Amulet of PassageHeroic Level
This fine silver chain is unassuming, bearing a single arrowhead-shaped jewel. While you wear this amulet, it stirs thoughts of legendary battles and heroic deeds.
The Amulet of Passage is a +2 magic amulet with the following properties and powers.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property
You gain a +2 item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks.
Power ✦ At-Will (Standard Action)
You attune an ally to the Amulet. While attuned and within 10 squares of you, an ally can use the Amulet's powers (but not its enhancement bonus or properties) as if he or she were wearing it.
Power (Teleportation) ✦ Daily (Move Action)
You and each attuned ally can each use this power once per day. You teleport a number of squares equal to your speed.
Goals of the Amulet of Passage
- Find those that could become legendary heroes and guide them toward their destined paths.
- Continue to move through the world in search of new heroes.
Roleplaying the Amulet of Passage
When the Amulet of Passage first comes into a character's possession, it resents the task set before it and must be convinced that its new owner truly is destined for greatness. As its owner continues to succeed, the artifact begins to believe that the character is worthy of his or her destiny.
Concordance
| Starting Score | 5 |
|---|---|
| Owner gains a level | +1d10 |
| Owner reaches three milestones in one day | +2 |
| Owner completes a major quest (maximum 1/day) | +1 |
| Owner's ally dies | -1 |
| Owner stays in the same region for 2 weeks without reaching a milestone | -1 |
Pleased (16-20)
"Soon we will accomplish the stuff of legend. Everything we've done so far is just a prelude to what lies ahead."
Property
The Amulet's item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks, increases to +5.
Power (Reliable, Teleportation) ✦ Daily (Standard Action)
You or an attuned ally can use this power. Make an attack: Close burst 10; targets one creature; Intelligence +3, Wisdom +3, or Charisma + 3 vs. Will; on a hit, the target disappears from its location (save ends). While the target is gone from its location, it can't take actions and can't be targeted. On a save, it reappears in the space it last occupied (or in the nearest unoccupied space of its choosing if that space is occupied).
Satisfied (12–15)
"Our destinies are intertwined as we walk together on the road of adventure."
Power (Teleportation) ✦ Encounter (Move Action)
You and each attuned ally can each use this power once per encounter. You teleport 10 squares into a space adjacent to an ally who is wearing or attuned to the Amulet.
Normal (5–11)
"I say we go that way."
Unsatisfied (1–4)
"If you don't step over the mountain ridge, the scenery never changes."
The Amulet's enhancement bonus decreases to +1.
Angered (0 or lower)
"We are all lost, and so is this cause."
The Amulet's enhancement bonus decreases to +1. The owner can no longer use any of the Amulet's powers, and all allies lose their attunement to the Amulet.
Property
The Amulet's item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks, is negated.
Moving On
"I have shown you the path, but you must take the first steps on your own."
Published in Dungeon Master's Guide 2.