Showing posts with label Items. Show all posts
Showing posts with label Items. Show all posts

Tuesday, February 12, 2013

Thaumaturgical Trinkets: Part II


Final Blot
Aura moderate transmutation; CL 7th
Slot -; Price 17,280 gp;Weight - lbs.
Description
A well-used and expertly made painter's brush. The handle is of carved darkwood and the bristles are from a barghest's tail.
With a command and with a touch upon a surface, all surfaces in a 20' radius are cleansed and sanitized. Objects are bleached white, all writing and inscriptions are subject to erase, and any sources of infection for diseases or poisons are rendered inert. This does not cure the afflicted and the cleaned surfaces can be reinfected normally.
Creatures in the area are also affected. The brush will automatically dispel and remove modifiers to morale and any fear effects. It will also end a rage (including a golem's berserk) and the confused condition (Will DC 16 negates). This does not prevent the subjects from being subject to the conditions or modifiers again.
The brush can be used twice per day.
Construction
Requirements Craft Wondrous Item, erase, calm emotions; Cost 8,640 gp




Horn of World's End
Aura moderate abjuration and transmutation; CL 10th
Slot none; Price 56,000 gp; Weight 1lb.
Description
Carved from stone found in the highest peak of the world, this large horn emits a deep tone that can be heard from miles away. A character can blow into the horn as a standard action, creating a 360’ cone of windstorm wind strength blowing outward. The winds last for 1 hour. See Environment for details.
The horn can be blown like this once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage that day that it cracks and shatters into uselessness.
The wearer is never checked or blown away by winds of windstorm strength or less.
Construction
Requirements Craft Wondrous Item; cloak of winds, control winds; Cost 28,500gp

Thursday, February 7, 2013

Thaumaturgical Trinkets


Balor's Salve
Aura strong evocation; CL 15th
Slot none; Price 4,000 gp per dose; Weight
Description
This substance is thick, unctuous, and always warm. This magical contact poison has a one minute onset time, after which the victim must make a DC 20 Fortitude save or be the center of a fireball (15d6, Reflex DC 20 half). The victim does not get a Reflex save to resist the fireball.
Construction

Requirements Craft Wondrous Item, fireball; Cost 2,000 gp



Hand of Eternal Remorse
Aura moderate necromancy; CL 7thSlot hand; Price 70,000gp; Weight
Description

This ebon gauntlet has a single blank eye in its palm, filled with hatred and drawn to suffering. The wearer can open the gauntlet’s eye to curse those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the eye are not affected. Those failing a DC 16 Will save are cursed to be unable to heal naturally; any attempt to magically heal the creature must succeed on a DC 16 caster level check or the spell does not function. Successfully cursing someone grants the wearer fast healing 1 for one minute.
The wearer will see calamity after calamity, with the sick and dying plaguing their existence like a literal disease.The Crime modifier is increased by +4 for any community the item is in. In addition, the Danger value of the settlement, for the character, is increased by +10. See Settlements for details.
Construction

Requirements Craft Wondrous Item, bestow curse, vampiric touch; Cost 35,000gp



Mandolin of Ooze Hail
Aura moderate conjuration and evocation; CL 7th
Slot -; Price 32,250 gp; Weight 50lbs
Description
This appears to be an ordinary mandolin, but if the possessor learns the proper tune, he can call upon a storm of ooze. With a successful DC 15 Perform (string instruments) check, ice storm is cast upon the chosen area, dealing 4d6 acid damage instead of the normal damage; in addition to having the [acid] subtype rather than [cold].
After the first round, an amoeba swarm is called and follows the player's telepathic commands for as long as the mandolin is played. If for any reason the player ceases playing, the swarm disappears. The Perform DC increases by +5 each time the ooze hail is successfully called.
Construction
Requirements Craft Wondrous Item, ice storm, summon monster II; Cost 16,125 gp

Wednesday, September 19, 2012

Assault Apparatus: My Love, Strike the Glorious Sky!

There was an old Spelljammer supplement, called Wildspace, which told us of one of the more metal 'creatures' I've seen. It's a magic Gundam/Mecha, normally piloted by beholders...IN SPAAACE!! It is a glorious magical item, and I wholeheartedly encourage the entire party to commandeer a few of them, then fight others, possibly while someone plays an electric guitar in the background.

This is an equivalent conversion for semi-playability. For those who wish to compare it to the Apparatus of Kwalish, please be aware that I consider that item a waste of space. While its HP and hardness is crazy good, its AC is only good below level 4, it's swim speed is snail-like compared to anything you'd encounter underwater, and it attacks like an 8th level fighter coming to a 16th level party (which is when you can afford it). Now, reduce the Apparatus of the Crab to 9,000gp, then you'll have a potentially viable magic item with pros and cons. Or, keep the price, and instead use the statistics provided below.

Assault Apparatus 
This item appears to be an inert stone golem, 30' in height, but it has a secret catch (Search DC 20 to locate) that opens a hatch in the torso. Anyone, one Large character is the maximum capacity (or two Medium), who crawls inside finds ten (unlabeled) levers.

The device has the following characteristics: hp 200; hardness 20; Spd 50ft; Space/Reach 15 ft/15 ft; AC 26 (-2 size, -4 Dex, +22 natural); Atk +22 melee (2d12+15, 2 slams), +8 ranged touch (4d6, 2 light rays, 50' max range, no increments); Wave Motion Beam (10' wide, 100' long line, 16d6 magic missile damage, Fortitude DC 18 for half, 1d4 round cooldown) 
Lever (1d10)Lever Function 
1Charge & attack target 
2Attack adjacent target 
3Total defense 
4Withdraw 
5Wave Motion Beam at target 
6Fire light rays at target 
7Stand or drop prone 
8Open/close 'eyes' with continual flame 
9Lift/drop adjacent target 
10Open/close hatch

Operating a lever is a full-round action, and no lever may be operated more than once per round. A verbal command is required, in Undercommon, to designate a target or direction for movement when a lever is pulled. If none is provided when a lever is pulled, a valid target is chosen randomly or a 1d8 is rolled for a direction moved. The device can function in water up to 900 feet deep or in the Plane of Vacuum. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for occupant).

Requirements
Strong evocation and transmutation; CL 19th; Craft Wondrous Item, Craft Construct, animate objects, continual flame, web, magic missile, searing light, creator must have 12 ranks in the Knowledge (architecture and engineering) skill; Market Price: 90,000gp