale can be used as a standard action when activated directly from the fruit, or as a bonus action after being plucked from the fruit and attached to a part of the body as a move action. Once plucked from the fruit, a scale cannot be re-attached to the fruit. If the effect is a spell, the user can ignore two components among material, somatic, verbal, or divine focus casting components, and without requiring a use magic device check. After using a scale in this way, the scale fades away.

Each scale attached to a person makes their skin or hide slightly tougher. For every 2 scales attached, a person gains a +1 enhancement bonus to the creature's existing natural armor bonus. A creature without natural armor has an effective natural armor bonus of +0.

When using a scale, it briefly turns from prismatic to one solid color, as determined by rolling from the scale color table. Then, an effect is rolled based on the color from the corresponding color effect table.

Scales removed from the fruit disappear at midnight when the fruit regrows. If attached to the person possessing the fruit at midnight, a number of scales are able to remain, up to half the holder's HD.

Expending one use of mythic power across the day, the holder of the fruit can retain a number of scales up to their HD instead of half their HD.

Others bonded can expend one use of mythic power across the day to retain a number of scales up to half their HD instead of none.


The holder of the fruit also gains a number of luck points. These luck points can be spent in two ways: influencing the result of a scale color or effect roll, and on any single attack roll, saving throw, skill check, or ability check the holder rolls. The holder gains three luck points per day and can have a maximum of 45 luck points. If the holder is without the fruit, they lose three luck points per day.

To influence the result of a scale color or effect roll, the user of the scale can spend up to 15 luck points on a single scale. For each luck point spent, they can add or subtract 1 from the result of a d100 roll to determine the color or effect of the scale.

To influence the result of any single attack roll, saving throw, skill check, or ability check the holder rolls, they can spend as many luck points as they have to add to their roll as a luck bonus.

When endowed with mythic power, for each mythic power, the maximum number of luck points that can be stored by someone increases by 2.

When endowed with three mythic power, the maximum number of luck points that can be spent on a single scale increases by 2. Additionally, the fruit itself can store up to 7 luck points itself which the holder can use as if it were their own.

The natural command of the fruit is "gamble." When the fruit is bestowed with three points of mythic power and given the command "gamble," the effects of the scale become greater and more varied. ??

While the fruit is bestowed with any amount of mythic power alongside the command "gamble," the holder can consume the fruit as a standard action. They activate every scale currently in existence as well as each possible effect once. The wielder decides what order every effect from the table happens in and how, then decides what order the effects from existing scales happen in, including betting on unidentified scales if possible. All effects then happen in sequence and targets get no saves nor spell resistance and any rolls the user makes as part of the effects automatically succceed. These effects are powered innately and as such cannot be suppressed other than by primordial creation.

Result Color
0-29 Green
30-59 Red
60-89 Blue
90-99 Gold


Result Effect Probability
0-4 Undetectable Alignment
5-9 Ant Haul, Communal
10-19 Bull's Strength, up to +2 can stack with an existing enhancement bonus
20-29 Cat's Grace, up to +2 can stack with an existing enhancement bonu
30-39 Bear's Endurance, up to +2 can stack with an existing enhancement bonu
40-59 Cure Serious Wounds
60-69 Fox's Cunning, up to +2 can stack with an existing enhancement bonu
70-79 Owl's Wisdom, up to +2 can stack with an existing enhancement bonu
80-89 Eagle's Splendor, up to +2 can stack with an existing enhancement bonu
90-94 Spider Climb, Communal
95-99 Invisibility
Result Effect Probability
0-19 1d4 points of fire damage per HD of the user (maximum 10d4)
20-39 1d4 points of cold damage per HD of the user (maximum 10d4)
40-59 1d4 points of acid damage per HD of the user (maximum 10d4)
60-79 1d4 points of electric damage per HD of the user (maximum 10d4)
80-99 1d8 bleed
Result Effect Probability
0-4 Message, Sending, or +2 to the next Diplomacy Check
5-9 Grease or Entangle, or +2 to the next Acrobatics Check
10-14 Scriveners Chant, Read Magic, or +2 to the next Linguistics Check
15-19 Alarm, Silence, or +2 to the next Perception Check
20-24 Blend without restriction, chameleon Stride, or +2 to the next Stealth Check
25-29 Secret Sign, Secret Speech, or +2 to next Bluff Check
30-34 Aphasia, Compulsive Liar, or +2 to next Intimidate Check
35-39 Borrow Skill, Cultural Adaptation, or +2 to next Knowledge (history, local, nobility, or religion) Check
40-44 Echo, Magic Mouth, or +2 to next Perform Check
45-49 Flotsam Vessel, Fly, or +2 to next Fly or movement related Check
50-54 Horn of Pursuit, Tireless Pursuit, or +2 to next Survival Check
55-59 Know the Enemy, Favored Enemy, or +2 to next Handle Animal Check
60-64 Natures Paths, Wild Instinct or +2 to next Knowledge (dungeoneering, geography, or nature) Check
65-69 Guiding Star or Teleport
70-74 Create Water, Control Water, or Heavy Water
75-79 Abstemiousness, Preserve, or Purify Food and Drink
80-84 Feather Step, Binding Earth, or +2 to next Escape Artist Check
85-89 Obscuring Mist, Solid Fog, or Calm Air
90-94 Speak with Animals, Speak with Plants, or Shield Speech
95-99 Mud Buddy, except with 17 AC, 50 hit points, Strength 13, and does not end after a trip attempt.
Result Effect Probability
0-15 Take 1d8 + 5 ability damage to each ability score except Con.
16-32 Automatic success on the next skill check or attack roll, or +40 bonus if the DC is above 50. Regain whatever action was used to activate this scale
33-49 Summon a Rod of Spell Sundering for the next hour, treating the wielder as a 25th level caster with 2 uses of mythic power for the purposes of the rod's effects.
50-65 Summon a Young Adult Umbral Dragon for the next hour. This dragon is immediately hostile towards every creature and cannot be calmed.
66-82 Choose a target within eyesight to recover any ability damage, hit points, and most status effects. If the target died within 10 minutes, they are brought back to life unless killed by a death effect.
83-98 Immediately drop to 0 hit points. The user is disabled but conscious.
99 Roll again. If this is landed on again, wish


CONSTRUCTION REQUIREMENTS

Feats -; Spells -; Special -; Cost -;