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Magic Items

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1 Magic Items on Fri Sep 05, 2014 9:02 pm

Mister Dicey

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Yellow Wizard
Here's a thread for magic item use! Have fun making items and putting them here! If you have feedback or any critiques on items, you can do that here too.

The following are proper redos of the original items I put in this post:

Hippie's Toothbrush
Aura moderate conjuration and necromancy; CL 7th
Slot none; Price 3,600; Weight -

Description
This cedar wood toothbrush has thick bristles made from the hairs of wild boars. The phrases 'Gleaming White! Minty Fresh!' are engraved on the handle. Twice per day, speaking these words causes a small quantity of a mint-flavoured paste to appear on the bristles of the toothbrush.

A creature can vigorously brush its teeth as a full round action that provokes attacks of opportunity to cause teeth to gleam with such intensity that it can frighten creatures. Treat this as an intimidate check to demoralize against all creatures within a 30 foot cone. Creatures demoralised by this check are also dazzled for an equivalent duration. A creature that has brushed its teeth with the paste since it last ate has such fresh smelling breath that its scent also allows it to make the intimidate check against all creatures within 30 feet.

Construction
Requirements
Craft Wondrous Item, Dazzling Display, cause fear, minor creation; Price 1,800 gp


To be updated soon!
Zombie Paper
This large sheet of paper attracts undead, then magically sticks them to it.  Any undead in a 10 mile radius must make a DC 22 Will save or be drawn to the paper. Once there, they can attempt to save again or they put as much of their body as possible on the paper, at which point they are held there as if by sovereign glue. Uncorporeal undead are immune to all effects of Zombie Paper.


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2 Re: Magic Items on Sat Sep 06, 2014 9:18 am

The Black Vegetable

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Great Adventurer
Great Adventurer
Maybe the hippie's toothbrush would be better with a feeble minded or dazzling effect.


_________________
Argraff Clawhammer (Retired) - Dwarf Cleric, women's rights activist and tavern frequent; Drinking and fighting for a better Stolen Lands
Orophin Arkanthamz (Retired)  - Elf wizard, Eldritch Knight, librarian and teacher; Fixing the flaws of Nethys, one disaster at a time
Currently Running:
          Carrion Crown (Play-by-Post)
          Skull & Shackles (Live)

Previous Campaigns:
          Dobhyst Wasteland (Resolved)

3 Re: Magic Items on Sat Sep 06, 2014 10:17 pm

Mister Dicey

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Yellow Wizard
I'm looking forward to seeing things for TheSunboundCleric's Cheese golems...

There's a quirky little game called Earthbound, which is what those items came from. There's an enemy called the New Age Retro Hippie who uses a toothbrush to make you scared. I believe the actual text from the game is:
The New Age Retro Hippie used a toothbrush and his teeth were white and his breath was fresh and it made *Character Name* scared! *Character Name* was paralysed.
A mass intimidate seemed about appropriate. That is, it makes enemies shaken (-2 to attack rolls, Saving throws, skill checks and ability checks) for a round if you beat DC 10+target's level+target's Wisdom modifier, extended by a round for every 5 you beat the DC by. Basically, even a low Charisma character can intimidate a large group of foes with a Hippie's Toothbrush. A talky person could easily shake foes for a full 4 rounds, probably even increasing the fear level to frightened or possibly panicked.

Otherwise, I was thinking maybe as Colour Spray with DC 14 (Which would make it substantially cheaper and easier to make).

Zombie Paper also comes from Earthbound, but the DC I gave it is sort of arbitary. I could probably make a variety of strengths to reduce costs...


Magic Teddy Bear, Lesser
This large, fluffy, pink stuffed bear is animated so it will follow you. Hostile creatures must make a DC 14 Will save or be compulsed to attack the Teddy Bear rather than any other target. Once reduced to 0 HP it is reduced to a pile of non-magical fluff and cannot be repaired.
Lesser Magic Teddy Bear: Small Construct; AC 11 (+1 Size), touch 11, flat-footed 11; HP 48; Saves All +0; Immune Construct Traits; Weaknesses Vulnerability to Fire; Speed 30 ft.; Str 10, Dex 10, Con -, Int -, Wis 10, Cha 10; BAB +0; CMB -1; CMD 11


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4 Re: Magic Items on Sat Sep 06, 2014 10:23 pm

The Black Vegetable

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Great Adventurer
Great Adventurer
Admittedly I like the look of the zombie paper, get them out of the way 'till the cleric turns up...
The way the teddy bear is written, it seems to behave a bit like a homunculus, following you around, taking your attacks but not draining it's master's health the way the latter does.

5 Re: Magic Items on Wed Apr 29, 2015 11:51 pm

Quark

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Great Adventurer
Great Adventurer
Well, here's something inspired by what my improvised weapon specialist might design if he was remotely inclined towards cruel jokes:

Chair Trap
It looks like a normal chair. But it's not. Each one of these is designed to either injure or trap someone who sits on them.
Bear Chair Trap: This chair has an invisible bear trap built into its seat. A creature must make a DC 40 perception check to notice the trap. Creatures that sit on the chair must make a DC 15 reflex save or take 2d6+3 damage and be entangled until they make a DC 20 Disable Device check, a DC 22 Escape artist check or a DC 26 Strength check to remove the trap. A successful save halves the damage and negates the entangled condition. Once the trap has been triggered, the bear trap becomes visible.
Collapsing Chair Trap: This chair has a small portable hole built into its seat, disguised with a very thin layer of balsawood or some other easily broken wood. A creature that sits on the chair breaks the layer and falls into the hole unless they succeed on a DC 23 reflex save.
Hungry Chair Trap: This is of a similar design to the collapsing chair trap, but the portable hole instead acts as the mouth of a bag of devouring. Creatures that fail a DC 23 reflex save are eaten by the chair. The hungry chair trap can also make a single grapple check with a +14 bonus to drag creatures in, even if they make their saves.

Prices/more information maybe forthcoming.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

6 Re: Magic Items on Thu Apr 30, 2015 1:10 am

Einstein

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Adventurer
Adventurer
What you think about an organic trap? Capable to proliferate. So the trapper throws one in an empty room, sprays some sugar water around and after a few hours the floor is covered with masses of traps.

7 Re: Magic Items on Thu Apr 30, 2015 1:41 am

Quark

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Great Adventurer
Great Adventurer
Mmm, there are certainly things like that which might work. Something like an Alchemist's Bottled Ooze might be what you're looking for there.
Otherwise an item that causes things like Leechweed, Murderer's Beard, Yellow Mould or even just good old Green Slime to grow and expand at a rapid rate would be suitable. Main problem with them of course is that unlike other traps, using these in a room makes it dangerous to go back into it. Not always a problem of course, but it's there.

I'd be inclined to say that you could get an item that would fill a room with a hazard like these for, say, 500 gp x (CR^2 + 3CR), which would take 8 hours to spread. Not a clue how you'd price something like that, but I suppose I'll work on it. faster or slower changing price accordingly.

Taking a look through those hazards, they're pretty nasty. I should use them more often.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

8 Re: Magic Items on Mon Jun 01, 2015 2:20 pm

Quark

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Great Adventurer
Great Adventurer
Deathly Harrows
Caster Level 10th Auras Moderate Evocation, Transmutation, Necromancy and Abjuration
Price 207,036 gp
This harrow deck has cards made of adamantine with razor sharp edges. They function as +1 returning shurikens, but have the following additional properties:
On a successful hit, the creature struck must make a DC 17 Fortitude save or take 1 point of ability damage to the ability score indicated on the card.
Possession of the deck grants a +2 enhancement bonus to all ability scores. This is treated as a temporary bonus for the first 24 hours it is possessed. Possession of a single suit grants the bonus to the relevant ability score (eg All Crowns grants a bonus to Charisma).
Upon being thrown, they gain extra weapon abilities based on their alignment:
Good: Holy
Evil: Unholy
Law: Axomatic
Chaos: Anarchic
Neutral (Good/Evil axis): Phase Locking
Neutral (Law/Chaos axis): Anchoring (This applies for only one round before returning)
Once per day, the owner of a full deck may spray the cards in a 15 ft. cone, causing creatures that fail a DC 17 reflex save to be hit by 1d6 cards, dealing normal damage as if thrown. A successful save halves this damage.

Other statistics:
Single Card: 3,834 gp (Lacks Abjuration Aura unless it is a Law/Chaos neutral card)
Single Suit: 34,506 gp

Creation Requirements
Craft Magical Arms and Armour, more spells that you want to know about


Balancing Considerations:

Well, these ended up being more expensive than I'd thought.
These are +6 Equivalent Adamantine Shuriken, which I believe makes them 72,000/50=1,440 gp for the magic, 60 gp for the Adamantine and 1 for the shuriken itself, totaling 1,501gp so far.
You need 9 of them to make a slotless headband-type thingie (worth 8,000gp -> 889gp per card), which is a different ability (times 1.5 since it's a less expensive ability than the weapon stuff), so that's 1.5*8000/9=1,333 gp, and 2,834 gp in total for a single card.
For some reason, there isn't anything much to base the ability damage on, which is sort of curious. Rapier of Puncturing is about as close as it gets, and says it's 18,000gp for 1d6 Con damage as a touch attack 3/day with no save. This is substantially less good in every way, but it is repeatable, so I've given it a fairly arbitary 1,000 gp increase, including the *1.5 for being a different ability (Presumably included in the Rapier's thingy). This totals 3,834 gp per card.
The big finale with the whole deck shuffling thing I'm not going to bother with particularly, simply because it's really expensive to even get to that point, and however much it's worth is going to be divided by 54 cards -> not a substantial impact on the price.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

9 Goblet of Endless Whine on Sat Jul 18, 2015 12:16 pm

Onions

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Golden Cat Lord
Golden Cat Lord
THE GOBLET OF ENDLESS WHINE




The ages were wild, dark, and vile. Corruption was rampant in the small southern Brevoy town of Augbrey, though there was an attractive lass who worked at a tavern there for a season before becoming the target of envy of one middling to older mage who had never really hit his stride within the town for some reason or another. He was a little older than middle age, his hair was beginning to grey, he was probably at some point an attractive younger man, (for a human of course), but he was older now.. and that was not so. His breath was bad, to worse than most of the citizens here (Possibly due to reagent consumption), his teeth were crooked (also possibly due to reagent  consumption, his frame not as robust and muscular as others even his age, his belly round and soft (you guessed it, possibly due to further reagent consumption).. oh ok ok.. where were we?

Yes yes, Ordred, the mage, attracted to some beautiful tavern maiden, that's where. Yes, the days were dark, not literally dark, but the government was nearly collapsing due to corruption, and there were many rumors of all out civil war ready to take place. The sides were unclear, but all this was spurring the younger townsfolk to want to grow up and be strong, and defend their homes. It was Ordred's wish to marry that young tavern girl though, and be off into the wilderness and settle down. Leave all that wildness to other people to deal with and study magic with his beautiful young wife into his late years and die. Peaceful and alone. One night, after leaving the tavern, nearly completely unnoticed by the attractive wench, he thought of an idea to get her eyes on him. He would present her with a talking goblet, that would compliment her every time she took a drink from it, one that would never run out of wine. It would require a little dedication to get the magic enchantments worked out right, but with patience, and his desire to win the attentions of this beautiful country maiden, he had made this cup.

It took fine silver, some old kingdom imperial silver coins he had saved from a cache in his younger adventuring days were smelted down, and a splash of necromantic magic to bind the spirit of an ingratiating compliment doling court bard to the cup, a bit of conjuration and abjuration magic to keep the limitless wine flowing, and some fine gems enchanted with some well.. enchantment magic to add that extra little layer of beauty to the cup, something to become a centerpiece for someone of such noble elegance as the young and attractive tavern maid. It took most of the end of the winter season to complete the chalice, but all was well with it. Ordred grabbed the chalice and took it to the tavern to present it to her.. fair Malicia, his hearts' burning desire..



Leaving his small home, on the outskirts of town, on that cold winter eve, the snow had just begun falling. His cup was ordered to stay quiet until it was in her presence. Only small conversations had been exchanged between Ordred and 'the cup'. Mostly just making it aware of it's purpose, and also, being informed to give nothing but lovely compliments to the woman it was going to be given to. No discussion about being a spirit of a long deceased court bard, necromantically tied to the cup in a bizarre ritual in the throes of an impassioned mage's laboratory... though the cup was semi intelligent. This was not really the first time Ordred had performed a necromantic ritual, involving spirits of the deceased, but it was ONE of the first times he had.. and he was not experienced nor committed enough in the art of necromancy to fully command a spirit of the dead. It was loyal enough to him though to fulfill his simple and basic request.. for the time being though. About half way between the thick of the town and his home, he heard the sound of many hoofed beasts, and could see the light of torches in the distance. He had the distinct feeling war was about to break out, but NOW? It was so. A small garrison of troops had been sent to Augbrey to put down any militia that had formed, on rumors of possibly rebellion and treason.

Not to be put off from his task, he ran to the bar, to quickly catch a glimpse of the beautiful bar maiden before he himself would surely be put to death. Well at least in his mind. As the troops were lining up along the fortifications, and enemy troops, storming into town arrows were flying, and suddenly a stray arrow knocked the chalice from Ordred's hands. It fell into the frosty muddy street.. and like a knee jerk reaction, Ordred hurriedly ran to the chalice and knelt to pick it up, and a horse stamping through the street, it's rider succumbed to arrows sticking out all over him, kicked the chalice.. which had began talking at this point. The gems which were serving for it's eyes had been knocked from their sockets in all the commotion, it still thinking that it was being delivered to the beautiful maiden, could not see the commotion.. so it began denouncing the woman or what it thought was the woman, "OH VILE THING! You tried being dead for 500 years, and tugged from your sleep to get beaten blind in the streets of some backwater town? You can't thank a man for showing his burning love for you? You can't just tell him you're not interested? I can't even see how ugly you are! You despicable woman you!!" On and on as it was being kicked down the street in the chaos.. A building had caught fire, and suddenly the cup was kicked yet again into the flames.. "AHH!!! What is going on here? Why is it so hot in here now?!" it shouted as it was being mishapen and beaten about as it's delicious wine was sloshing all over the place.

Ordred, having resigned to die here in the streets of his hometown, heard her voice.. fair Malicia.. She was being assaulted by some of the invaders. A young man.. well boy really had jumped on one of the marauders, trying to buy time for her escape. Somewhat driven by that act, Ordred leapt over some debris to get to the commotion. He had cast a hold person spell on the men directly by her, and she ran from them, to her impromptu champion, Ordred. She didn't even know his name, just that he had been oggling over her on nights where he had come in for drinks. "THANK YOU SIR!!", she exclaimed..

"Ordred, please call me Ordred.", he was upset she was so formal with him even now, but tried weakly to cover his disappointment. As they began to make for the edge of town to avoid the combat, the bar maid could tell Ordred was really attracted to her.. She had always wanted to talk to him, but never did. She was shy actually, and always wanted the security of being with an older man.. but she was just too shy. She always thought it was perverse to pursue relations with older men,  but just couldn't bring herself to staying in a relationship with younger 'country' folk... they were just too simple minded she thought. She still couldn't bring herself to admit any of this to Ordred, but she knew she had to tell him she had feelings for him. Somehow.. someway.

He had managed to slip away into the edges of the town, and get her to his cottage.. All was well, and they were safe.. but wait!! The cup!! Yes the cup he thought to himself.. "Malicia, that is your name yes?", he asked her.. of course it was but he wanted to start a conversation of some type.. He had to put himself out there for her somehow! This was his chance he told himself.. bravely dashing into a crowd of attackers and saving her from who knows what cruel deeds about to transpire..

"Yes, yes si.. I mean um.. Ordred.", there was a slight hint of timidness on her part. She was trying to hide her fascination with him, but her face was beet red, and she was embarrassed to be around him alone. Well, shy.. perhaps a little relieved too. She liked the look of the small cottage, and there little things she just knew he would have, a few rows of cabbages, a few chickens in the pen.. This was what she craved in a man.. an older man, a little independence from society, but not a total recluse. She kept all this to herself though, not wanting to scare the man into any conclusions.

"Stay here, my.. I mean um, yes, Malicia.", he was not wanting to seem imposing, but it was hard for him to stay so calm.. somehow that town burning down in the distance didn't mean much of anything to him. At all. It was all here.. with her, his gaze could not stay off her, as he slowly departed into the darkness, to get the chalice that he had spent so much time crafting for her. He didn't want to lose it. But he could feel something in the air here. Like it wasn't right to leave her alone either.

"I'll wait here for.. you.. Ordred.. but wait.. can you stay here with me?", she asked kindly. And he thought.. somewhere there in the darkness.. This was really what the chalice was all about anyhow.. To get her attention.. to get her talking.. the cup be damned. It was probably ruined for all he knew. Why not give in to her request.. just for now. And he did.

"Yes, yes you are right. We should be safe within the laboratory.."

The story goes, old Ordred and Malicia were married the next winter, and moved off into the southern reaches of Brevoy having children of their own and raised orphaned children as well, starting an orphanage that has lasted to this day, one of the children raised there being named Ferus, a catfolk who went on to be a powerful Oracle.. but that is another tale altogether. But who cares about that for now..

This story is about the cup.. well, the rest of this story is anyhow..

The next day, after the town was being surveyed for repair, and resettlement, the last member of the ruling family found the goblet in the ruins of a still smoldering building.. Intrigued by it's ability to talk.. he swept away the ashes of the ruin from it and grabbed it.. he exclaimed because it was so hot, it burned his hand, and it spurred more argumentative complaints from the chalice. "OW, you boneheaded dredge! How dare you toss me about like some unwanted spoiled fruit!"

Having been angered by the insults of the cup, the weeping royal ordered his men to take the goblet and cast it in the river.. A soldier took the goblet in hand, and noticed it was still nearly overflowing with wine.. and quickly raised it to his bearded face and took a quick sip of it. Feeling the fuzzy bristles of a man's beard on the brim of himself, the goblet began shouting again.. "I was to be delivered to beautiful young woman, and have her lips kissing all over me forever! And now I've got your hairy maw slobbering all over me! OH let there be mercy! Release me!", it began making spitting incomprehensible noises like it was actually trying to wrestle in whatever way it could to get out of the unkempt guard's hands. The wine itself was delicious.. despite the chatter from the goblet, the guard looked into the cup and noticed the delicious brew was quickly refilling within it. Shocked, but noticing his good fortune, he decided it would be best to take the fancy mug for himself and present it to his wife as a strange gift.. Outside of the view of the remains of the town, he told his men to depart and that he would return after he discarded the goblet. On his way towards his home in the woods, he became intoxicated, listening to verbal abuses doled out ceaselessly by the chalice and laughing loudly. He was beset upon by harpies, who took him and his horse as a quick easy meal.. The harpies thought the thing a sign of some kind and presented it to their harpy hag. She noticed it was a magical item, and over time learned the wine within would replenish after drinking it. Somehow, over time, the cup began teaching the harpies basic common speech, many foul statements, and instilled in the harpies a bitter distrust of humans, especially older ones. One year, after many spent with the harpies, the harpy shaman it was entrusted with decided to take up roost higher in the land, on a mountain side, overlooking the settlements below.. namely a cattle farm. Seeing a giant flying bird woman, and recognizing it from stories, a farmer there shot an arrow at the bird killing it instantly.. He did not notice the chalice in the harpy's talons.. The chalice, screaming as it fell to the earth below, landed in a spring on the side of the mountain.. it's wine forever mingling with the waters of the spring, even the waters are discolored, almost unseemingly so. They call it the bloody spring or Blood Springs due to the lightly red waters running from it. It was lodged beneath a rock, where it remains to this day, constantly complaining, distressed over the cruel fate that has befallen it, though almost no one hears it.




Functionally, this goblet basically talks, has an intelligence of 8, and can solve basic mathematical problems verbally. It has a wisdom of 8 as well, and generally has a depressed and scornful attitude. It replenishes it's supply of wine every 4 rounds. It perceives it's situation as one of abandonment from it's creator, the haunting soul within it, was a court bard tasked with complimenting the guests who came to an old King's court. It does sing some of it's older songs upon request, but usually after complaining about being asked to do so. It could be reasoned with, and calmed on a temporary basis (perhaps daily, maybe longer depending on the recent treatment of the goblet) on a successful diplomacy or other speech related skill checks of DC20 or higher. This is all dependent on DM discretion, this can be adjusted in any way the DM chooses, of course. The power of the enchantments on the cup were partly intertwined with the mage's life energy.. he had yet to do his life's great work, and it is thought that perhaps a small part of the mage's life essence helps reinforce the strength of the magical properties of the item.



Last edited by Onions on Sat Jul 18, 2015 1:20 pm; edited 3 times in total

10 Re: Magic Items on Sat Jul 18, 2015 12:54 pm

The Black Vegetable

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Great Adventurer
Great Adventurer
With such a colossally deep background, I really want to use this item. I'd probably treat it as a minor artefact that can be destroyed by placing it into the ribcage of a long dead bard of significant influence.


_________________
Argraff Clawhammer (Retired) - Dwarf Cleric, women's rights activist and tavern frequent; Drinking and fighting for a better Stolen Lands
Orophin Arkanthamz (Retired)  - Elf wizard, Eldritch Knight, librarian and teacher; Fixing the flaws of Nethys, one disaster at a time
Currently Running:
          Carrion Crown (Play-by-Post)
          Skull & Shackles (Live)

Previous Campaigns:
          Dobhyst Wasteland (Resolved)

11 Re: Magic Items on Sat Jul 18, 2015 1:13 pm

Onions

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Golden Cat Lord
Golden Cat Lord
The Black Vegetable wrote:With such a colossally deep background, I really want to use this item.

Please please do! :D

12 Re: Magic Items on Mon Jul 20, 2015 3:41 am

Einstein

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Adventurer
Adventurer
With this item my character will need a rehab after a few months.

13 Re: Magic Items on Mon Aug 03, 2015 9:17 pm

Quark

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Great Adventurer
Great Adventurer
I'm just going to mention that Paizo (That is, the game company that makes Pathfinder) is holding their RPG Superstar thinggy pretty soon. First round is "Make a magical item". If you do well enough, they will eventually pay you to write a module for them, which they will publish.

It's worth mentioning that typically only the most interesting and unusual items make it into the next round (or have done previously).

If I can think of something suitably comic, I'll enter it, probably.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

14 Re: Magic Items on Tue Aug 04, 2015 1:28 am

Onions

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Golden Cat Lord
Golden Cat Lord
Ooohh, neato. Maybe we should all team up and write something totally awesome and send it in?

15 Re: Magic Items on Tue Aug 04, 2015 10:57 am

Quark

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Great Adventurer
Great Adventurer
Well, a couple of initial ideas:

A googly eye you can stick to walls and things to look through. You have to attune to it by sticking it over your actual eyes first.

The Staff Staff: It's a staff that conjures various NPCs who can perform some skill checks for you.

Loaf of Unbread: Make a sandwich with it to gain some undead like properties. Properties gained depends on the fillings (sold seperately)

Wire Cutter: single-use Adamantine wire that cuts through more or less everything.

Punblade: Make a perform(comedy) check in place of an attack roll, dealing extra damage based on how much you beat the AC by.

Multipurpose Banana: You can eat it, turn it into a tent or boat, make a large slippery area, fire a bananaray from it and use it as a communication device. Usable once per day?

Hero's Picnic Rug: It's a flying carpet that can also make a Hero's Feast once per day.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

16 Re: Magic Items on Tue Aug 04, 2015 12:02 pm

Onions

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Golden Cat Lord
Golden Cat Lord
Quark wrote:Well, a couple of initial ideas:

A googly eye you can stick to walls and things to look through. You have to attune to it by sticking it over your actual eyes first.

The Staff Staff: It's a staff that conjures various NPCs who can perform some skill checks for you.

Loaf of Unbread: Make a sandwich with it to gain some undead like properties. Properties gained depends on the fillings (sold seperately)

Wire Cutter: single-use Adamantine wire that cuts through more or less everything.

Punblade: Make a perform(comedy) check in place of an attack roll, dealing extra damage based on how much you beat the AC by.

Multipurpose Banana: You can eat it, turn it into a tent or boat, make a large slippery area, fire a bananaray from it and use it as a communication device. Usable once per day?

Hero's Picnic Rug: It's a flying carpet that can also make a Hero's Feast once per day.

Hehe, those are all pretty comical. Well, Wire Cutter has be all macho srs and all. Maybe after it is used it can be turned into a string for a lute, that helps the musician play sharps. > _ >

17 Re: Magic Items on Tue Aug 04, 2015 8:25 pm

Quark

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Great Adventurer
Great Adventurer
Heh, I like the idea of being usable to play sharps :P

The Hero's Picnic Rug should also summon some Giant Ants! I'm not sure if they should guard you while you eat or attack you.

Security Blanket: You can wrap yourself in it to gain the effects of Sanctuary, Nondetection, Endure Elements and Invisibility. The effects end if you move. It can also be used as a pair of masterwork manacles, or as a magical trap of some sort. Perhaps Symbol of Sleep + Alarm?

A complete item! This utilises some of the stuff from the Play Test for Occult Adventures:

Hedgehog Cloak
Aura Faint Transmutation; CL 7th Slot Shoulders; Price Not a clue; Weight 1 lb.

Description This spiked blue cloak flutters in an unseen breeze. The wearer of the cloak gains a +10-foot. enhancement bonus to movement speed. Additionally, when you make an attack on the same round that you moved, for every 20 feet you moved before the attack, you gain a +1 bonus to hit and a +2 bonus to damage.
If the wearer is a Medium, this cloak counts as granting the Lesser and Intermediate Spirit Powers of The Cricket for the purposes of Trance, and increases the Spirit Bonus of The Cricket by 2.

Construction
Requirements Craft Wondrous Item, Creator must be a 7th level Medium with The Cricket Spirit; Cost Half a clue


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
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18 Re: Magic Items on Thu Aug 06, 2015 12:44 pm

Quark

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Great Adventurer
Great Adventurer
More magic item ideas:

Reality Repair Kit: Usable only by non-casters and requires profession(Tailor) checks to function. It can create teleport-like effects as you cut bits of reality and stitch them elsewhere, bend or stretch dimensions and counterspell things with a successful profession(Tailor) check.

Compression Mallet: It's a huge wooden Mallet. If you hit someone with it, they take 1d6 damage and are compressed to the thickness of a sheet of paper for a minute (Fortitude negates). While compressed, you gain a +20 size bonus to stealth, count as a fine creature, and can take no actions other than a full-round action to move 5 feet.


_________________
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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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19 Re: Magic Items on Sun Aug 16, 2015 5:11 pm

Quark

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Great Adventurer
Great Adventurer
Today is the last day to submit your entries to that competition. I've submitted my Security Blanket, so be sure to vote for it if you see it! I'll probably link to it from here when/if it turns up.

If anyone wants some feedback on their item before submitting it, there's a reason why have this thread! Let's see what we can do!


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20 Re: Magic Items on Mon Aug 17, 2015 3:12 am

Onions

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Golden Cat Lord
Golden Cat Lord
Hmm, do you think I can submit my cup and it would actually qualify? And I HOPE YOU WIN IT QUARK!

21 Re: Magic Items on Mon Aug 17, 2015 12:40 pm

Quark

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Great Adventurer
Great Adventurer
I really like your cup, but unfortunately they've got very, very specific guidelines on the formatting and word count. Can't be over 300 words, which does limit more complex items. Something like the Hedgehog Cloak I did above is the format they want (and that was something I almost sent in as well)


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22 Re: Magic Items on Tue Aug 18, 2015 10:45 pm

Quark

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Great Adventurer
Great Adventurer
If you're interested in starting voting on items, the link is here.
There are some cool items in there. I'm personally fond of the Assassin Bed Sheets, the Plush Guardian of Cuddles and the Imposing Sock Puppet. Those ones are ones I wish I'd done. There's a lot of junk in there, but some cool ones. Make sure to vote for the Security Blanket if you see it (and actually think it's good)


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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23 Re: Magic Items on Wed Sep 02, 2015 12:15 pm

Quark

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Great Adventurer
Great Adventurer
Well, Competition's over now. I didn't make it to the top 36, but I did make it to the final section.
I redid my item to fix up some of the things, and it's ended up like this:

Security Blanket
Aura faint abjuration; CL 3rd
Slot none; Price 25,000 gp; Weight 3 lbs.

Description
Made of soft, blue wool, this child's blanket looks warm and comfortable. Feelings of security and reassurance emanate soothingly from it. Sleeping with this blanket provides a +4 circumstance bonus on Fortitude saving throws against exposure to cold weather.

A creature wrapped in a security blanket gains the effects of sanctuary and remove fear until they remove it. While under the influence of a fear effect, a creature in possession of a security blanket can wrap themselves in the blanket as a standard action that provokes attacks of opportunity, even if the fear effect would not normally allow other actions to be taken. This is in addition to any other actions that may be required to retrieve the security blanket from the creature's belongings. A creature wrapped in a security blanket can extract themselves from it as a swift action.

Breaking the sanctuary effect by attacking causes the security blanket to lose all magical properties for 24 hours.

Construction
Requirements Craft Wondrous Item, sanctuary, remove fear; Cost 12,500 gp


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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24 Re: Magic Items on Sat Sep 05, 2015 11:38 pm

Quark

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Great Adventurer
Great Adventurer
I almost submitted this item to RPG Superstar:

Deadly Slapstick
Aura faint necromancy and enchantment; CL 5th
Slot none; Price 32,301 gp; Weight 2 lbs.

Description
Painted bright red with several golden stars emblazoned on its 2-foot length, this thin plank of wood hardly looks durable enough to serve in battle, but is still sturdy enough to function as a +1 thundering sap.

Once per round, a creature may take an attack action using a deadly slapstick and use their perform(comedy) modifier in place of their normal modifier to attack rolls. Penalties to attack rolls still apply. If the attack hits, the wielder may use their charisma modifier in place of their strength modifier to determine damage. When used in this way, the deadly slapstick gains the deadly weapon quality.

Construction
Requirements Craft Magic Arms and Armour, blindness/deafness, inflict light wounds, hideous laughter; Cost 16,301 gp


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25 Re: Magic Items on Mon Sep 07, 2015 6:14 pm

Quark

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Great Adventurer
Great Adventurer
I'm just going to plonk all these child themed items I've been working on here...

Knockback Marble:

Knockback Marble
Aura faint evocation and necromancy; CL 5th
Slot none; Price 280 gp; Weight -

Description
A faint hum comes from this scratched cat's eye marble. Despite its small size, it has a noticeable weight and has an aura of power surrounding it.

A knockback marble can be thrown at a target as a splash weapon. On a successful hit, the target is pushed back 10 feet unless it succeeds on a DC 15 Fortitude save. If the movement would move the target through another creature's space or into a solid object, it takes 1d6 points of damage and falls prone. Regardless of whether the attack is successful or not, the knockback marble shatters on impact, creating a loud crack identical to that of a thunderstone.

Construction
Requirements Craft Wondrous Item, blindness/deafness, force punch; Cost 140 gp


My notes:
Consumable, so it's nice and cheap. Save DC is the same as the thunderstone's for convenience. Since it was a consumable I didn't want to make it too expensive, and the effect isn't quite like anything else. Ended up treating it as a 1st level force punch/Hydraulic push hybrid at CL 5 and stuck the thunderstone price on that.

Alphabet Blocks of Creation:

Alphabet blocks of creation
Aura moderate illusion; CL 11th
Slot none; Price 134,500 gp; Weight 4 lbs.

Description
This collection of small, hand-crafted wooden cubes are each a different colour with large, easy-to-read letters carved into their surfaces.

Any word or phrase of no more than five words spelt with the alphabet blocks of creation causes a life-sized illusion of the spelt phrase to immediately appear five feet behind the blocks, so long as the illusion would fit within the area and is larger than 100 cubic feet in size. The illusions remain for up to ten minutes or until the blocks no longer spell out the phrase. If the phrase indicates movement, speech or sound, this is included in the illusion, but they seem disjointed and artificial; otherwise the image is silent and still.

On creation the blocks have a simple and child-friendly vocabulary that does not include names or places, but new words and phrases can be learnt by spending ten minutes showing them what is meant by the new word or phrase.

Construction
Requirements Craft Wondrous Item, programmed image; Cost 68,500 gp


My Notes:
Even though they basically just replicate the programmed image spell, I think I'm fine with this. The flavour of it seems appropriate. The sneaky ABC in the title I like as well.

Silent Night Pillow:

Silent Night Pillow
Aura faint enchantment and necromancy; CL 5th
Slot none; Price 12,000 gp; Weight 0.5 lbs.

Description
The scent of lavender beckons soothingly from this plump, pink silk duck-feather pillow. A design of three kittens sleeping in a wicker basket is sewn onto one side.

Sleeping with the pillow guarantees a good night's sleep, uninterrupted by any outside influences. The penalty on perception checks made while sleeping is doubled, but grants immunity to nightmare and doubles the effectiveness of natural healing. The improved quality of sleep allows healing beyond normal maximums, and any natural healing that would be wasted instead takes the form of temporary hit points up to a maximum equal to the creature's HD. These temporary hit points last 5 hours, and are lost if the creature becomes fatigued.

Construction
Requirements Craft Wondrous Item, deep slumber, false life; Cost 6,000 gp



My notes
No pillow fight item this time (Maybe a cursed one that does that later though). Just the item you need for tough parenting! The temporary Hit Points thing is a little cumbersome, so I might come back to that later. Price is basically the same as a slotless once-per-day false life.

Dizzy Top:

Dizzy Top
Aura moderate illusion and transmutation; CL 7th
Slot none; Price 22,400 gp; Weight 0.5 lbs

Description
With blue spirals and red stars liberally festooning its yellow surface, this large mithral spinning top is particularly eye catching. Several well concealed small holes on its underside create a low whistle as it spins.

The dizzy top can be set spinning as a standard action that provokes attacks of opportunity with a successful DC 5 sleight of hand check. The dizzy top spins for 1 round plus 1 additional round for every 5 points that the check result exceeds the DC. While the dizzy top is spinning, any hostile creatures within 30 ft. that can see the top must make a DC 16 Will save each round or become horribly dizzy. Dizzy creatures are staggered, suffer a 20% miss chance and must make a DC 15 acrobatics check each round or fall prone. This is a mind-effecting effect.

The dizzy top immediately stops spinning if it collides with an object, and can be stopped as a free action by any creature in the dizzy top's space.

Construction
Requirements Craft Wondrous Item, slow, blur, hypnotic pattern; Cost 11,200 gp


My Notes
This is a different enough effect that pricing it is horrible. I'm calling it about 4th level spell equivalent, but the price is hit hard with saves each round (-15%), needing a skill check to use(-10%), a usually shorter-than-normal duration(-10%) and very easy stopping(-25%).
It almost merits its own spell, actually...

Golden Bouncing Ball:

Golden Bouncing Ball
Aura moderate conjuration and evocation; CL 9th
Slot none; Price 9,000 gp; Weight 0.5 lbs.

Description
This shiny round ball is a thin layer of gold plating around an inflated pig's bladder. Its light weight and bounciness made it an excellent child's toy, even if it were not magical.

The golden bouncing ball is easy to find and retrieve if it gets lost. It leaves a soft, golden trail of light behind it when thrown and leaves a brighter spot on any surface it strikes. The light fades after one round. The ball lights up brightly on command, shedding light as a torch so long as it is within 200 feet. A creature that has owned a golden bouncing ball for at least 24 hours can teleport it to their hand as a swift action so long as it is within 100 feet.

Construction
Requirements Craft Wondrous Item, faerie fire, light, teleport; Cost 4,500 gp



My notes
Thanks to Daydream for giving me the idea for this one. These effects are basically the limning and called weapon properties, with light added on for good measure, so it's nice and easy to price.

Also, here is "Security Blanket" mk III taking some other ideas into consideration.

Calming Quilt:

Calming Quilt
Aura faint abjuration; CL 3rd
Slot shoulder; Price 12,000 gp; Weight 3 lbs.

Description
This brightly coloured patchwork quilt is sized for a human child and has signs of being a prized possession in its past. Feelings of security and reassurance emanate soothingly from it.

A creature can tie a calming quilt around their neck to gain the effects of sanctuary and endure elements. While under the influence of a fear effect, a creature wearing or holding a calming quilt can wrap themselves within the quilt as a standard action that provokes attacks of opportunity to gain the benefits of remove fear, even if the fear effect would not normally allow other actions to be taken. If the calming quilt is not within easy reach, a creature in possession of one may retrieve it from their belongings so long as this would take no more than one round. It is not possible to attack while wrapped in a calming quilt, but a creature can extract themselves from it as a swift action.

Construction
Requirements Craft Wondrous Item, endure elements, remove fear, sanctuary; Cost 6,000 gp


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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26 Re: Magic Items on Fri Oct 30, 2015 12:31 am

Quark

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Great Adventurer
Great Adventurer
And now for something completely different:

Jaws of Hell
Aura moderate evocation and transmutation; CL 7th
slot none; Price 67,002 gp; Weight 5 lbs.

Description
The teeth of this mithral +2 phase locking flaming bear trap are shaped like imps holding barbed tridents. They seem to dance when glimpsed from the corner of the eye.

On command, the jaws of hell can sink a short way into the ground, rendering itself effectively invisible. When a creature steps on the ground above it, the jaws of hell leap out of the ground and make an attack as if the creature had stepped on it directly. While a creature is trapped in the jaws of hell, it continues to take damage each round as the imps on the teeth repeatedly thrust their tridents into the creature. Additionally, the jaws of hell make a drag combat maneuver using its attack bonus as its CMB each round on a creature trapped within it to drag it 5 feet down into the earth. If this combat maneuver fails by 5 or more, the creature is automatically released. A second command word spoken above the trap returns it and any creatures within it to the surface, releasing them.

The jaws of hell adds its enhancement bonus to the DCs of the disable device, escape artist and strength checks made to escape from it.

Construction
Requirements
Craft magical arms and armour, dimensional anchor, earth glide, flame blade; Cost 36,002 gp

Balancing considerations:

+5 weapon equivalent -> 50,000 gp
Mithral + base price -> 5,002 gp
Specials: Making it based off constant earth glide was dumb, and that's not actually what it's doing anyway. I'm making it the price of a constant invisibility on it (12,000 gp) I felt like the dragging and extra damage are basically replicating a normal weapon anyway, so I'm not changing the price based on that.


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If you would like to GM on the forum, please let me know

27 Re: Magic Items on Sun Nov 01, 2015 2:16 pm

Onions

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Golden Cat Lord
Golden Cat Lord
On the jaws, how long will they continue attacking the creature they grab? Til they die? Or break free? This is a powerful item and I see the CL 7, but assuming a mage or foe of significant influence could place these intermittently around their domain, this could potentially be a party ender by itself. The item is pretty flipping cool though, and definitely something I would use in a campaigh with a few minor tweaks.

28 Re: Magic Items on Sun Nov 01, 2015 9:10 pm

Quark

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Great Adventurer
Great Adventurer
Good point: I should make it that it stops attacking once the creature dies. Also, the 65 thousand gold piece price means it's not something you're likely to see until level 13 at least (where it's rather more survivable)


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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If you would like to GM on the forum, please let me know

29 Re: Magic Items on Sat Dec 19, 2015 11:57 pm

Quark

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Great Adventurer
Great Adventurer
While I've never been so fond of the medium as it was actually released, here's a item for it:

Haunted tiger skin
Aura moderate necromancy and conjuration; CL 10th
Slot body; Price 70,000gp; Weight 5lbs.

Description
The arms and legs of this tiger skin have been sewn up so as to make a snug  suit that covers the entire body. While not physically attached to its original owner, creatures with psychic abilities or sensitivity get an impression that it still remains within the skin.

A medium wearing the haunted tiger skin can channel the spirit of the tiger within the skin. This functions as a champion spirit with the following alternate spirit powers:
Tooth and Claw (Lesser, Su) You gain two claw attacks and a bite attack dealing appropriate damage for your size.
Mighty Hunter (Intermediate, Su) You gain the pounce and scent monster abilities.
King of the Jungle (Greater, Su) Your size category increases by one step, granting a +2 size bonus to strength and constitution. You gain the grab ability on your bite and claw attacks and the rake ability with damage and attack bonus equal to your claws' damage and attack bonus.

A medium channeling this spirit may not accept taboos.

Construction
Requirements
Craft Wondrous Item, entrap spirit, summon monster IV, creator must be a 11th level medium; Cost 35,000gp

Balancing Considerations:

So basically, this is effectively a permanent Beast Shape II. Except it's Medium only. So I priced it based off that, with these in mind:
This is hugely expensive based off it's actual caster level, so I based it off minimum caster level for Beast Shape II and its spell level (which gives a base price of 112,000 gp), since this is basically it.
It's medium only, so that's a 30% discount, rules as written, making it 78,400 gp.
Since you lose access to Taboos which is potentially a major thing, I gave it a further 10% discount, taking it to 70,560 gp, which I rounded down to the nice even 70,000 gp.

Is it worth getting? Compared to the normal one:
You're losing proficiency with martial weapons and some exotic weapons in exchange for three natural attacks. Basically, you're getting the maximum number of attacks you would normally ever get at your highest bonus. Sounds like a win, even if they don't necessarily do as much damage or crit as well.
You lose the ability to make an extra attack per round in exchange for the pounce and scent. Pounce is basically a slightly improved version of the normal greater power, and having scent is an added bonus. However, missing out on the extra attack per round sucks, so it's probably even at this point.
You lose an ability that's basically already obsolete from your last power in exchange for the nifty grab ability, some base stat increases and two extra attacks per round (assuming you can grapple things well enough). This more than makes up for the loss of the normal intermediate as far as # and power of attacks goes, with an add on to boot. Definitely a good choice here.
Of course, the utility of always being able to channel a champion spirit is pretty good, so I wouldn't see any reason for a medium this way inclined to pick up the item


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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30 Re: Magic Items on Sun Dec 20, 2015 12:04 am

The Black Vegetable

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Great Adventurer
Great Adventurer
Does a medium maintain full mental faculties and casting capabilities while channeling a spirit?


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Argraff Clawhammer (Retired) - Dwarf Cleric, women's rights activist and tavern frequent; Drinking and fighting for a better Stolen Lands
Orophin Arkanthamz (Retired)  - Elf wizard, Eldritch Knight, librarian and teacher; Fixing the flaws of Nethys, one disaster at a time
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31 Re: Magic Items on Sun Dec 20, 2015 1:31 am

Quark

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Great Adventurer
Great Adventurer
Indeed they do. The spirit is basically their class features. Medium is extremely versatile, and can swap between the roles of Wizard, Cleric, Fighter, Rogue, Bard (sort of) and some tanky thing from day to day.
If you're using this spirit, you're basically a terrible spell caster today anyway and are deliberately taking on a martial role.

Take a look at it on the d20, actually, with a link here.
Increasingly they're releasing variant spirits that are contactable either by means of an archetype or doing in character things. Items not really yet (so this is a first), but I'm trying to keep in the spirit. Although I've maybe replaced too many things here :P


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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
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If you would like to GM on the forum, please let me know

32 Re: Magic Items on Sun Jan 10, 2016 11:51 pm

Quark

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Great Adventurer
Great Adventurer
Today, a series of Japanese flavoured items for Samsaran Psychic characters.

Sakura no Arashi
Aura moderate conjuration, divination and conjuration; CL 8th
Slot none; Price 39,395; Weight 4.5 lbs

Description
Carved from a branch of a sacred cherry tree in Zi Ha and a delicate mithral tip seeming growing from its end, this beautiful +2 oni bane darkwood longspear has Samsaran characters for Purification and Memory engraved along its length. A faint aroma of cherry blossoms emanates from the haft.

Once per day as a full-round action, the wielder of sakura no arashi may spin it in a rapid circle to create a strong, perfumed wind, allowing them to make a trip attempt every creature within 15 feet. A Samsaran wielding sakura no arashi remembers their past lives more vividly while holding it and can use it as a vector for their memories, allowing them to overwhelm a creature's mind with greater ease. Samsarans can cast mind thrust I, II or III as a swift action on any creature hit by sakura no arashi in the last round. This uses up a spell slot as normal.

Construction
Requirements
Craft magical arms and armour, greater thunderstomp, mind thrust III, summon monster I, quicken spell, creator must be a samsaran; Price 19,895 gp

Pricings:

5 gp for longspear, 300 for masterwork, 90 for darkwood. 18,000 for +3 bonus equivalent. 150% (extra ability) of 6,000 = 9,000 for a once-per-day sort-of-replica of a 3rd level spell. 70% (race specific) of 150% (cheaper ability) of 50% (specific spell forever) of 70% (requires specific action to activate) of 35,000 (price of a lesser quicken metamagic rod) = about 12,000 for the swift action castings of mind thrust.
Totals 39,395 gp


Kioku no Yoroi
Aura moderate abjuration, divination and enchantment ; CL 7th
Slot armour; Price 20,440; Weight 15 lbs

Description
A +2 deathless mithral do-maru once worn by a great Samsaran hero. A story of his deeds is engraved in Samsaran on the back, and an emblem of a crescent moon entwined within a spiral adorns the front surface of the scarred and silvery armour.

A Samsaran with the ability to cast psychic spells or the psychic sensitivity feat finds that she can remember details of her past lives more easily while wearing the armour and can utilise the newfound knowledge. The racial bonus from her shards of the past racial trait increases to +5 and may select a third skill to be affected by that trait. The added tranquillity and understanding also grant a +4 insight bonus on saves against emotion effects.

Construction
Requirements
Craft magical arms and armour, calm emotions, death ward, share memory, creator must be a samsaran; Price 12,320

Pricing:

4,200 for mithral do-maru, 9,000 for +3 equivalent armour enhancement, 70% (race only) of 70% (classes only) of 150% (unrelated ability) of (2,500 (+5 bonus to skill) + 2x 900 (2 +3 bonus to skill)) = 4,300 for the skill bonuses, 70% (race only) of 70% (classes only) of 150% (unrelated ability) of 25% (very narrow save bonus type) of 16,000 (as cloak of resistance +4) = 2,940 for save bonus vs emotion
Totals 20,440 gp


Long Lost Bone
Aura moderate conjuration and necromancy; CL 8th
Slot none; Price 56,401; Weight 1 lb

Description
This long knife is carved from a Samsaran's femur, with the name of its original owner etched into its blade. While some specimens are over two thousand years old, even the eldest are as fresh as if they were only recently cut out. A long lost bone functions as a +2 lifesurge bone dagger.

Samsarans can use their inherent connection to a long lost bone to cause it to merge with their body as a move action, rendering it undetectable. While concealed, it still grants the bonus from its lifesurge property. The long lost bone can be drawn again as if it were a normal, unconcealed weapon. Only two long lost bones can be concealed within a single creature at any one time.

Samsarans with psychic magic or the psychic sensitivity feat are especially aware of the long lost bone's history and origin, and can more readily treat it as one of their own bones. Such Samsarans can, whenever they take damage to a physical ability score, cause the long lost bone to take 3 damage per point of ability damage instead of taking the damage themselves. This damage bypasses hardness.

Construction
Requirements
Craft Magic Arms and Armour, Channel Smite, cure serious wounds, death ward, defending bone, disrupt undead, obscure object, creator must be a Samsaran; Price 28,351

Considerations:

Well, this one is quite different. The basic stuff is easy to price; it's a +4 equivalent bone dagger, so it's worth 32,301 from that. Being able to hide it in your body is... sort of like an obscure object spell? I'll use the lowest possible stats for determining this price (which makes it like a bard): 70% for Samsaran only, 150% for an unrelated ability, 2,000 x 1 (Min CL) x 1 (Min Spell level) = 2,100 gp.
The final effect is much more awkward to balance. I made it three damage per point so it divides evenly by 3 (since it has 21 HP), making it 7. I thought it was probably most like a restoration, and it's 'seven uses total'. Sort of. Call that then 7 (uses) x (100 (material component cost) +50 (use based)) x 150% (Unrelated ability) x 70%^2 (Race and class restrictions) x 4 (Spell level) x 7 (Min CL) = About 22,000.
This gives it a total cost of 56,401 gp, which is actually quite reasonable considering what it does.


_________________
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Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

33 Re: Magic Items on Tue Jan 12, 2016 9:38 pm

Quark

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Great Adventurer
Great Adventurer
Sword with no blade
Aura strong evocation and conjuration; CL 14th
Slot none; Price 85,000 gp; Weight 0.5 lbs.

Description
This smooth lump of clear quartz looks like its maker had begun using it to make a bladed weapon of some kind, but never quite got around to making more than the hilt. A thin silk ribbon is wrapped around it, which shimmers in rainbow colours when hit by light.

While useless in the hands of most users, a creature capable of using psychic magic or with the psychic sensitivity feat can use the crystalline hilt as a focus for their thoughts. As a swift action, such creatures cause an invisible blade to form for one round. This functions as a +4 weapon that can take the form of any light or one-handed bladed weapon appropriate for the hilt's size.

As the blade is composed of thoughts, it is unable to damage any creature immune to mind-affecting effects, but ignores all armour, natural armour and shield bonuses to AC. Likewise, the blade can only be detected by blindsight, blindsense, detect thoughts, detect magic or other similar effects; against any other creature the wielder of a sword with no blade can make a feint attempt with a +5 circumstance bonus before each attack as a free action.

The blade can be manifested for a longer duration by sacrificing a spell slot as part of the action to form it. This causes the blade to last for an additional number of rounds equal to the level of the spell sacrificed.

Construction
Requirements
Craft Magic Arms and Armour, mage's sword, major creation, true strike, kinetic whip infusion; Price 42,250 gp

Considerations:

This is a weapon I really like that suits psychic characters very well. It's sort of almost just a +4 brilliant energy transformative weapon, but still just slightly different. Different enough I'll do a price breakdown.
The weapon component itself is actually nothing in this instance, but the enhancement is a +8 equivalent, plus transformative, making it 128,000 + 10,000 = 138,000 for this section.
The free feinting on each attack is quite strong - strong enough that I feel it's almost certainly worth an extra +1 bonus equivalent. So we'll just up that last bit to 172,000 to compensate.
Now, onto its big disadvantages! It's only useable by certain classes, so that's a 70% price reduction, taking it to 120,400.
Next, it's only present for a round as a valuable swift action unless you burn spell slots, which is definitely worth about the same discount of 70%, taking it to final total of 84,280.
I'll round this up to take it to a nice even 85,000 - making it close in price to a +6 transformative equivalent weapon, but substantially cheaper than the +9 equivalent it sort of is.
There are a couple of extra design things I wanted here: It's +4 so it can overcome material based DR, which is pretty thematically appropriate for a blade of thoughts, but it can't overcome alignment based DR, which is the same. It should take concentration, if only a little, to make this effect work in the first place, so I made it need that swift action to activate. But since that makes it really terrible, it really needed the extra option to extend it, and sacrificing spells to do so seemed like a good trade-off.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

34 Re: Magic Items on Wed Jan 13, 2016 9:45 am

Onions

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Golden Cat Lord
Golden Cat Lord
That is a pretty neat item, and while I'm not too sure how the psychic stuff works, but I wonder is this a 1 of a kind item? Are there a bunch of them? Seems like a pretty neato item.

35 Re: Magic Items on Sun Jan 17, 2016 3:01 pm

Quark

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Great Adventurer
Great Adventurer
Psychic Magic is basically just a type of magic like Arcane or Divine. The new classes in the book Occult Adventures use psychic magic. Principally, instead of the Verbal and Somatic components, you have Emotion and Thought components. Thought components require you to envisage things especially vividly, making them difficult to concentrate on. Concentration checks with a thought component have the DCs increased by 10 unless you spend a move action to centre your thoughts. Emotion components require you to feel a certain way, so if you're frightened or influenced by calm emotions or something you can't cast.


Well, to suit a new character I'm going to do, I'm going to try to make a staff! Let's see how this goes.

Unseen Thwarter Staff
Aura moderate abjuration and illusion; CL 9th
Slot none; Price 32,400gp; Weight 2 lbs.

Description
This slender rod of glass is almost completely transparent and would be challenging to see were it not for ten thin mithral bands evenly spaced along its length. These bands indicate the number of charges within the staff by changing colour to a rusty red whenever a charge is used, returning to their normal silvery colour when a charge is restored.
An unseen thwarter staff is an invaluable aid to spellcasters who wish to remain unseen while they disrupt other caster's spells. The staff contains the following spells:

- Silent dispel magic (1 charge)
- Invisibility (1 charge)
- Lesser Globe of Invulnerability (2 charges)

Once per day, a creature wielding an unseen thwarter staff can spend a charge to counterspell as an immediate action.

Construction
Requirements
Craft Staff, Improved Counterspell, Silent Spell, Dispel Magic, Invisibility, lesser globe of invulnerability; Price 16,200 gp


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

36 Re: Magic Items on Wed Feb 03, 2016 10:10 pm

Quark

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Great Adventurer
Great Adventurer
I was realising that a weapon that inflicted qualm would be amazing. Having thought about it, I came up with this:

Magecrush Meteor
Aura moderate enchantment and abjuration; CL 7th
Slot none; Price 50,310; Weight 10 lbs.

Description
The scorched and pockmarked surfaces of both ends of this +2 phase locking meteor hammer stand as testament to its history of battle against spellcasters of all kinds. One end glows slightly whenever a spell is cast within 10 feet, while the other emits tiny blue sparks when an ongoing magical effect is within 10 feet.

A creature wielding a magecrush meteor disrupts magical energies just by standing near a caster, imposing a -4 penalty to concentration checks to any enemies that they threaten. The penalty increases to -8 for creatures that have been damaged by the magecrush meteor in the last round. These penalties stack with those from the Disruptive feat.

As an immediate action, the wielder of a magecrush meteor can swap between fortress and meteor modes if doing so would allow them to threaten a spellcaster.

Construction
Requirements
Craft magic arms and armour, Dimensional Anchor, Qualm; Price 25,310


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

37 Re: Magic Items on Wed Feb 17, 2016 10:09 am

Quark

avatar
Great Adventurer
Great Adventurer
Daydream made me think it would be hilarious to make a super mario mushroom, so...

Super 'Shroom
Aura moderate conjuration and transmutation; CL 7th
Slot none; Price 2,700 gp; Weight -

Description
A fat, red toadstool with white spots on its cap and two black spots on its stalk that make it look almost like a face. They glow slightly blue in the dark if a certain something is also present.

The super 'shroom can be eaten as a standard action to temporarily grant great strength. The eater gains the benefits of enlarge person, expeditious retreat and good hope for 7 minutes.

Construction
Requirements
Craft Wondrous Item, enlarge person, expeditious retreat, good hope; Cost 1,350 gp


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

38 Re: Magic Items on Mon Mar 07, 2016 12:23 pm

Quark

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Great Adventurer
Great Adventurer
Having been thinking about a Way of the Wicked campaign, I bring you:

Undead Storage Wardrobe
Aura moderate transmutation and necromancy; CL 9th
Slot none; Price 83,000gp; Weight 100 lbs.

Description
Battered and scratched with some odd dark stains on its two doors, this large, ornate old wardrobe has clearly seen better days. The left door is decorated with the image of an abandoned grave in the woods, while the right has a large family leaving a funeral.

The undead storage wardrobe, in addition to functioning as a conventional wardrobe, functions differently when opened by undead. Instead of opening into a wardrobe, it instead opens into a small extradimensional space with a slight ambiance of negative energy. This space can hold up to 36 Medium or smaller sized undead carrying gear or objects up to their maximum load. Large or larger sized creatures cannot fit inside the wardrobe. While inside the wardrobe, the faint traces of negative energy allows undead creatures to recover hit points naturally, as if they were living creatures.

A creature that speaks a command word causes the doors of the wardrobe to swing open with a load creak, allowing any undead within to leave at the rate of two per round. Speaking the command word again causes the doors to swing shut, storing the undead within once again. Sentient undead within the undead storage wardrobe can choose to release only themselves by speaking this command word.

The imagery on the doors of the wardrobe changes to reflect the remaining storage capacity of wardrobe. As undead are stored, people begin standing around the grave on the left door, and the size of the family on the right decreases. When the wardrobe is full, the family is entirely on the left door, leaving only an abandoned grave in the forest on the right.

A undead storage wardrobe functions as a portable hole for the purposes of how it interacts with other extradimensional storage spaces.

Construction
Requirements
Craft Wondrous Item, animate dead, mass repair undead, shadowy haven; Cost 41,500gp


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

39 Re: Magic Items on Wed Mar 16, 2016 12:41 pm

Quark

avatar
Great Adventurer
Great Adventurer
Staring Match Spectacles
Aura weak enchantment; CL 3rd
Slot none; Price 10,000 gp; Weight 0.5 lbs.

Description
The thick, shaded lenses of this round pair of spectacles have a spiral engraved into them that spins slightly when looked at directly. Creatures wearing them appear to have enormous, black eyes that suck in the surrounding light. The wearer of a pair of staring match spectacles can cast lock gaze at will.

A mesmerist can use the lock gaze ability as part of the action to activate his hypnotic stare. If he does so, the effect lasts for as long as he continues to stare at the creature instead of its normal duration. The mesmerist can implant a mesmerist trick into the staring match spectacles to cause the lock gaze to use his mesmerist trick DC instead of the normal DC for the staring match spectacles.

Construction
Requirements
Craft Wondrous Item, lock gaze, creator must be a mesmerist; Cost 5,000 gp

Balancing considerations:

At will lock gaze is pretty easy to do, it's just 2,000. Since the other features are being activated at the same time, I don't feel like this is a different ability, so I'm not increasing that by 50%.
The little add-on to the mesmerist stare is hard to price. This amulet is sort of similar, but a little better, even the bad ones. Likewise this torc fits the bill of something quite similar. I feel it should be somewhere in between, but closer to the Torc. I ended up playing it safe and going right in the middle at 8,000 gp. Totalling this up gives 10,000 gp for the item, which seems reasonable to me at this time.


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

40 Re: Magic Items on Wed Sep 14, 2016 11:40 pm

Quark

avatar
Great Adventurer
Great Adventurer
Insidious Masque
Aura moderate illusion and necromancy; CL 9th
Slot head; Price 34,800 gp; Weight 0.5 lbs.

Description
The expression on this pure white porcelain mask is jovial, with a wide, open grin and crescent shaped eye-holes. A bright red ribbon attached to either side is used to tie it around the wearer's head.

The wearer of an insidious masque may, at will, select a single living creature within 30 ft., which must immediately make a DC 17 Will save or suffer the insidious masque's curse. Ten minutes after being cursed by the insidious masque, the creature begins to see glimpses of figures wearing similar masks gazing at it out of the corner of its eyes, which vanish as soon as they are seen. Over the course of the next 1d4 hours, the figures grow to become warped, misshapen nightmares that float menacingly through the selected creature's vision, permanently giving it the shaken condition.

Resting grants no reprieve from the horrors that now haunt the creature, and whenever it sleeps it suffers the effects of nightmare. Additionally, each time the victim sleeps, the wearer of the insidious masque may choose to have the phantasmal horrors inflict specific tortures on the slumbering victim, replicating the effects of Bestow Curse (Will DC 16 negates), or have them attempt to slay the victim (Fort DC 16 negates).

A creature cursed by the insidious masque receives a new saving throw against the same DC to end the curse and all its effects every day, although it suffers a -15 penalty on the save. The insidious masque can only have one creature cursed at one time; any uses of the masque after cursing a creature immediately ends all effects caused by the masque for that creature. A creature that makes its initial save against the insidious masque's curse is immune to that particular masque for the next 24 hours.

Construction
Requirements
Craft Wondrous Item, nightmare, bestow curse, phantasmal killer; Cost 17,400 gp

Balancing considerations:

This item was a fun one to consider, and I hope I've made it sufficiently spooky.
In essence, what this is doing is a once-per-day nightmare (5th level spell) and giving an option of a once-per-day bestow curse or phantasmal killer (both 4th level spells). While the effect is at will, it takes a long time for it to actually take work, and you can only have one up at once, so it's effectively once per day. Using the basic formula (2000gp x (most expensive effect (nightmare) + 1.5 x Other effects))/5 for its once per day nature gives it its current price. Any underpricing which it might be is kind of offset by the fact you actually get saves to end any curses you end up with.
The -15 penalty on future saves comes from nightmare, which is the main spell it uses (saving against the nightmare kills the effect completely). After the first night, I'm considering it to be familiar with the target and have a body part (although a piece of its soul might be more accurate).


_________________
Practitioner of Do-It-Yourself surgery and supplier of black market livers.
Alice 'the Watcher' Crivens - Watching you, wherever you go, whatever you do, never blinking, always smiling. Changeling Mesmerist 1
Kingmaker Group 2  links Kingdom Sheet Map
If you would like to GM on the forum, please let me know

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