So question to all you delightful people out there (PF related).
I like references. I love references. I love finding ways to organically work them into games I run, as I have no interest in running my own self contained campaign setting any time soon.
As such, given the Qadira campaign I'm working on has an ancient Not!Babylon baked into it, one that survived the Starstone falling and didn't get destroyed till several hundred years later, and is known to have massive artifact filled treasure vaults, I figured a Nasuverse Gilgamesh reference would be extremely fitting. I am also a fan of letting players temporarily have artifacts for plot reasons, before said artifacts have to be gotten rid of (or taken).
Key of Tabsigal
Major Artifact
Aura: Strong Conjuration
CL: 20
Slot: Hand;
Price: -;
Weight: 5 pounds
Description:
The Key of Tabsigal appears to be a metal gauntlet, fitting perfectly onto any humanoid right hand and wrist that wears it. The gauntlet is golden in color, with a red chainmail base to the gauntlet. The item takes up both hand slots, despite only being worn on the right hand.
When activated, a glowing red skeleton key form appears around the gauntlet, and one of two effects can happen.
As a full round action, the user twists and turns the key, as if into a lock. This allows them to summon up to 1 item from the deepest Vaults of Tabsigal per HD of the user. These items are all affected as if by the spell Telekinesis, appearing floating in the air within 10 feet of the user after emerging through miniature Gates. This effect of the artifact can be triggered as often as the user desires, and as often as their are treasures in the vaults left to extract, although each separate summoning counts as a separate instance of Telekinesis for controlling the items. Individual weapons or items can be released from the Telekinesis effect, and can be controlled enough precision to allow them to be released into the awaiting hands of the user of the Key as a swift action or a reaction. Individual items, or groups of items can be launched as per the Violent Thrust application of Telekinesis, although this does not end the Telekinesis effect for any items still remaining in the triggered instance of Telekinesis.
An individual must know a specific item to withdraw. For example, vague generalities such as "a sword that can stop a troll's regeneration" would not summon anything, but "a +2 corrosive greatsword" could summon such an item if it exists in the vault.
Second, as a standard action, the user gestures at a target, sweeping the key shape through the air, and up to 15 items, chosen at random by the GM, are released from the Vaults of Tabsigal and fly at an opponent within 100 ft as per the Violent Thrust application of Telekinesis.
Finally, items can be put back into the vault using the Key. Touching an unheld (can't remember the term PF or DnD uses, means it's not being wielded by anyone) item as a standard action with the Key sends the item into the vault.
The gauntlet otherwise functions as a +2 Spellstoring Gauntlet
The basic idea for this would be an extended arc looking for a certain item, and they learn about the ancient Ninshaburrian empire and the fact that befell them, while trying to find a way to get something in the Vault-Tombs of Tabsigal. This glove will be part of a quest to find access to the vaults, to either get in in person or figure out how it works. The vaults won't be that full, so it won't allow them to spam Telekinesis non-stop without a lot of prep, which they won't necessarily have.I may need to balance the secondary ability better, or possibly just remove it, since the first one is already so powerful.
...aaaand paizo.com is down again.
I'll get the character sheet to you by Tuesday.