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| Watsyurname52906-21-07, 08:34 PM | Hello everyone and welcome to the 1001 Homebrew Things thread!! This is a thread for any Homebrew Item ranging from Weapons to Materials, Armor to Adventuring Items, Magic Weapons to Artifacts, even Spells! Also, this is a thread for people to give opinions and help balance other people's items (which is what I wanted, just some opinions but hey, why not try and make a 1001 thread!). So we have 129 different homebrew things so far. Come on people! You can do better than that. I appreciate all the contributions so far. Also, this thread is also for reviewing the things people post. Eventually I'll get around to finding stuff and posting it here. So if you have any homebrew stuff, post it here or PM it to me and I'll post it. Anyway, here are the Guidelines: Please Number them Please Categorize them Please Balance them the best you can, although people will still give their 2cp And with out further adu, I give you the 1001 Homebrew Things thread! Alchemal Crossbow (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Alchemal Spear (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Alloy Blade (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Assassian's Hand Crossbow (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Atatl Throwing Board (http://boards1.wizards.com/showpost.php?p=12859742&postcount=13) Combat Crowbar (http://boards1.wizards.com/showpost.php?p=12903530&postcount=27) Combat Fishing Rod (http://boards1.wizards.com/showpost.php?p=12973648&postcount=43) Combat Frying Pan (http://boards1.wizards.com/showpost.php?p=12933335&postcount=34) Combat Shovel (http://boards1.wizards.com/showpost.php?p=12984320&postcount=45) Dagger Cane (http://boards1.wizards.com/showpost.php?p=12950848&postcount=39) Dart Gun (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Dart Staff (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Falchata (http://forums.gleemax.com/showpost.php?p=14015259&postcount=65) Firebreather Kit (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Glass Arrows (http://boards1.wizards.com/showpost.php?p=12812732&postcount=2) Glass Claws (http://boards1.wizards.com/showpost.php?p=12812732&postcount=2) Hooked Sword (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Hoop-Sword (http://boards1.wizards.com/showpost.php?p=12946626&postcount=38) Longblade (http://boards1.wizards.com/showpost.php?p=12812732&postcount=2) Long Knife (http://boards1.wizards.com/showpost.php?p=12820247&postcount=6) Razorwire? (http://boards1.wizards.com/showpost.php?p=12835512&postcount=10) Shuriken Dagger (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Sniper's Crossbow (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Spear Cane (http://boards1.wizards.com/showpost.php?p=12950848&postcount=39) Spiderfang (http://boards1.wizards.com/showpost.php?p=12820247&postcount=6) Sword Cane (http://boards1.wizards.com/showpost.php?p=12950848&postcount=39) Sword Chucks (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Torch Mace (http://boards1.wizards.com/showpost.php?p=12834364&postcount=9) Trench Knife (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Warspear (http://boards1.wizards.com/showpost.php?p=12820247&postcount=6) Wrist Crossbow (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Folding Shield (http://boards1.wizards.com/showpost.php?p=12929725&postcount=32) Thieves' Leather (http://boards1.wizards.com/showpost.php?p=12961161&postcount=40) Bottled Air (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Breath Mask (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Coracle Shield (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Dead Water (http://boards1.wizards.com/showpost.php?p=12820247&postcount=6) Ear Plugs (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Filter (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Firepiston (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Flashbang (http://boards1.wizards.com/showpost.php?p=12830257&postcount=8) Flashlight (http://boards1.wizards.com/showpost.php?p=12830257&postcount=8) Frostshard (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Fungus Shields (http://boards1.wizards.com/showpost.php?p=12972787&postcount=42) Kemptar (http://boards1.wizards.com/showpost.php?p=12812732&postcount=2) Lightning Rod (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Mace (http://boards1.wizards.com/showpost.php?p=12830257&postcount=8) Mist Pellet (http://boards1.wizards.com/showpost.php?p=12856853&postcount=12) Rakkatak Poison (http://boards1.wizards.com/showpost.php?p=12812732&postcount=2) Sand Bomb (http://boards1.wizards.com/showpost.php?p=12812732&postcount=2) Sand Cape (http://boards1.wizards.com/showpost.php?p=12812732&postcount=2) Skis (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Snow Shoes (http://boards1.wizards.com/showpost.php?p=12889799&postcount=16) Sunglasses (http://boards1.wizards.com/showpost.php?p=12891987&postcount=17) Telescope (http://boards1.wizards.com/showpost.php?p=12891987&postcount=17) X-Ray Specs (http://boards1.wizards.com/showpost.php?p=12897513&postcount=20) Frostshard Ore (http://boards1.wizards.com/showpost.php?p=12813010&postcount=4) Gelatinous Items (http://boards1.wizards.com/showpost.php?p=12929278&postcount=31) Magic Glass (http://boards1.wizards.com/showpost.php?p=12830099&postcount=7) Mistwood (http://boards1.wizards.com/showpost.php?p=12820247&postcount=6) Voltaic Steel (http://boards1.wizards.com/showpost.php?p=12818126&postcount=5) Fireproof Armor (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Flexable Armor (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Hardened Weapons & Armor (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Heavy Weapons (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Isolating Armor (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Jagged Weapons (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Light Weapons (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Lightweight Armor (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Spellcaster's Armor (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Stainless Steel Weapons & Armor (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Throwing Weapons (http://forums.gleemax.com/showpost.php?p=14017699&postcount=66) Artificer's Bolt-Action Rifle (http://forums.gleemax.com/showpost.php?p=13938471&postcount=55) Artificer's Semi-Auto Rifle (http://forums.gleemax.com/showpost.php?p=13938471&postcount=55) Artificer's Grenade Launcher (http://forums.gleemax.com/showpost.php?p=13938471&postcount=55) Bounty Hunter Batton (http://boards1.wizards.com/showpost.php?p=12984459&postcount=47) Chef's Frying Pan (http://forums.gleemax.com/showpost.php?p=12940572&postcount=35) Combat Shovel of Undead (http://boards1.wizards.com/showpost.php?p=12984320&postcount=45) Greased Blade (http://forums.gleemax.com/showpost.php?p=14077784&postcount=67) Gold Clasped Staff of the Monkey King (http://forums.gleemax.com/showpost.php?p=13978641&postcount=60) Hoop-Sword of Disintegration (http://boards1.wizards.com/showpost.php?p=12946626&postcount=38) Jade Clasped Staff (http://forums.gleemax.com/showpost.php?p=13978641&postcount=60) Lightning Halberd (http://forums.gleemax.com/showpost.php?p=14134515&postcount=68) Magic Stone Sling (http://boards1.wizards.com/showpost.php?p=13178727&postcount=51) Rapier of Electrical Blast (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Rapier of Healing +3 (http://boards1.wizards.com/showpost.php?p=12903838&postcount=28) Shadowshot (http://boards1.wizards.com/showpost.php?p=12942116&postcount=36) Shineshot (http://boards1.wizards.com/showpost.php?p=12942116&postcount=36) Skeleton Crowbar (http://boards1.wizards.com/showpost.php?p=12903530&postcount=27) Skiprock Dagger (http://boards1.wizards.com/showpost.php?p=12924598&postcount=29) Skull Sniper (http://forums.gleemax.com/showpost.php?p=13969891&postcount=56) Spear of Sharp Magic Missile (http://boards1.wizards.com/showpost.php?p=12812736&postcount=3) Zyash's Rifle (http://forums.gleemax.com/showpost.php?p=13938471&postcount=55) Battle Wizard's Armor (http://forums.gleemax.com/showpost.php?p=14014780&postcount=64) Malevolence (http://boards1.wizards.com/showpost.php?p=12942116&postcount=36) Thieves' Leather of Holding (http://boards1.wizards.com/showpost.php?p=12964155&postcount=41) Arrowblockers (http://boards1.wizards.com/showpost.php?p=12942116&postcount=36) Belt of Bolts (http://boards1.wizards.com/showpost.php?p=12946188&postcount=37) Flash Boots (http://boards1.wizards.com/showpost.php?p=12942116&postcount=36) Bracers of Phantom Spite (http://forums.gleemax.com/showpost.php?p=13985268&postcount=62) Glove of Multistoring (http://boards1.wizards.com/showpost.php?p=12942116&postcount=36) Glove of Rays (http://boards1.wizards.com/showpost.php?p=12928962&postcount=30) Gloves of Kobold Thievery (http://boards1.wizards.com/showpost.php?p=12864483&postcount=15) Hand of the Familiar (http://boards1.wizards.com/showpost.php?p=12984226&postcount=44) Ring of Insight +1~5 (http://boards1.wizards.com/showpost.php?p=12903838&postcount=28) Scarf of Fell Majesty (http://boards1.wizards.com/showpost.php?p=12946188&postcount=37) Shirt of New Vigor (http://forums.gleemax.com/showpost.php?p=13918970&postcount=54) Shoes of Fast Sneaking (http://boards1.wizards.com/showpost.php?p=12964155&postcount=41) Sniper's Lens (http://boards1.wizards.com/showpost.php?p=12942116&postcount=36) Stealth Cloak (http://boards1.wizards.com/showpost.php?p=12964155&postcount=41) Umbral Coat (http://boards1.wizards.com/showpost.php?p=12946188&postcount=37) Wicker Backpack of Fire Protection (http://boards1.wizards.com/showpost.php?p=12984226&postcount=44) Bag of Energy Bullets (http://boards1.wizards.com/showpost.php?p=13128677&postcount=50) Bag of Many Bullets (http://boards1.wizards.com/showpost.php?p=13128677&postcount=50) Bag of Metal Bullets (http://boards1.wizards.com/showpost.php?p=13128677&postcount=50) Bethril's Bit of "Whoa' (http://boards1.wizards.com/showpost.php?p=12984383&postcount=46) Bethril's Blinders of Calming (http://boards1.wizards.com/showpost.php?p=12984383&postcount=46) Bethril's Safety Bridle (http://boards1.wizards.com/showpost.php?p=12984383&postcount=46) Compass of Detection (http://boards1.wizards.com/showpost.php?p=13073596&postcount=48) Flaming Caltrops (http://boards1.wizards.com/showpost.php?p=12840782&postcount=11) Riding Crop of the last minute Sprint (http://boards1.wizards.com/showpost.php?p=12984383&postcount=46) Warforged Screwdriver (http://forums.gleemax.com/showpost.php?p=13379314&postcount=52) Blood Harvest (2 Lvl) (http://forums.gleemax.com/showpost.php?p=13914514&postcount=53) Grim Reaper's Scythe (3 Lvl) (http://forums.gleemax.com/showpost.php?p=13914514&postcount=53) Ray of Mini Light (0 Lvl) (http://boards1.wizards.com/showpost.php?p=12898026&postcount=24) Deck of Chaos (http://boards1.wizards.com/showpost.php?p=12932772&postcount=33) The Dagger of Dubleyewtieff (http://forums.gleemax.com/showpost.php?p=14001981&postcount=63) Making Custom Items (http://forums.gleemax.com/showpost.php?p=13984079&postcount=61) |
| CryoSilver06-21-07, 08:40 PM | These are wepaons and stuff that are used by a homebrew race of desert people IMC. Weapons 1: Glass Arrows: rakkatak who use bows in warfare often employ these special arrows. The entire arrow is made of a variant of the glass used in glass claws. When a glass arrow strikes a creature, it shatters and buries fragments of itself in the target. Heal checks to treat glass arrow wounds are made at +2 DC, and poison on a glass arrow gains a +2 circumstance bonus on its save DC to resist, because it is driven so deeply into the wound. Glass arrows are ammunition and do not require additional proficiency to use. Cost: 2 gp 2: Glass Claws: These 4 inch long claws are linked together by woven steel wires and fit over a rakkatak's vestigial claws. They are made of a special kind of glass produced from certain rare kinds of sand and are naturally razor sharp. Stats: light exotic, 1d4 18-20/x2. 1/2 lb, 35 gp. A rakkatak wearing glass claws gains a +4 bonus to avoid being disarmed of them. 3: Longblade: This sword is longer than a bastard sword, but thinner; it is designed to maximize the height advantage most rakkatak have over other humanoid enemies. Most rakkatak warriors wield longblades, and the inscriptions carved into the blade signify various achievements and honors that warrior has garnered. Stealing a longblade is an offense as severe as impiety in rakkatak culture. Stats: one-handed exotic, 1d8 19-20/x2. 4 lb, 50 gp. When wielded against an opponent of the same size or smaller as the wielder, a longblade grants a +1 circumstance bonus on attack rolls, and a +1 additional dodge bonus when the wielder fights defensively or on full defense. A longblade may be used with Weapon Finesse. Other Equipment 4: Kemptar: These are the traditional head-wraps worn by all rakkatak. They provide protection from the heat and lock in moisture. A kemptar grants a +1 equipment bonus on saves against desert climate effects. Cost: 1 gp 5: Kemptar, masterwork: In addition to granting a total of a +2 bonus on saves against desert climate, a rakkatak wearing a masterwork kemptar gains a +1 bonus on Charisma-based checks against other rakkatak. Cost: 50 gp 6: Rakkatak Poison: While the rakkatak possess a weak poison in their teeth, it is not generally dangerous to anything larger than a rat. However, it can be distilled into a more potent form by certain rakkatak chemists. It possesses the following traits: DC 16, 1d4/1d4 Str. Cost: 20 gp 7: Sandbomb: This unique rakkatak item charges sand with static electricity and creates an opaque and gritty cloud. It is often used during raids to disorient the enemy. When thrown as a greande-like weapon, it creates a 10 foot radius cloud of suspended sand. This sand provides concealment to all those within, but blinds them for 1d3 rounds if they fail a DC 12 fortitude save. Rakkatak are immune to this blinding, due to their second eyelid. Cost: 10 gp 8: Sand Cape: This rough canvas cape is worn over other clothing by hunters and stalkers. It has been specially treated with desert resins and rolled in sand, to aid in camouflage. The wearer gains a +2 equipment bonus to Hide checks made in sandy environments. Cost: 20 gp |
| Watsyurname52906-21-07, 08:40 PM | 9. Shuriken Dagger (Weapon) Exotic Light Weapon* Cost: 35gp Weight: 2 lbs Damage: 1d4 dagger/1d2 shuriken Piercing and Slashing** Critical: 19-20/x2 dagger x2 shuriken Range: 10ft both Description: On first glance it appears to be a dagger with a spiked end on the hilt, on closer look its actually a shuriken attached to the end of the hilt. You attack with the blade as you would with a dagger, but instead of using the dagger, you can whip the blade around (as a standard action) and send the shuriken flying into your foe. You can use a Full-round action you attack with both the dagger and the shuriken at a -2 Attack penalty on both attacks. You can still throw the dagger as normal. Reloading the shuriken is a standard action. If you have the Quick Draw feat, reloading the Shuriken becomes a move action. Can be added to a dagger for 30gp. Also can be used with a Barbed dagger, Kukri, etc. *Need to be proficent with the dagger and the shuriken, doesnt require a seperate EWP feat. **Piercing or Slashing dagger / Piercing shuriken 10. Assassian's Hand Crossbow (Weapon) Exotic Ranged Weapon* Cost: 150gp Weight:2 lbs Damage: 1d4 Piercing Critical: 19-20/x2 Range: 30ft Description: This appears to be a piece of wood with a handle and trigger, like a broken hand crossbow, but on closer look, there is a switch at the end of the wood, just above the handle. When triggered, the bow part of the crossbow unfolds. This crossbow functions when unfolded as a hand crossbow, triggering the crossbow (unfolding it or folding it) is a free action. When folded, it gives a +2 Sleight of Hand checks made to conceal the crossbow. Also, it has a hidden compartment in the handle of the crossbow. It can store one vial of potion, usually poison. It is a move action to access the compartment. *This only requires to be proficent with a hand crossbow 11. Sword Chucks :w00t: (Weapon) Exotic One-Handed or Exotic Two-Handed See text Cost: 50gp Weight: 5 lbs Damage: 1d6 Slashing Critcal: 19-20/x2 Range: -- Description: It looks as someone attached two short swords together with a chain at the end of the hilt in attempt to make some sort of Sword Nunchaku. Sword Chucks function kinda like a Two-bladed Sword. You can attack with one sword of the Sword Chucks as a standard action, but you can use a Full-round action to attack with both of the swords dealing 1d6/1d6 dmg. You must make an attack roll (at highest BAB) against yourself, if you fail, you take 1 dmg. You can also use the Sword Chucks as two Short Swords incuring all the TWF penalties. Also, a monk can use his/her Flurry of blows with this weapon but still must make an attack roll against himself/herself to avoid taking 1 dmg. Sword Chucks add a +2 bonus on checks made to disarm the enemy (including the roll to avoid being disarmed). 12. Sniper's Crossbow (Weapon) Simple Ranged Weapon Cost: Light 50gp / Heavy 65gp Weight: Light 5 lbs / Heavy 9 lbs Damage: Light 1d8 / Heavy 1d10 Piercing Critical: 19-20/x2 both Range: Light 80ft / Heavy 120ft Description: It looks like a light (or heavy) crossbow with some sort of metal tube with lenses in it called a scope attached. When looking through the scope, you can see with much greater accuracy at a greater distance. This functions as a light or heavy crossbow for feats, magic, etc. You can take a full-round action to aim with the scope and shoot with a +2 attack roll bonus, even when shooting into melee, at the expense of a -1 AC because you are focused on looking through the scope, this lasts until the begining of your next turn. Also, rouges can sneak attack (or similar ability i.e. sudden strike) with the crossbow at a range of 45ft because of the scope increases their accuracy. Also, a scope could be added to a crossbow for 20gp. 13. Dart Staff (Weapon) Simple Two-Handed / Ranged Weapon See text Cost: 15gp Weight: 5 lbs Damage: 1d6/1d6 Bludgeoning or 1d4 Piercing Critical: x2 both Range: 20ft Description: This appears to be a normal Quarterstaff but on close look there is a switch on it that when triggered fires a dart out one end. This functions as a quarter staff for melee and a dart for ranged. Using this weapon, you can take a standard action and fire the dart as if you were throwing it. It takes a move action to reload the Dart staff. You can use a full-round action to fire the dart and then attack with the staff (same enemy). You can upgrade the firing mechanism in the staff. Upgrade 1: Increases range by 10ft (total 30ft) Cost: 50gp Upgrade 2: Increases the power of the dart, dealing +1 dmg (total 1d4+1) Cost: 100gp (upgrade 1 must be added before this one) 14. Hooked Sword (Weapon) Exotic Light Weapon Cost: 20gp Weight: 2 lbs Damage: 1d6 Slashing / 1d4 Piercing Critical: 19-20/x2 (for the sword) / x2 (for the curved blade in front of the grip) Range: -- Description: This sword looks to be a short sword with a hook at the end, it also as a curved cresent blade in front of the grip. This blade functions similar to a short sword. You can attack with the Hooked Sword as you would a short sword. Also you can attack with the curved cresent part in front of the grip as a 1d4 Piercing weapon. You can use a full-round action to attack with both weapons but at a -2 attack penalty. This weapon gives a +2 bonus on rolls made to disarm an enemy (as well as the roll to avoid being disarmed). Also, this can be used to make trip attacks. If used to make a sneak attack, this weapon deals +1 dmg as the hook tears up the flesh as it slashes across the body. 15. Dart Gun (Weapon) Simple Ranged Weapon Cost: 20gp Weight: 2 lbs Damage: 1d4 Piercing Critical: x2 Range: 20ft Description: This appears to be a hand crossbow with out the crossbow arms. On closer inspection, you see there is still a trigger and when pressed a dart shoots out the end, there is a lever used to reset the spring mechanism. This weapon when fired is a dart. The dart deals 1d4 dmg as normal and is treated as ammunition for the gun and for magical purposes. It is a move action to reload and if you have the Quick Draw feat, reloading is a swift action. You can shoot, but not reload, a Dart Gun with one hand at no penalty. You can shoot a Dart Gun with each hand incuring the normal TWF penalties, treat as if using two light weapons. It grants a +2 Sleight of Hand checks made to conceal the weapon on account that it looks like a broken hand crossbow. The gun can be upgraded in several ways: Upgrade 1: Increases range by 10ft (total 30ft) Cost: 50gp Upgrade 2: Increases the power of the dart, dealing +1 dmg (total 1d4+1) Cost: 100gp (upgrade 1 must be added before this one) Upgrade 3: By adding a scope to the gun, you get a +2 Attack bonus when using a full-round action by looking down the scope, but you suffer a -1 AC penalty because you are focused in looking into the scope. Cost: 25gp (can be added at anytime) 16. Trench Knife (Weapon) Exotic Light Weapon Cost: 50gp Weight: 2 lbs Damage: 1d4 Slashing or Piercing/1d4 Piercing Critical: 19-20/x2 Dagger / x2 Punching Range: 10ft Description: This looks to be a Barbed Dagger with a curved spiked band that is in front of the hilt. One can use the spiked part as a punching weapon. This weapon functions like a Barbed Dagger. You can attack with either part of the knife as a standard action. You can use a full round action to attack with both the blade and the spiked punch but incuring a -2 attack bonus on the second attack (with either the blade or the spiked part). This can be thrown as a normal dagger. Also, if you have 5 or more ranks in Sleight of Hand, you gain a +2 Dmg on melee sneaks attacks made with the weapon. 17. Alchemal Crossbow (Weapon) Simple Ranged Weapon Cost: 55gp Light / 70gp Heavy Weight: 4 lbs Light / 8 lbs Heavy Damage: 1d8 Light / 1d10 Heavy Piercing (both) Critical: 19-20/x2 Both Range: 80ft Light / 120ft Heavy Description: This looks to be a normal crossbow, but on closer inspection, you see 2switches that when one triggered opens up a hidden compartment ment for a vial or other alchemal substance, the other applies the contents of the vial to the loaded bolt. This crossbow can store a vial of poison or other alchemal substance (Alchemist Fire, Holy Water, etc.) in a hidden compartment that can be applied to the currently loaded bolt so when fired, the bolt gains the properties. Such as using an Alchemist Fire gives the bolt 1d6 Fire dmg. Reloading the compartment is a move action, and applying the substance is a free action. This also can be put into a hand crossbow, just add 20gp to the price. 18. Wrist Crossbow (weapon) Exotic Ranged Weapon Cost: 150gp Weight: 2 lbs Damage: 1d4 Piercing Critical: 19-20/x2 Range: 30ft Description: This appears to be some sort of crossbow that straps to your wrist, allowing it to be fired on your arm but still holding another weapon. This weapon straps on your arm and can be fired that like a hand crossbow. It is a move action to reload the crossbow, and you can fire, but not load it with one hand. You can use another weapon with the wrist crossbow at a -2 penalty to all attack rolls used with that arm, including the crossbow. If used in your off-hand, you suffer a -4 penalty to all attack rolls with that arm. 19. Alchemal Spear (weapon) Simple Two-handed or One-handed Cost: 20gp Spear / 15gp Shortspear / 25gp Longspear Weight: 6 lbs / 3 lbs Short / 9 lbs Long Damage: 1d8 / 1d6 Short / 1d8 Long Piercing Critical: x3 / x2 Short / x3 Long Range: -- / 20ft Short / -- Long Description: This is a spear with a switch on the grip that when triggered coats the spearhead with the contents of the spear. The spear (whether its Short, Long, etc.) holds one vial of alchemal substance, such as Alchemist Fire (or Poison, Holy water, etc.). When the spear is triggered the substance coats the spearhead giving its properties, such as an Alchemist Fire would give the spear 1d6 Fire for one attack. It is a move action to reload the compartment and a free action to apply the substance. 20. Rapier of Electrical Blast (Magic Weapon) Magic Weapon Cost: 3,720gp (7th) Caster Level: 11th Activation: Swift (command) Weight: 6 lbs This is a fine crafted rapier with a blade of a shining navy blue with a sapphire in the pommel that pusles with electrical energy, also, the blade occasionally emmits small electrical sparks. This rapier functions as a +1 Rapier. In addition, a Rapier of Electrical Blast has 3 charges each which are renewed at dawn. Spending 1 or more charges gives the properties below. The effects last for one round. 1 Charge: The rapier gains the throwing & returning properties 2 Charges: The rapier gains the throwing, returning, and the shock properties 3 Charges: The rapier gains the throwing, returning and shock properties. In addition, if it hits a creature, it deals normal damage and creates a electrical explosion that hits every creature within 10ft with a lightning bolt that deals an additional 2d6 dmg (Reflex DC 14 Half). Prereqs: Craft Magic Arms & Armor, Lightning bolt, Telekinesis Cost to create: 1,700gp (plus 320 for mwk rapier), 120 XP, 4 days. 21. Spear of Sharp Magic Missle (Magic Weapon) Magic Weapon Cost: 7,802gp Caster Level: 5th Activation: Standard (command) Weight: 6 lbs This spearhead of this spear has a brillant green emerald set in it and it has a feint glow. This functions as a +1 Spear. In addition, 3 times per day, you can command the spear to shoot its spearhead along with the power of 3 magic missles, on a succesful hit dealing 3d4+3 dmg plus the regular spear damage. The spearhead returns afterward. Prereq: Craft Magic Arms and Armor, Magic Missle, Telekinesis Cost to Create: 3750gp (plus 302 for mwk Spear), 300 XP, 8 days 22. Alloy Blade, Short Sword (This uses a Short Sword as the base weapon) Martial Light Weapon Cost: 50gp Weight: 2 lbs. Damage: 1d6 Piercing Critical: 19-20/x2 Range: -- Materials: 50% Steel, 25% Silver, 25% Cold Iron Description: This looks like short sword that was forged out of several different materials. This Short Sword is made out of 3 materials, Steel, Silver, and Cold Iron. On a successful attack, you can roll a d4 and the result determins the material of the sword for that attack. On that one attack (and any AoO's after the attack) gain the properties of one of the materials in the weapon based on percentage. If I roll a 3 for the weapon above, it would be a Silver Short Sword for that attack. Next round you roll again and rinse and repeat. You can only have up to 4 materials in one weapon, 25% being the min for the material to be used. Cost is the normal price of the weapon x the percent of the material in the weapon for all the materials + 10gp (Silver Short Sword = 100gp x 25% = 25gp + Cold Iron + Short Sword = 20gp x 25% = 5gp Short Sword = 10gp x 50% = 5gp for a total of 25+5+5+10 = 50gp). This can be applied to any weapon with metal parts and that could normally be made out of that material. Another example: Alloy Blade Dagger Simple Light Weapon Cost: 307gp Weight: 1 lbs. Damage: 1d4 Piercing or Slashing Critical: 19-20/x2 Range: 10ft Materials: 25% Steel, 50% Silver, 25% Flametouched Iron (Eberron) Description: This looks like dagger that was forged out of several different materials. On a d4 1 or 2 = Silver, 3 = Steel, 4 = Flametouched Iron 23. Frostshard (Alchemal Item) Description: A frostshard is a small piece of Ice that does not melt and feels quite cold to touch. It is anywhere from 3 to 6 inches in length and weighs about 1 lb. When broken, a Frostshard unleashes a blast of ice cold along with small ice fragments that ices anything over that isnt overly hot. Frostshards can be either made, or found in an ice environment such as a glacier. Use as Weapon: A Frostshard can be thrown at a range of 15ft, a direct hit deals 1d6 Cold Damage. Every creature within 5 Feet take 1 Cold Damage. Also it ices over the surface (that the creature was in) requiring a DC 12 Balance check to avoid falling prone. The ice melts in 5 rounds. A Frostshard deals an extra 1d6 Damgage to creatures with the Fire subtype. Other: A Frostshard can also be used in Resist Fire potions by increasing the resistance by 2. A Frostshard costs 30gp and the Craft (Alchemy) DC is 22. 24. Lightning Rod (Alchemal Item) Description: A Lightning Rod is a metal rod about 12 inches long with a metal ball at the end and a switch at the other end. It occasionally gives a static shock to those who touch it, it also feels slightly warm. The switch when triggered sends a small lightning bolt out the top. Use as Weapon: A Lightning Rod can be shot at someone requiring a Ranged Touch Attack, a +2 Attack Bonus if the target is wearing a lot of metal (ex. wearing Full plate or Half plate Armor). The bolt deals 1d6 Electricity Damage and requires a DC 15 Fortitude Save or be Dazzled (-1 to Attack rolls) for 1 minute. After it has been used, the Lightning Rod is useless unless recharged. Other: A Lightning Rod costs 50gp and takes a Craft (Alchemy) DC of 25. A Lightning Rod may be recharged and cuts the cost in half and reduces the DC by 5. |
| Watsyurname52906-21-07, 09:08 PM | 25. Frostshard Ore (material) Flavor Frostshard Ore is an Ice ore used to make weapons and some armor. The ore is mined from the coldest parts of the world and is pretty much ice that doesn't melt. Any metallic item can be made out of Frostshard Ore, and such items are like ice but as strong as steel. The weapons and armor shine a brillant light-blue color. Weapons: Weapons made from Frostshard Ore have half of their damage done in cold damage due to the extreme coldness of the weapon. Such as I'm attacking with a Frostshard Longsword and I roll a 6, it would be 3 Slashing and 3 Cold Damage. The cold damage is doubled against creatures of the Fire subtype and have no effect on creatures of the Cold/Water subtype. If the weapon is broken, the Frostshard Ore unleashes its inner cold all at once and deal 1d4 Cold Damage to both the sunderer, and the holder of the weapon. Ammunition: Ammo made from Frostshard Ore still do half of their damage in cold damage and have all the properties of weapons execpt they don't burst with cold with broken. Armor: Armor made of Frostshard have the same AC bonus and the Armor check penalty is reduced by 1 (this doesn't stack with Masterwork bonus) and Arcane Failure Chance reduced by 5% and give Resistance Fire 1. Frostshard Ore has 15 hit points per inch of thickness and hardness 10. Type of Frostshard Item Item Cost Modifier Ammunition +4 gp Light weapon +300 gp One-handed weapon, or one head of a double weapon +350 gp Two-handed weapon, or both heads of a double weapon +400 gp Light Armor +250 gp Medium Armor +300 gp Heavy Armor +350 gp |
| Watsyurname52906-22-07, 09:21 AM | 26. Voltaic Steel Flavor: Voltaic Steel is a rare form of natural and magically treated steel. Voltaic Steel is very electrically conductive acting as a mini lightning rod, and then has been magically treated so that it can withstand and hold an electric charge. The steel is a dark-bluish gray in color and when charged with electicity it glows slightly and you can see sparks come off occansionally Weapons: Weapons made from Voltaic Steel are like normal steel and automatically of masterwork quality. Voltaic Steel attracts electricity and then can absorb some of the electricity and hold the charge. When struck by electricity (magic or otherwise) the weapon has a 50% chance of absorbing some of the shock, lessening the shock by 1 damage die. When the weapon absorbs electricity and becomes charged, you can then discharge the electricity through the weapon dealing +1d6 Electrical Damage on your next attack by pressing a button on the hilt (a free action). The shock is discharged after 1 round (if not used) or 1 attack (regardless of whether it hits or misses). The weapon can only hold one charge at a time and if it is charged, it can't absorb any more electricity until discharged. Ammunition: Ammo made from Voltaic Steel have a 25% chance of aborbing electricity if your weapon doesn't absorb any charge (whether it can or not), lessening the shock by 1 damage die. When it does absorb electricity, 1/2 the arrows (or bolts) become charged and do +1 Electricity Damage. Armor: Armor made of Voltaic Steel have the same AC Bonus and are automatically masterwork quality lessening the Armor Check penalty by 1. Voltaic Steel Armor has a chance (25% Light, 50% Medium, 75% Heavy) of absorbing electicity if your weapon doesnt lessening the shock by 1 Damage die. Then the electricity can be discharged (a move action) and strike the closest person to you (if more than one, roll for random person). This requires a ranged touch attack for the electricity to strike dealing 1d4 Electrical Damage for Light Armor or Shield, 1d6 Electrical Damage for Medium Armor, and 1d8 Electrical Damage for Heavy Armor. Voltaic Steel has 30 hit points per inch of thickness and hardness of 12. The prices below include Masterwork Cost. Type of Glass Item Item Cost Modifier Ammunition +12 gp Light weapon +1500 gp One-handed weapon, or one head of a double weapon +1800 gp Two-handed weapon, or both heads of a double weapon +2100 gp Light Armor +2000 gp Medium Armor +3000 gp Heavy Armor +4000 gp Shields +1000 gp |
| Crash0123456789006-22-07, 12:54 PM | 27. Spiderfang The spiderfang is the favored weapon of the Spider Tribe of the Mistwood Forest. Combining two of their classic weapons, the longsword and the spear, the spiderfang resembles a two handed sword with a short blade and a spear bladed pommel. Spider fangs take years of practice to master, and are only crafted for the guardians of the tribe. Spider Fang Exotic double weapon Damage: 1D8 / 1D8 Type: S / P Weight: 6 lbs. Critical: 19-20/x2 / x3 Cost: N/A 28. Warspear The Warspear is the favored weapon of the Draven Empire. Draven's treat the weapon as a martial weapon, but to others it's an exotic weapon. The spear itself falls in between the lengths of a standard spear and a longspear, and allows for it to be adjusted from a reach weapon to a standard with a move action. Warspear - Onehanded Exotic Damage: 1D8 Type: P Critical: x3 Weight: 4 lbs. Reach* Range: 20 ft. Cost: 10 gp. *As a move action a hero may switch grips to change from a standard threat to a standard reach weapons threat. It maintains this threat until the grip is changed again. 29. Long knife The long knife is the Rapiers little brother, featuring a long thin blade. The knife's shape and weight make it useless as a thrown weapon, but it makes up for this in it's damage and finesse. Long Knife - Light Martial Weapon Damage: 1D6 Critical: 18-20/ x2 Type: P Weight: 2 lbs. Cost: 15 gp. *Due to the nature of the long knife's blade and it's small size, it is very easy to break. The weapon has half the normal Hardness and hit points of a weapon it's size for the purposes of sundering. This is a well known fact, and comes up often to those that wield them. 30. Dead Water Taken from the Lake of the Dead, dead water can have many effects depending on what it's used for. When cast upon undead, it has a chance of drawing the restless soul out, trapping it in the water to be returned to the lake when it evaporates. When cast upon a humanoid who has seen death, it has a chance of racking the victim with visions of it. The person must make a Will or Fortitude save DC: 5+(number of deaths s/he's witnessed) or go into a comatose state as the visions wear over him. This state lasts for five seconds per death. For most hero's and adventurers this is enough to put them out of action for a long while unless they make a natural 20 save. *This may seem a bit much, but it's not meant ot be common or even a valid (by society's viewpoint) weapon. Those caught stealing water from the Lake of the Dead are usually put to death by being thrown back in. This has the same effect as above, but the hero is usually drowning while camotose and must make a save every round to see if he goes in that state. 31. Mistwood Mistwood is a special material found in the Mistwood Forest. It is extremely rare and never given away by the tribes living in the forest without out great reason. This material can only effect weapons who's damage comes from a wooden part. (i.e a club would work, an axe wouldn't) Arrows and spears can be made to use mistwood, but they take a -1 penalty to damage since they have wooden tips rather than the more reliable steel tips. Mistwood is a pale whitish hue with veins of grey running through it. When struck with a Mistwood weapon the victim must make a Fortitude DC 15 check or take a -2 penalty to all actions involving sight as a whitish mist flows into his vision. This is cumalitive and when the penalty reaches -8 the victim is treated as blind. |
| Watsyurname52906-23-07, 10:23 AM | 32. Magic Glass Magic Glass is used to make weapons. The Glass can be either emrald green, sapphire blue, or ruby red in color and weighs 75% as much as steel. The Glass is made and magically treated so that it is nearly as strong as steel, even sharper. Weapons: Weapons made from Glass are magically sharpened so that slashing and piercing weapons have a +1 Damage bonus (does not stack with anything that Masterwork wouldn't). Glass weapons can be made of masterwork quality but only cost half as much (+150gp instead of +300) because the glass is already of high quality. When a glass weapon is broken, it shatters and sends small glass fragments and shards everywhere. There are these shards have a 50% chance of hitting and deal 1d4 damage. Ammunition: Ammo made from Glass deal +1 damage and still cost half as much to make masterwork (+4 instead of +7 per Arrow or Bolt), but do not deal any damage when broken. Armor: Armor made of Glass same AC Bonus and has armor check penalty lessened by 1, also it weighs 3/4 as much as normal. Also, Glass is highly reflective and can be used to relfect light. You can use a shield (or Armor) to reflect bright light (such as from a Daylight spell) into the eyes of someone; you make a ranged touch attack at a -2 (-4 if using Armor) penalty which requires a Fort Save DC 13, if they fail they are Dazzled (-1 on Attack penalties). Also, Glass armor (or shields) can be made of masterwork quality but only costing half as much (+75 instead of +150). Glass has 15 hit points per inch of thickness and hardness of 10. Type of Glass Item Item Cost Modifier Ammunition +7 gp Light weapon +600 gp One-handed weapon, or one head of a double weapon +800 gp Two-handed weapon, or both heads of a double weapon +1000 gp Light Armor +600 gp Medium Armor +700 gp Heavy Armor +800 gp Shields +300 gp |
| somogyi06-23-07, 10:52 AM | 33. Mace. you can put it in a sparyer from the arms and equipment guide or u can put into a small breakable container ie clay ball or vial. a hit with mace in any form causes blindness for 1d6 minutes, i havent decided wht the fort save should be yet though. 34. flashbang. blinded and deffened for 1d6 rounds. again havent decided wht the fort save should be. 35. flashlight. a pebble, with light permently cast on it, inside a small tube with mirrors. to turn off the flashlight simply place a cap on the end of the tube. provides a 50' cone of light. |
| Watsyurname52906-23-07, 08:12 PM | 36. Torch Mace (Weapon/Adventure Item) Simple Light Weapon Cost: 6gp Weight:4 lb. Damage: 1d6 Bludgeoning +1 Fire when lit Critical: x2 Range: -- Description: This is a Light Mace that has twisted flax soaked in tallow wraped around the head. A Torch Mace can be lit on fire and then functions as a torch for lighting. A Torch Mace deals +1 Fire Damage when lit in addition to normal Mace damage. After the torch burns out it functions as a normal Mace. To re-wrap the Mace it costs 1gp and then can be used as a torch again. This can be done to any mace or club. |
| ishpu06-23-07, 10:39 PM | exotic reach or double weapon Cost: 75gh Weight:4 lb. Damage: 2d4 slashing damage Critical: x2 Range: -- Description: This weapon functions in many respects like a spiked chain except it resembles modern time razor wire, it's hps are lower because it is so thin but when used as a tripping weapon it also initiates a grapple with the victim, if sucessful you can deal rending damage against the target. This ability can only be used once per round because of the additional time the manuver takes. |
| Watsyurname52906-24-07, 02:38 PM | 37. Flaming Caltrops (Magic Wonderous Item) Price: 500gp Caster Level: 3rd Aura: Moderate; (DC 20) Evocation Activation: Standard Weight: 2 lb. This leather bag has several sharp points and feels warm to the touch. Flaming caltrops function as normal ones, except that when they are stepped on they burst into flame dealing 1d4 Fire Damage (in addition to normal damage and penalties). Flaming Caltrops function 3/Day after which they function like normal ones and regain their uses every day at dawn. Prereqs: Craft Wonderous Item, Burning Hands Cost to Create: 250gp, 20XP, 1 day |
| Watsyurname52906-25-07, 08:29 PM | Come on people! POST! I don't want this thread to die so soon! 38. Mist Pellet (Adventure Item) Description: A Mist Pellet is a small silverish pellet an inch in diameter and mist can be swerlling inside it, and weighs about 1/2 pound. When thrown (or broken) it releases a cloud of silvery mist. Use as Weapon: A Mist Pellet can be thrown at a range increment of 10ft and creates a could of mist as the Obscuring Mist spell centered on the square where it was thrown. The mist lasts for 1 minute unless dispelled (see spell) Other: A Mist Pellet costs 20gp and takes a Craft (Alchemy) DC 18 check to make. |
| Kurikin06-26-07, 01:12 AM | This is the same weapon but in 3 different sizes. 39. Atatl Throwing Board Martial Ranged Weapon. Cost: 5gp (Dart), 10gp (Javelin), 15gp (Spear). Weight: 1 lb. Damage: 1d6 (Dart), 1d8 (Javelin), 1d10 (Spear). Full Str bonus. Critical: 20x3. Range: 40ft (Dart), 60ft (Javelin), 40ft (Spear). x5 Range Increments. Special: You may use ammunition on different sized throwing boards than they were designed to throw. For each size difference you take a -4 penalty to your attack roll. Description: It looks like a small stick with a hook or notch at the top that you place the end of whatever your throwing on. You throw it like you would throw a ball over handed. |
| Watsyurname52906-26-07, 09:42 AM | So far great stuff, and I finally organized the items at the top by catagory, then in alphabetical order. I'll try to get more stuff soon, but everyone keep posting ideas! |
| Watsyurname52906-26-07, 01:25 PM | And I just thought of something! This goes out to all Kobold lovers everywhere! 40. Gloves of Kobold Theivery (Magic Wonderous Item) Price: 1,600gp Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) Transmutation Activation: -- Weight: -- These brownish-green leather gloves have impressions of scales on them as well as small runes inscribed apon each fingertip. Gloves of Kobold Theivery give a +2 Bonus to Craft (Trapsmithing), Disable Device, Sleight of Hand, and Open Lock checks. To use the gloves you must have at least 1 rank in a skill to obtain its bonus (i.e. you get the bonus to the skills you have ranks in whether that be all or some) OR be a Kobold. Prereqs: Craft Wonderous Item, 2 Ranks in Craft(Trapsmithing), Disable Device, Sleight of Hand, and Open Lock; OR creator must be a Kobold Cost to Create: 800gp, 64 XP, 2 Days |
| dengarbountyhunter06-28-07, 11:07 AM | 41. Firebreathing kit Firebreather kit (weapon/ entertainment gear) Exotic ranged weapon 1 gp.....1d8.....20/x2.....10 ft cone.....3 lbs......Fire This special weapon requires two hands to use. It consists in a torch and a bottle of lamp oil. The user must first fill its mouth with oil (move action), then spit it through the torch as a standard action to make a 10-feet cone of fire. The bottle can hold two pints of oil, which is enough for 2 refills. Each refill allows to breathe fire up to 3 times: thus, the bottle holds enough for 6 breaths. Each creature in the area of effect is entitled to a Reflex save for half damage and to avoid catching fire. If the Reflex save is failed, the creature catches on fire and suffers the indicated damage. The DC of the save is equal to 10+firebreather’s Dexterity modifier. A nonproficient user can only breathe in the adjacent square, and the DC of the Reflex save is reduced by 4. The damage and size of the area of effect are doubled for Huge creatures and quadrupled for Colossal creatures. They are reduced by half for Tiny creatures and smaller creatures cannot use a firebreathing kit to any damaging effect. A firebreather kit cannot be used underwater, when prone or when mounted. A creature cannot use more firebreathing kits than its number of heads and twice the number of heads it has. The firebreathing kit grants a +2 bonus to Perform (weapon drill) checks. Firebreather oil bottle 5 gp (full).....3 lbs (full) This two pint bottle holds enough oil for 2 refills, or 6 uses. The oil is more volatile than normal lamp oil and can be used for any purposes lamp oil can be used for but burns twice as quick. 42. Snowshoes (adventuring gear) These oval-shaped wooden frames are laced with leather or sinew webbing and tied to the feet with leather straps to avoid sinking into deep snow. Despite their name, they can also be used on sand, mud, and any other surface that reduces movement to ¼ because of its softness. Movement is reduced from ¼ to ½ in such situations. However, movement is reduced by half on normal, hard terrain, and movement reduced by half remains so whatever the cause. Putting on or taking off snowshoes is a full-round action. 1 gp---3 lbs 43. Skis (adventuring gear) These long, flat pieces of wood are tied to the feet to slide on snow. Putting them on or taking them off takes a minute. Walking with skis reduces speed to 1/4th, but sliding downhill with skis on snow-covered areas doubles or triples speed (depending on slope inclination). Attacking while skiing works as attacking from a mount, but a move action is required every round from the skier to keep control of the skis (the actual movement is included into this action). On flat, snow-covered terrain, skis can be used to travel by pushing oneself forward with a ski stick in each hand. It is possible to travel at full ground speed in this fashion, but both hands are occupied. 2 gp---5 lbs 44. Firepiston (adventuring gear) The firepiston is a 4 inch long wooden tube with a tightly fitting piston. With a quick stroke of the piston, flammable materials can be ignited thanks to the heat generated by air compression. Lighting the tinder inside it takes a move action; the tinder stays hot for 1d3 rounds afterwards. Lighting a fire with a hot tinder takes a full-round action. 5 sp---Negligible More about the firepiston (http://firepiston.com/"). 45. Earplugs (adventuring gear) These small cork or resin cylinders are waxed and fitted with a tiny rope to pull them off quickly. They fit tightly in the ears (move action to put or remove) to effectively deafen their user. The user is unaffected by effects that rely on hearing, but automatically fails Listen checks. Sound effects that do not rely on hearing (a destrachan's destructive cone of sound for example) are not affected. 5 sp--- negligible 46. Coracle shield (adventuring gear) The coracle shield is a large curved wooden shield with a waterproof layer of leather on the inside. It grants a +3 shield bonus to armor class, has a +4 maximum Dexterity bonus, has a -6 Armor Check Penalty, and a 25% arcane spell failure chance. Its true advantage is that it can be used as a raft. It can carry 300lbs. The coracle shield is often propelled by a pole, a paddle or simply the hands, at the vertiginous speed of 10 feet per round. It is best used to cross a moat or a pond than a rushing river because of its small size and fragility. Double or halve carrying capacity for each size category above or under Medium. 47. Breath mask (adventuring gear) This wooden mask covers the user’s mouth, nose and eyes and is fixed tightly with leather straps. The sides are lined with waxed leather to ensure that the mask is hermetic, while the eyes are covered with lenses of tinted glass or mica. A small aperture on the front of the mask allows a filter or a flask of bottled air to be fixed to it (full-round action; see below for bottled air or gas filter). The mask per itself grants a +4 circumstance bonus on saving throws against effects that blind or irritate the eyes (except for effects that blind without really affecting the eyes, such as the blindness/deafness spell). The mask imposes a -2 penalty to Spot and Search checks though. Speech is nigh-impossible with a breath mask; spells with verbal components cannot be cast, social skills cannot be used, etc. It takes up the “mask” slot (simply meaning that a other face gear cannot be worn with it). 150 gp---1 lb 47. Bottled air (adventuring gear) This small metal sphere is filled with compressed air. The flask features a small adamantine valve that can let the air out gradually or all at once. It holds enough air to breathe for 10 minutes if let out gradually (requiring one free hand or a breath mask; duration is for Medium sized user, double or halve for each size category under or above Medium). If used all at once it can blow away smoke, mist, gases, etc. in a 5 feet cube as a full-round action. Its hardness is 10 and it has 10 hit points. If it suffers 3 points of fire damage, the valve breaks from the pressure, making the bottle useless. 50 gp--- 1lb 48. Filter (adventuring gear) This small wooden cylinder is filled with fabric soaked in an alchemical substance. Both ends are covered in a thin sealed cover, which must be broken before use. Filters purify inhaled air, granting a +4 bonus on Fortitude checks against gases that must penetrate the respiratory system, including but not limited to strong odours, smoke and gas poisons. The filter does not protect from very hot or very cold air, nor does not it grant the capacity to breathe underwater. To benefit from the bonus, it must be held in front of whatever breathing aperture of the user or fixed to a breath mask. It is efficient for 3 hours after first exposition to air. 15 gp---negligible |
| Watsyurname52906-28-07, 02:12 PM | 49. Sunglasses (adventuring gear) Cost: 20gp Weight: -- Sunglasses give the wearer a +2 Bonus on saves versus effects targeting the eyes (such as Dazzled, etc.) but imposes a -2 Penalty on Spot checks and the wearer can't see in shadowy illumination unless they have low-light vision in which the sight isn't doubled. Also, this negates the dazzle (not the being blind) effects of being in bright light for light sensitive creatures. 50. Telescope (adventuring gear) Cost: 1500gp Weight: 2 lb. A telescope allows the user to see clearly for extremely long distances. A telescope allows you to zoom in from x2 up to x4 distance of normal sight. You can use a telescope for spot checks to see very far away. |
| Qwicksilver06-28-07, 06:55 PM | 50. Telescope (adventuring gear) Cost: 40gp Weight: 2 lb. A telescope allows the user to see clearly for extremely long distances. A telescope allows you to zoom in from x2 up to x4 distance of normal sight. You can use a telescope for spot checks to see very far away. Hey, but that makes my 1000gp spyglass nigh useless :P :P |
| Watsyurname52906-28-07, 07:38 PM | Hey, but that makes my 1000gp spyglass nigh useless :P :P Yea, taking another look at the PH I changed the price to 1,500, seeing as x2 was worth 1,000. Anyway, keep posting people! |
| gogolo06-28-07, 09:34 PM | 51: x-ray specs cost-3,000 gp wt-1/2lb This "glasses" enable a character to see up to 10 ft through any solid object (illusions and darkness spells may be included ask your DM) |
| Watsyurname52906-28-07, 09:39 PM | 51: x-ray specs cost-3,000 gp wt-1/2lb This "glasses" enable a character to see up to 10 ft through any solid object (illusions and darkness spells may be included ask your DM) Is the above magical or mundane? I would think it would be magical but thats me... |
| gogolo06-28-07, 09:49 PM | I was originally thinkin mudane but with a special substance for the lenses so half-half? |
| gogolo06-28-07, 09:56 PM | hey i subscribed eh? i wanna see how this'll turn out! |
| Watsyurname52906-28-07, 10:12 PM | I was originally thinkin mudane but with a special substance for the lenses so half-half? Thats cool, but im going to put in the Adventuring gear catagory. And now, I thought of a spell to contribute! 52. Ray of Mini Light (0 Lvl Spell) Evocation [Good] Level: Clr 0, Sor/Wiz 0 Components: V, S Casting Time: 1 Standard Action Range: Close (25ft + 5ft/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude Partial Spell Resistance: Yes A ray of light projects from your finger and piercing your foe. You must succeed on a ranged touch attack. The ray deals 1 damage, 2 against undead or evil outsiders, and blinding them for 1 round unless they make a fortitude save. This has no effect against blind creatures. |
| gogolo06-28-07, 10:27 PM | hmmm I don't know about it being 0lvl even though it does so little damage but it still has blind i was thinking 1st? |
| Watsyurname52906-28-07, 10:32 PM | hmmm I don't know about it being 0lvl even though it does so little damage but it still has blind i was thinking 1st? I based it off of Sonic Snap (SpC p. 195) which does 1 point of sonic damage and deafens the target and is a 0-lvl spell. |
| Watsyurname52906-29-07, 11:44 AM | Now after an awesome session of Dnd, I have thought of more stuff to post! 53. Combat Crowbar (Weapon) Simple One-Handed Weapon Cost: 10gp Weight: 5 lb. Damage: 1d6 Bludgeoning Critical: 20/x2 Range: -- Description: This crowbar has a grip on it and is sharper than usual made with reinforced steel, looking like it was made for combat. This crowbar does not function as an improvised weapon and does not have the usual -4 penalty. The Combat Crowbar gives a +2 on Strength checks made to open doors or chests, shattering chains and the like. Also, it gives a +2 bonus to disarm the enemy as well as the check to avoid being disarmed. A Combat Crowbar can be made masterwork and enchanted like normal weapons. 54. Skeleton Crowbar (Magic Weapon) Magic Weapon Price: 3,110gp Caster Level: 6th Aura: Moderate; (DC 20) evocation Activation: Swift (command) Weight: 5 lb. This bone colored combat crowbar has the image of a skull above the grip and seems to gravitate towards bones. The Skeleton Crowbar functions as a +1 Combat Crowbar (see above) and in addition the Skeleton Crowbar has 3 charges which are renewed each day at dawn. Spending one or more charges gives the weapon the properties below; they last for one round. 1 Charge: +1d6 damage vs. Skeletons (i.e. anything with the skeleton template) 2 Charges: +2d6 damage vs. Skeletons 3 Charges: +3d6 damage vs. Skeletons Prereqs: Craft Magic Arms and Armor, Summon Undead I or Summon Monster I Cost to Create: 1,400gp (plus 310 for masterwork combat crowbar), 112 XP, 3 days |
| Avatar of Kokusho06-29-07, 12:15 PM | I've got a couple of things. Ring of Insight + 1-5. Price: You can't buy OR make these; you can only find them. Which keeps them from being broken. Benefit: You gain a +1 to 5 insight bonus to AC, skill checks, and saving throws. Rapier of Healing +3 (semi-cursed item) Cost: Unsure Weight: 3lb. Damage: 1d8+3 Critical: 18-20 *2 Range: n/a Effect: Each day that this remains in your possession, you feel an overwhelming urge to stab yourself with it. Every morning, the holder must make a DC 15 Will save. On a failure, the holder must stab himself with the rapier. This turns out to be a rather good thing, though- instead of dealing damage, the target heals 1d8+3 points of damage for each successful hit. This rapier deals damage to undead, though. Note: I made this for a party who was lacking a healer of any kind. The look on the player's face when I told him he had to stab himself as hard as he could was hilarious...he was the wizard, with predictably low HP. |
| Watsyurname52907-01-07, 01:03 PM | 57. Skiprock Dagger (Magic Weapon) Magic Weapon Price: 6,802 gp Caster Level: 7th Aura: Moderate; (DC 19) transmutation Activation: Swift (Command) Weight: 1 lb. This dagger has a very smooth polished blade that sometimes ricochets when thrown. Crafted by Halfling weaponsmiths, this knife functions +1 Dagger. In addition, 3 per day, you can make the dagger ricochet from one enemy to another when thrown (second target must be within 5ft of first), then return to you. You make another Attack roll at highest BAB with a -2 penalty for the second target. If you miss the first target it continues to the next target regardless. Prereqs: Craft Magic Arms and Armor, Returning Weapon (RoW 175) Cost to Create: 3,250gp (plus 302 for Masterwork Dagger), 260 XP, 7 Days |
| Watsyurname52907-01-07, 08:07 PM | 58. Glove of Rays (Magic Wonderous Item) Price: 7,500gp Body Slot: Hands Caster Level: 5th Aura: Moderate; (DC 19) evocation Activation: Standard (command) Weight: 1/2 lb. This leather glove has metal capped finger tips each inscribed with a rune corresponding to 5 elements. This leather glove can 5/Day create a ray of any of the five elements it has inscribed upon it. Each ray deals 1d8 damage of the corresponding element type. You can choose any of the five following elements: Fire, Cold, Electricity, Acid, Sonic, Light, Force, Darkness; which can not be changed after creation. Prereqs: Craft Wonderous Item, Ray of each element you put in it (i.e. Ray of Flame for Fire, Ray of Ice for Cold, etc.) Cost to Create: 3,750gp, 300 XP, 8 Days |
| The_Apologist07-01-07, 08:42 PM | 59. Gelatinous Items (Special Material) Gelatinous Gelatinous gear is made using a complicated magical spell that binds the type of material that forms oozes like gelatinous cubes into the shapes of weapons and armor. Gelatinous material so enchanted deals extra damage to its targets, especially items. Weapons so created have their damage die improved by one size. In addition, they deal acid damage instead of bludgeoning, piercing or slashing damage. In addition, they ignore five points of hardness when striking an object, and the acid damage is not halved as acid damage against items normally is. If someone attempts to attack a person who is wearing gelatinous armor, the attacker must make a DC 13 reflex save or their weapon suffers 1d8 points of acid damage. This extra damage is not halved like acid damage normally is to objects, and it ignores 5 points of hardness. Any gelatinous object that is sundered can be restored as a full-round action, as the gelatinous material reabsorbs and reforms. Cost Weapons - +10,000gp Light Armor - +6,000gp Medium Armor - +18,000gp Heavy Armor - +36,000gp |
| Watsyurname52907-01-07, 09:29 PM | 60. Folding Shield (Armor/Shields) Cost: 75gp Weight: 50 lb. This special Tower Shield can fold in half into a Heavy Steel shield and back again. Folding it or un-folding it takes a full-round action. Since it weighs much more than a regular Heavy Steel Shield, the Armor Check Penalty is -4 and the Max Dex Bonus is +4, also, the Arcane Spell Failure Chance is increased to 30%. |
| ishpu07-02-07, 06:05 AM | 61. I realize this is probably overpowered but thats ok. Minor artifact Deck of chaos Card name- (card from deck) description Limbo- (joker with trademark) Your body is held in suspended animation as in temporal stasis except this can only be undone by a miracle spell. Warp- (joker without trademark) Your vitals move around in your body decreasing your chance of being critical hit by 10%. Maelstrom- (10 S) transported to random plane using the table from spell compendium pg. 169 no save. Cheat – (ace D) Change any situation ONCE. Dagger –(ace H) assassin’s dagger with backbiting weapon property appears. Dice –(Ace S) roll 2d6 this becomes a bonus or penalty decided by a following roll of 1d2 result following. Lycanthrope- (Ace C) someone in the party becomes afflicted with a lycanthropy decided by the dm. Prism- (10 D) a 30ft burst radiating from you makes all within make a save vs. prismatic wall spell. Demon- (10C) 2d4 balors have a grudge against the party Eladerin- 10 H) planar ally spell summons ally to help with no need for compensation Chaos- (k D) 2 cards effects decided by dm. Howler (k S) everyone in 90 ft burst deafened permanently (no save) only cured by miracle. Slaad (k C) roll 1d6 to decide which stat of a red slaad 1;STR 2;dex 3;con 4;int 5;wis 6;cha Straightjacket (k H) the party is affected by the insanity spell Confusion- (Q H) everyone in a 30 ft burst is affected by confusion spell (no save, not including drawer) Corellon Larethian (J D) subject turns into an elf (level adjustment doesn’t apply) Erythnul- (JS) subject turns into a bugbear (level adjustment doesn’t apply) Gruumsh-(JC) subject turns into an orc (no light sensitivity) Kord- (JH) subject gains +4 str. –4 int Lolth-(QS) subject turns into a drider (level adjustment doesn’t apply) Olidammara-(2H) subject gains +4 to all rogue class skills Barbarian- (2S) subject gains uncanny dodge or improved uncanny dodge if uncanny dodge is already acquired Swarm- (QC) abyssal ant swarm from fiend folio attacks drawer. Ooze- (QD) gain gelatinous creature template from savage species book. Doppleganger- (2C) subject turns to doppleganger (level adjustment doesn’t apply) Roulette-(2D) random party member loses all wealth |
| Watsyurname52907-02-07, 08:48 AM | I was making some eggs this morning and I looked at the frying pan and got this idea. It's also a variant of my Combat Crowbar; which was thought up after one of my PC's killed a group of skeletons...using a crowbar. NOTE: Somehow the numbering got off, rather than changing all of them, I'm just going to skip to where we should be, the next item should be number 64. 63. Combat Frying Pan (Weapon) Simple One-Handed Weapon Cost: 10gp Regular / 15gp Spiked Version Weight: 4 lb. / 5 lb. Damage: 1d4 Bludgeoning / 1d6 Piercing Critical: x2 Range: -- Description: This frying pan has an improved grip and reinforced steel bottom with attachable spikes. The Combat Frying Pan was created by a Dwarf tavern owner who had a few too many bar fights that ended in weapons being drawn. This weapon does not function as an improvised weapon (a Drunken Master may still treat it as an improvised weapon) and it doesn't have the usual -4 attack penalty. The Combat Frying Pan can have spikes attached to it for 5gp as stated above; Attaching/Detaching the spikes takes one standard action, it becomes a move action if you have 5+ ranks in Profesion (Chef) or other related profession (i.e. Profession(Cook) ). Also, some variants have a small dagger attached to the end of the pan handle, this dagger does 1d4 Piercing Damage and costs 5gp to add and weighs 1 extra pound, the pan now functions as a double weapon if it is added. |
| Watsyurname52907-02-07, 09:14 PM | Keeping with my cooking theme, here is a magical Combat Frying Pan! 64. Chef's Frying Pan (Magic Weapon) Magic Weapon Price: 5,515gp Caster Level: 6th Aura: Moderate; (DC 19) transmutation Activation: Swift (Command) and Swift (Command) Weight: 5 lb. This spiked combat frying pan is very well crafted and has several hinges and slots, also it smells very good. This pan functions as a +1 Hideaway Spiked Combat Frying Pan (See above). Also, 2/Day the Chef's Frying Pan gains the Merciful property (+1d6 damage, all damage is non-leathal). This lasts for 5 rounds or until dispelled. Also, if you have 2 or more ranks in Profesion (Chef), the weapon grants a +3 bonus to Profession (Chef) Lore: The Chef's Frying Pan was created by the same Dwarf tavern owner who created the orginal Combat Frying Pan. He needed a way to deal with the frequent bar fights with either leathal or non-leathal force as well as enhance his cooking abilities. He also needed an easy way to carry/conceal the pan with him. Prereqs: Craft Magic Arms and Armor, Shrink Item, Presdigitation, 2 or more ranks in Prof. (Chef) Cost to Create: 2,600gp (plus 315 for Masterwork Spiked Combat Frying Pan), 208 XP, 6 Days |
| Karish07-02-07, 11:47 PM | A set of Magic Items I have crafter for my character. 65. Shadowshot This black and silver crossbow functions primarily as a +2 keen, frost, quick-loading light crossbow. It loads on its own as part of the enchantment, and thus can be fired and auto-reloaded with one hand. However, it also has a seperate ability. As a full-round action 3 times per day, Shadowshot can be used to make a special attack. Wherever the bolt lands (in a creature, on the ground, or in an object), it radiates a darkness spell as cast by a 5th level sorcerer. cost: 81,335 gp 66. Shineshot This white and gold crossbow functions primarily as a +2 keen, flaming, quick-loading light crossbow. It loads on its own as part of the enchantment, and thus can be fired and auto-reloaded with one hand. However, it also has a seperate ability. As a full-round action 3 times per day, Shineshot can be used to make a special attack. Wherever the bolt lands (in a creature, on the ground, or in an object), is radiates a light spell as cast by a 5th level sorcerer. cost: 81,335 gp 67. Malevolence This +1 Gloryborn Fearsome Light Fortification Mithral Breastplate was designed with the idea of movement in mind as well as having an iconic and uniquely threatening appearance. A plate of mithral covers the right breast, and another plate covers the area of the left upper back. It otherwise consists of a leather vest which offers no physical protection, and a leather sleeve that acts as both a sleeve and glove for the left arm. Attached to the sleeve are a pauldron and rerebrace of mithral to cover the shoulder and upper arm. In addition to its normal properties, Malevolence grants the wearer a +5 competance bonus to intimidate checks. cost: 20,350 gp weight: 15 lb 68. Arrowblockers These pair of mithral vambrace grant the wearer the ability to block arrows in the same manner as a shield with the Arrow Deflection ability. Both vambrace must be worn to have any effect. cost: 5,000 gp weight: 1 lb 69. Flash Boots This pair of high leather boots come with greaves and solarets made from mithral fastened to them. They increase the wearer's base land speed by 10 feet, and allow the wearer to act as though affected by a haste spell for up to 10 rounds per day. The duration of this effect does not need to be 10 consecutive rounds, and can be used in any combination the wearer desires. cost: 15,000 gp weight: 1 lb 70. Glove of Multistoring This leather glove is similar to a regular Glove of Storing, but may contain two items under the same requirements (20 pounds total, each item must be able to be held 1-handed) as a normal glove. The item summoned by snapping is chosen mentally. cost: 20,000 gp 71. Sniper's Lens This crystal lens is held by a leather strap, and can be worn on the forehead as a headband. When brought down over the eyes, the strap blocks one eye and grants the wearer the ability to add 30 feet to the range increment of any weapon used. However, it bestows a -1 penalty to melee attacks while it is worn. Lifting or lowering the band is a move action. cost: 7,500 gp |
| Karish07-03-07, 11:09 AM | And a few more of his toys... 72. Umbral Coat This black coat is made from a black, glossy silk woven from monstrous spiders and dyed while it was sewn and woven together. It takes up the same slot as a vestment, shirt, or clothing item. Having no actual protective value, it is usually worn over clothes that provide necessary warmth and worn underneath armor. It has a high collar that can be buttoned over the mouth, and its angle-cut bottom allows a freedom of movement equivalent to a skirt of the same material. When worn, however, the umbral coat radiates a faint illusionary aura, which makes the sounds of the wearer's equipment, breathing, and footsteps quiet and hushed, as well as giving his or her voice a placid, ethereal quality (as though being heard within a person's mind). This coat is able to grant the wearer a +10 bonus to all Move Silently checks. cost: 10,000 gp weight: 1 lb 73. Scarf of Fell Majesty This long, black scarf is made from the same material as the umbral coat, and is worn about the neck and shoulders. It can be raised to cover the face up to the point of a person's nose, and trails behind him or her to about the waist with tattered ends. This scarf takes up the cloak slot for magical equipment. When worn, it grants the wearer a +2 Bonus to Charisma and a +5 bonus to Intimidate checks against entities with a good or evil alignment (which stacks with any other magic items that grant an Intimidate bonus). cost: 6,500 gp weight: 1/2 lb 74. Belt of Bolts This belt is actually a pair of belts that are worn together--both over the waist, crossing over the front and back. When worn, they provide no normal benefit at first. However, if a case of bolts is placed on either belt, their magic allows the case to hold not 10 bolts, but 100. It weighs the same as a normal case of bolts, and any bolt placed inside can be drawn the same as a normal case. If multiple kinds of bolts are in the case, the kind drawn is decided by the wearer. The belts can hold a total of six cases of bolts. cost: 5,500 gp weight: 1 lb (without cases), up to 7 lb (with 6 cases) |
| Khelvaster07-03-07, 11:55 AM | I could post my katana in here, but there's already a thread for that... Anyway, here are two balanced things. Hoop-sword Exotic, one-handed weapon Base Cost:278 GP Weight when mithril: 14 pounds Damage:3d4/19-20 x3 Additional: This is an extremely unwieldly weapon, and your off-hand is required to keep balance. As a result, you can't hold anything in your off-hand, not even a buckler. Because of its extremely sturdy shape, it recieves a +4 bonus against being sundered. However, because of its unusual shape, it also has a -2 penalty to all disarm rolls and a +2 bonus to trip. Description: This is a large, metal hoop, about four feet in diameter. Along 3.5 feet of the edge is a 3-inch long blade, pointed outwards. The wielder holds this weapon on a 6-inch, wooden handhold where there is no blade. Finally, because of its bulk, it has to be made of mithril to be used. Hoop-sword of Disintegration Cost: 73,410 GP Spells required to create:Disintegrate, Telekinesis, Greater Mage Armor, Etherealness Effect: This is a hoop that can range from anywhere between 1 to 10 feet in diameter. You can resize it as a move-equivilant action. The sword can make a field of disintegration inside of the hoop. You can activate/deactivate the field at a thought, not even requiring an immediate action. When the field is activated, anything that passes through the sword either way turns ethereal. Just the stuff that passes through. No save. If your hand passes through, then the field is deactivated, your hand is ethereal, while the rest of your body isn't. Thus, you will bleed to death. Lots of possibilities with this. |
| Watsyurname52907-03-07, 05:43 PM | Well, here are my versions of the Sword Cane, enjoy. Also, this is a reminder to please number your items. 77. Dagger Cane (Weapon) Simple Light Weapon Cost: 17gp Weight: 3 lb. Damage: 1d4 Piercing or Slashing Critical: 19-20/x2 Range: 10ft Description: The top of this cane can come off revealing a dagger attached to it. When drawn this weapon functions like a dagger. Drawing the weapon is treated like drawing a concealed weapon (Standard action w/o Quick Draw). It takes a DC 25 Search check to see that's a weapon. Both the cane and the blade can be masterwork, in addition to the normal +1 Attack, it adds a +5 to the DC to see that's a weapon. 78. Sword Cane Martial Light Weapon Cost: 25gp Weight: 4 lb. Damage: 1d6 Piercing Critical: 19-20/x2 Range: -- Description: The top of this cane can come off revealing a short sword attached to it. When drawn this functions like a Short Sword. Drawing the weapon is treated like drawing a concealed weapon (Standard action w/o Quick Draw). It takes a DC 25 Search check to see that's a weapon. Both the cane and the blade can be masterwork, in addition to the normal +1 Attack, it adds a +5 to the DC to see that's a weapon. Also, instead of a Short Sword, you can use a Rapier, it would be 35gp, and a Martial One-Handed weapon. 79. Spear Cane Simple One-Handed Weapon Cost: 17gp Weight: 3 lb. Damage: 1d6 Piercing Critical: x2 Range: 20ft. Description: The bottom of this cane can come off revealing a spearhead and then reattached the other way making it into a spear. When drawn this functions like a Short Spear. Drawing the weapon is a standard action. It takes a DC 25 Search check to see that's a weapon. Both the cane and the spear can be masterwork, in addition to the normal +1 Attack, it adds a +5 to the DC to see that's a weapon. The Cane (regardless of if the weapon is drawn) for all the weapons above can be used as a single end Quarterstaff (its not long enough to be double). |
| Watsyurname52907-04-07, 05:07 PM | 80. Thieves' Leather (Armor/Shields) Cost: 200gp AC Bonus: +3 (+4) Max Dex Bonus: +6 (+5) Armor Check Penalty: 0 (-1) Spell Failure Chance: 10% (15%) Weight: 22 lb. (38 lb.) Thieves' Leather is very similar to masterwork studded leather although it is quite easier to move in. Thieves' Leather can hold 4 Daggers (of proper size) on the chest, 1 pair of Thieves' Tools, and has quite a few pockets which can hold up to 15 lb. of gear Tiny size or smaller (this changes to small for large creatures and so on). If fully loaded, the Armor Check penalty increases to -1, Max Dex to +5, and AC to +4 as well as Spell Failure to 15%. |
| Watsyurname52907-04-07, 11:14 PM | Sorry for the constant posting, but I keep thinking of new ideas, so consider this somewhat of a :bump:! Anyway here's some more! 81. Thieves' Leather of Holding (Magic Armor) Magic Armor Price: 5,200gp Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 20) transmutation Activation: -- and See Text Weight: 24 lb. This Thieves' Leather has many normal looking pockets attached to it and muffles the sound of the armor. This functions as +1 Thieves' Armor (See above). This armor grants a +2 bonus to Hide and Move Silently checks. In addition, each of the 15 pockets actually are a small bag of holding. Each pocket is connected to each other, and together, they can hold as much as a Type I Bag of Holding. Accessing one of the pockets is a move action that doesn't provoke an attack of opportunity. Prereqs: Craft Magic Arms and Armor, Leomund's secret chest Cost to Create: 2,500gp (plus 200 for Thieves' Leather), 200 XP, 5 Days 82. Stealth Cloak (Magic Clothing) Magic Item Price: 4,000gp Body Slot: Shoulders Caster Level: 3rd Aura: Moderate; (DC 19) transmutation Activation: -- and Swift (Command) Weight: 1 lb. This long black cloak allows to blend into the darkness and muffles the sound of the wearer. This cloak gives a +2 bonus to Move Silently and Hide. In addition, 1/Day the wearer can cast Darkness, centered on himself, which lasts for 20 minutes. Also, 1/Day the wearer can cast Invisibility on himself which lasts for 2 minutes. Prereqs: Craft Wonderous Item, Darkness, Invisibility Cost to Create: 2,000gp, 160 XP, 4 Days 83. Shoes of Fast Sneaking (Magic Clothing) Magic Clothing Item Price: 3,000gp Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 17) transmutation Activation: -- Weight: 1 lb. These black shoes muffles the sound of your feet and you feel lighter on your feet. These shoes grant a +3 bonus to Move Silently checks. In addition, these shoes grant a 10ft enchantment bonus to your speed. Prereqs: Craft Wonderous Item, Longstrider Cost to Create: 1,500gp, 120 XP, 3 Days |
| dengarbountyhunter07-05-07, 06:22 PM | 82. FUNGUS SHIELDS (Adventuring gear) Fungus shield, steel Steel fungus shields are steel shields on which a pouch of soil with phosphorescent fungus spores has been fixed by metal mesh. If one litre of water is applied to the shield, the fungus spores outgrow the metal mesh and cover the shield, into a hard fungus layer after 24 hours. When there is only shadowy illumination or no illumination, the fungus shield emits bright illumination in a 10 feet radius and shadowy illumination in a 20 feet radius. When there is bright illumination, the fungus shield stays dormant. The fungus dies after 1d6 minutes of exposition to sunlight and is as sensitive to light spells as undead are. It can be considered as a normal plant (not a plant creature) for purposes of spells and effects. One litre of water per day is enough to keep the fungus alive. The whole contraption costs 20 gp for a buckler or small shield, or 25 gp for a large shield. Fungus shield, wooden Wooden fungus shields are wooden shields on which phosphorescent fungus spores have been planted. If one litre of water is applied to the shield, the fungus spores grow in 24 hours into a hard fungus layer. When there is only shadowy illumination or no illumination, the fungus shield emits bright illumination in a 10 feet radius and shadowy illumination in a 20 feet radius. A tower fungus shield emits bright illumination in a 15 feet radius and shadowy illumination in a 30 feet radius. When there is bright illumination, the fungus shield stays dormant. The fungus dies after 1d6 minutes of exposition to sunlight and is as sensitive to light spells as undead are. It can be considered as a normal plant (not a plant creature) for purposes of spells and effects. One litre of water per day is enough to keep the fungus alive, but after 2d6 weeks the shield itself is too rotten to be effective. The spores cost 10 gp for a light shield, 15 gp for a large shield and 30 gp for a tower shield. |
| Watsyurname52907-05-07, 07:41 PM | Interesting use for light emitting fungus. Anyway, I've got another weapon to add to my Combat series. 85. Combat Fishing Rod (Weapon) Exotic Two-Handed Weapon Cost: 32gp or 30 + attached weapon Weight: 3 lb. or 2 + attached weapon Damage: 1d4 Piercing or Slashing or damage of the attached weapon Critical: 19-20/x2 or Critical of attached weapon Range: -- Description: This is a normal fishing rod except that the hook was replaced by a dagger. This weapon is a 15ft reach weapon that does damage based on the attached weapon. Most Light weapons can be attached to the rod, such as a light mace, kukri, dagger, etc. To add a different weapon, you must replace the current one which takes a Full-round action. So a Comabt Fishing Rod with a Light Mace attached would be worth 35gp, 1d6 Bludgeoning 20/x2, 6 lb. If the Combat Fishing Rod has no weapon attached, treat as a Whip. For enchantment purposes, use the attached weapon. So if you had a +1 Dagger attached, you would use that to determine damage etc., if you had a +1 Shocking Light Mace you would use that. |
| tauaru07-06-07, 06:09 PM | 86. Wicker Backpack of Fire Protection Wondrous Item Cost 138,000gp Weight 1lb (half for smaller) Body Slot Shoulders (No Cloaks or Mantles) Caster Level 12 Aura Strong Abjuration This masterwork wicker back pack has a hardness of 1 and 20 hp (2 inch thick sides...you'll see why later). It has Greater Fire Resistance so absorbs the first 30 hit points of fire damage dealt as well as permanent Protection from fire (CL 12) which absorbs 120 hp of fire damage (regenerates ability to absorb 12 hp per day as permanent protection from energy spell), which is good because wicker is vulnerable to fire (+50% fire damage). The back pack was originally made by a Barbarian Weaver, it was enchanted by the mage he adventured with as a gesture of friendship. The barbarian would store his weapons by sticking them through the sides of the backpack (while empty) allowing for easy retrieval when needed. This would damage the backpack and it would need to be repaired. (DC 15+damage Craft (Basketweaving)). The Backpack has a holder on each side for a bow or coil of rope (the bottom latches and can be opened to allow any bow to poke through). The backpack held two bows, three spears, and a heavy flail (in with a bow Flailing end outside). 87. Hand of the Familiar Wondrous Item Cost 450gp Body Slot Familiar's Neck slot (if possible) Caster Level 2 Aura Weak Transmutation This is a mummified appendage of an appropriate familiar. It allows the familiar to use mage hand at will. [Note: Some familiars have no hands or no necks, this may not work for those familiars] |
| Watsyurname52907-06-07, 06:20 PM | Once again, another weapon to add to my combat series. 88. Combat Shovel (Weapon) Martial Two-Handed Weapon Cost: 10gp Weight: 9 lb. Damage: 1d10 Bludgeoning or Slashing Critical: x3 Range: -- Description: This shovel has a grip attached as well as a thicker shaft and the end is made out of reinforced steel. The Combat Shovel is not an improvised weapon and does not incur the normal -4 Attack Penalty. The combat shovel otherwise acts as a shovel or a weapon. 89. Combat Shovel of Undead (Magic Weapon) Magic Weapon Price: 4,310gp Caster Level: 6th Aura: Moderate; (DC 19) necromancy Activation: Standard Weight: 9 lb. The smell of death hangs around this blackend dirt covered combat shovel. This weapon functions as a +1 Combat Shovel (see above). In addition, 1/Day the wielder can summon an undead minion as the Summon Undead I (CL 1st) spell. The undead creature lasts for 6 rounds. Prereqs: Craft Magic Arms and Armor, Summon Undead I Cost to Create: 2,000gp (plus 310 for Masterwork Combat Shovel), 160 XP, 4 Days |
| mauslin07-06-07, 06:28 PM | I already posted these in the 1001 minor magical items thread, but I think they fit this list too. I don't really know how to price or properly write these items, so advise would be appreciated. Note that when I say 'horse', I also mean mule, donkey, reindeer, whatever. 90. Bethril's Blinders (http://en.wikipedia.org/wiki/Blinders) of Calming When these blinders are put a horse, the animal remains calm and docile, as per the Calm Animals spell. However, as this partially blocks the horse's vision, the horse suffers a -2 penalty to spot checks. Perfect for convincing stubborn pack mules to enter scary places. 91) Bethril's Safety Bridle (http://en.wikipedia.org/wiki/Bridle) Once per day, a Sanctuary effect can be activated on a horse wearing this item. Never worry about your pack mule during combat again! 92) Bethril's Bit (http://en.wikipedia.org/wiki/Bit_%28horse%29) of 'Whoa!' Designed for runaway horses, this bit can cast Hold Animal on the horse wearing it three times per day. Typical command words are 'Whoa!', 'Hold it', or 'For the love of [deity of choice], get me off of this thing!' 93) Riding Crop (http://en.wikipedia.org/wiki/Crop_%28implement%29) of the Last Minute Sprint Originally used by cheating jockeys to give their horses an edge in races, some adventurers have found uses for this item. Once per day, this crop can be used to cast Expeditious Retreat and Jump on a horse. Using this item also causes the horse to be affected by a Fear spell. Several of these riding crops have a permanent Nystul's Magic Aura effect to make them appear non-magical. This item is rumoured to have been created by the horse enthusiast Bethril the Brown, but he vehemently denies this. |
| Spiritbear07-06-07, 06:36 PM | Bounty hunter Batton. This ironwood club carries with it both the shocking burst and merciful abbilities. In any persons hands not of a class such as justicar it acts as a plus three club. In the hands of a blood hound justicar vigilantie etc. it also gains a sneack attack however all damage is subduel. these are often paired with hold monster shackles that act like a light flail. and demensional anchor adamentine locks. the first known person to own the complete set of tools was a justicar who went by the name of Warden. |
| Watsyurname52907-14-07, 08:56 PM | Well I'm back from vacation and got more stuff to post. 95. Compass of Detection Wonderous Item Price: 2,500gp Body Slot: Held Caster Level: 1st Aura: Faint; (DC 16) divination Activation: Free (command) Weight: -- This silver compass has various runes inscribed upon the needle and around the compass. This compass can detect evil/good/lawful/chaotic and magic and point in the right direction. 5/Day you can use the compass to cast Detect Magic (CL 1st) or Detect Good/Evil/Lawful/Chaotic (CL 1st). It regains it's uses at dawn. Prereqs: Craft Wonderous Item, Detect Magic, Detect Good/Evil/Lawful/Chaotic Cost to Create: 1,250gp, 100 XP, 3 Days |
| Watsyurname52907-17-07, 06:34 PM | Ack! My thread is dying, and I'm running out of ideas!! So for now :bump: until I can think of more ideas. |
| Watsyurname52907-19-07, 06:20 PM | And now I have several Sling-related magic items! 96. Bag of Many Bullets (Magic Tool) Price: 800gp Body Slot: -- Caster Level: 9th Aura: Faint; (DC 17) Conjuration Activation: Free (manipulation) Weight: 5 lb. This plain brown leather pouch feels as though it was full of sling bullets. This bag produces up to 25 Sling bullets per day. Accessing the bag is a Free action that doesn't provoke and AoO. The bullets are not magical and act like normal bullets. Prereqs: Craft Wonderous Item, Leomund's Secret Chest Cost to Create: 400gp, 32 XP, 1 Day 97. Bag of Metal Bullets (Magic Tool) Price: 1,600gp Body Slot: -- Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Free (manipulation) Weight: 2 lb. This brown leather pouch is tied with a string made of metal inscribed with a few magic runes. This pouch can produce Adamantine, Cold Iron, or Silver Sling Bullets. 3/Day you can reach into the pouch and pull out a bullet made of either Adamantine, Cold Iron, or Silver. Then the bag becomes inactive till the following day. Prereqs: Craft Wonderous Item, Leomund's Secret Chest Cost to Create: 800gp, 64XP, 2 Days 98. Bag of Energy Bullets (Magic Tool) Price: 2,500gp Body Slot: -- Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Free (manipulation) Weight: 3 lb. This brown leather bag is inscribed with a rune representing different types of energy. This bag produces sling bullets imbued with a specific element. 5/Day you can produce a bullet that does an extra 1d4 Damage of either Fire, Cold, Electricity, Acid, or Sonic in addition to its normal damage. Prereqs: Craft Wonderous Item, Leomund's Secret Chest, Acid Splash, Ray of Frost, Electric Jolt, Burning Hands Cost to Create: 1,250gp, 100 XP, 3 Days |
| Watsyurname52907-24-07, 06:30 PM | Wow, no one has any homebrew item to contribute to this thread lately, but me. Anyway, on to number 99! 99. Magic Stone Sling (Magic Weapon) Price: 4,300gp Body Slot: -- (held) Caster Level: 1st Aura: Moderate; (DC 19) Transmutation Activation: Swift (Command) Weight: -- This sling glows slightly and has a few magic runes inscribed upon the pouch. This sling can produce magic stones. This sling functions as a +1 Sling. 3/Day you can produce one magic stone that does 1d6+1 damage as the Magic Stone spell. Prereqs: Craft Magic Arms and Armor, Magic Stone Cost to Create: 2,000gp (plus 300gp for Masterwork Sling), 170 XP, 4 Days |
| Watsyurname52908-11-07, 01:36 PM | I cast Raise Dead on this thread! 100. Warforged Screwdriver (Magic Tool) Price: 1,000gp Body Slot: -- (Held) Caster Level: 3th Aura: Faint; (DC 17) transmuation Activation: -- and Standard (Command) Weight: 1/2 lb. This interesting tool used to repair Warforged has a small moonstone on the bottom of the grip. While using the Warforged Screwdriver you gain a +2 competence bonus on checks made to repair Warforged. This is a continuous effect as long as you hold it. In addition, the screwdriver has 3 charges, which are renewed each day at dawn. Spending one or more charges allows you to channel magic energy and repair damage with a touch. 1 Charge: Repairs 2d8 points of damage 2 Charges: Repairs 3d8 points of damage 3 Charges: Repairs 4d8 points of damage Prereqs: Craft Wonderous Item, Repair moderate damage Cost to Create: 500gp, 40 XP, 1 day |
| Watsyurname52909-26-07, 07:15 PM | Okay, I liked this thread so I'm going to cast Resurrection on it. Any way here are a couple of new necromancy spells! 101. Blood Harvest Necromancy Level: Sor/Wiz 2, Duskblade 2 Components: V, S, F Casting Time: 1 Swift Action Range: Touch Target: One Weapon Duration: 1 minute Saving Throw: See Text Spell Resistance: No This spell is cast on a certain kind of weapon and the next hit it deals damage it tries to suck the blood out of the victim. Once cast if a successful hit is made with the weapon tries to suck the blood out of the victim dealing weapon damage plus 1d6/2 Level Damage (10d6 Max), Fortitude Half. Half of the damage you deal (not including weapon damage) you can choose to gain as temporary hit points that last for 1 minute. If a successful hit is not made within 1 minute of casting, the spell has no effect. Also, you can choose to take 2 Hp damage to gain an attack bonus equal to half your caster level. Focus: A dagger, kukri, kama, sickle, scythe or any other harvesting themed weapon to cast the spell on. 102. Grim Reaper's Scythe Necromancy Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 Standard Action Range: 20ft Target: Cone-shaped burst Duration: Instantaneous Saving Throw: Will Half Spell Resistance: Yes As you complete the spell a giant scythe with a bloodly blade appears and strikes all within raidius. The spell damages all within a 20ft cone-shaped burst. You must make a touch attack versus each opponent to see if they were hit. If hit, the scythe deals 1d6/Level (10d6 Max) negative energy damage (Will Half), with a x4 multiplier on a critical hit. Material Component: A bit of grain |
| T_Stalker09-27-07, 04:51 AM | 103. Shirt of New Vigor Price: 2500 gp Bodyslot: shirt Caster level: 7 Activation: on death of wearer This magical piece of clothing was designed by and for my druid, the only divine caster in the party. After Reïncarnating several party members, he made a shirt that upon death of the wearer immediately casts Last Breath and Vigor on the so recently deceased. I actually wanted to go for something with more of a Wolverine feel, but couldn't describe it at the time. Edit: It's one a time use item of course. |
| Watsyurname52909-29-07, 09:48 AM | 104. Artificer's Bolt-Action Rifle Price: 1,200gp Body Slot: -- (held) Caster Level: 3rd Aura: Faint; (DC 17) Transmutation Activation: Standard (manipulation) Weight: 2 lbs. This interesting weapon looks like a crossbow without the arms and a long barrel. It has a few runes along the barrel and on the trigger. This is a weapon that is an alternative to the crossbow. It uses bolts and fires them as a heavy crossbow (1d10 Damage 19-20/x2 Crit), but only takes a move action to reload which provokes AoO's. The gun can use magic bolts and/or can be enchanted like any other weapon; treat as a crossbow. Weapon is considered masterwork (+1 Attack). Need to be proficient with a crossbow to use, and the non-proficency penalty is -2 instead of -4. All feats that apply to a crossbow, applies to the rifle. Lore: A Gnome Artificer named Zyash wanted to be more useful in combat but his small light crossbow didn't do much damage. He wanted more power but still the accuracy and easy to use of the crossbow. So he then modified the crossbow and with some magic created the bolt-action rifle. Even though the bolt-action rifle is much better than the standard crossbow, the crossbow is still more widely used. Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130) Cost to Create: 600gp, 48 XP, 2 Days 105. Artificer's Semi-Auto Rifle Price: 2,000 Body Slot: -- (held) Caster Level: 4th Aura: Faint; (DC 17) Transmutation Activation: Standard (manipulation) Weight: 3 lbs. This looks like the bolt-action rifle but it has a clip of bolts and a small lever to reload very fast. This functions like a bolt-action rifle (see above) except this has a clip of bolts. The rifle holds one clip at a time which holds 8 bolts. Reloading the gun with a clip is a free action that provokes AoO's. Replacing the clip is a standard action that provokes AoO's. Weapon is considered Masterwork (+1 Attack). Lore: Zyash, the creater of the bolt-action rifle, was hired to make a repeating version of his rifle for a weathly adventurer. He wanted it to be like a repeating crossbow with the reload speed as such. Zyash modified his orginal model and made the Semi-Auto. Prereqs: Craft Wonderous Item, Launch Bolt (SpC 130) Cost to Create: 1,000gp, 80 XP, 2 Days 106. Artificer's Grenade Launcher Price: 1,000 Body Slot: -- (held) Caster Level: 3th Aura: Faint; (DC 17) Transmutation Activation: Standard (manipulation) Weight: 2 lbs. This also looks like the rifle although it has a wider barrel for fitting bigger things such as alchemist fire. This weapon allows you to fire fine-sized splash weapons much futher than you could throw them. As a standard action you can fire the projectile up to 110ft. It's a move action to reload, which provokes AoO's. You can fire things such as Alchemist Fire, Frost, Spark, Acid, Thunderstones, Holy water etc. Need to be proficient in the crossbow to use. Any feats related to splash-weapons apply. Lore: Zyash, the creater of the bolt-action rifle, also wanted to fire splash-weapons much farther than he could throw them--which wasn't very far to begin with. So he went about modifing his bolt-action rifle and came up with his grenade-launcher. Prereqs: Craft Wonderous Item, Launch Item (SpC 130) Cost to Create: 500gp, 40 XP, 1 Day 107. Zyash's Rifle Price: 34,000 Body Slot: -- (held) Caster Level: 9th Aura: Moderate; (DC 20) Transmutation Activation: See Text Weight: 2 lbs. This finely crafted rifle was the first one made and appears slightly translucent with his signature on the handle This functions as a Small +1 Quick Loading Force Bolt-Action Rifle. Also, 1/day you can fire an overload shot from the rifle that is much more forceful; the shot has +1d10 Force damage. After the overload shot is fired, the rifle needs to cool down. It takes 1 round to cool down during which it can't be used. Lore: Zyash created the first bolt-action rifle because he wanted to be better in combat so he created a better weapon. Once he created the weapon he kept adding on to it eventually creating his custom rifle. Prereqs: Craft Magical Arms & Armor, Quick Loading (+1 Bonus), Force (+2 Bonus) Cost to Create: 17,000gp, 1360 XP, 34 Days Note: To create a bolt-action rifle, you need Craft Wondrous Item. To enchant the rifle with weapon bonuses and such, you need Craft Magic Arms & Armor. |
| Watsyurname52910-02-07, 05:02 PM | Keeping along with my gun-themed magic items here's another! 108. Skull Sniper Price: 22,000gp Body Slot: -- (Held) Caster Level: 12th Aura: Moderate; (DC 19) Conjuration & Transmutation Activation: Standard (manipulation) Weight: 2 lbs. This black bolt-action rifle has the symbol of a skull and crossbones on the barrel as well has the holy symbol of the Sovereign Host (Eberron) on the moonstone encrusted handle. It glows a silvery light whenever undead approach. The Skull Sniper functions as a +1 Undead Fiercebane Bolt-action Rifle. In addition, 1/day you can fire a holy burst shot that explodes and deals holy damage in a burst. Once the shot hits an Undead, it deals normal damage and then explodes dealing 2d6+3 Damage in a 15ft Burst to all Undead (and only undead) within the area except the one that was shot; the shot explodes regardless of whether it hit or not. Lore: Rykar, a good friend of Zyash that adventured with him, asked Zyash to create him a bolt-action rifle that could easily kill undead and could do a last ditch shot like his could. Zyash created the Skull Sniper which he gave to Rykar and the gun and Rykar became a legend as an Undead killer. Prereqs: Craft Magic Arms & Armor, Summon Monster I, Light of Mercuria Cost to Create: 11,000gp, 880XP, 22 Days |
| Koplow9210-02-07, 09:13 PM | 11. Sword Chucks :w00t: (Weapon) Exotic One-Handed or Exotic Two-Handed See text Cost: 50gp Weight: 5 lbs Damage: 1d6 Slashing Critcal: 19-20/x2 Range: -- Description: It looks as someone attached two short swords together with a chain at the end of the hilt in attempt to make some sort of Sword Nunchaku. Sword Chucks function kinda like a Two-bladed Sword. You can attack with one sword of the Sword Chucks as a standard action, but you can use a Full-round action to attack with both of the swords dealing 1d6/1d6 dmg. You must make an attack roll (at highest BAB) against yourself, if you fail, you take 1 dmg. You can also use the Sword Chucks as two Short Swords incuring all the TWF penalties. Also, a monk can use his/her Flurry of blows with this weapon but still must make an attack roll against himself/herself to avoid taking 1 dmg. Sword Chucks add a +2 bonus on checks made to disarm the enemy (including the roll to avoid being disarmed). You an 8-Bit theater fan too? |
| Watsyurname52910-02-07, 09:20 PM | You an 8-Bit theater fan too? You know it! :D RM: The character sheet is mightier than the sword |
| Koplow9210-02-07, 09:25 PM | MISSLEDOKEN!!!!!:evillaugh |
| Operation_Shoestring10-03-07, 03:42 PM | 110 Jade Clasped Staff - These magical weapons were created for the intelligence and security personnel of the no linger existent Kingdom of Chinan. They function as +1 Quarterstaffs, but on command they may expand into a +1 Longstaff or shrink down to a 1/4" by 2" figurine for easy storage. As a standard action, someone wielding a Jade Clasped Staff in Quarterstaff form may point one end of it at an enemy, and utter the command word to make it expand. This counts as a reach piercing/stabbing attack that deals 1d8 damage and allows you to simultaneously Feint. A Jade Clasped Staff is a tripping weapon, and gives +5 to checks made to hide it when it is in figurine form. Jade Clasped Staffs in Longstaff form can be used to pole-vault and grant a +2 bonus to Jump Checks when appropriate. 111 Gold Clasped Staff of the Monkey King - This is a legendary Jade - Clasped Staff with the following additional abilities: The Staff of the Monkey King is an unique +3 magical weapon, and is a Holy Weapon. The Staff of the Monkey King resists ALL attempts to direct magic at it (eve spells that normally bypass SR) with a SR of 49, but does not extend this protection to it's wielder. Carrying the Staff of the Monkey King into an Antimagic Field causes it to Teleport it's self out of the field, or if this is not possible, to Fly out of the field as if under the effects of a fly spell. Any player who is aware that this is the Staff of the Monkey King, and not a ordinary Jade Clasped Staff may wear it stuck in his ear while it is in figurine mode, which allows him to act as though he had the Divine Grace and Canny Defense feats, and to summon 3 Celestial Apes for up to 2 hours once a day at will. These Celestial Apes will obey any command spoken in Celestial from the possessor of the Staff or his allies, or if they cannot communicate, will attempt to protect him until dismissed. This requires a Knowledge (history) check of 40 or a Knowledge (religion) check of 50. The Staff of the Monkey King will destroy any Bag of Holding or similar device you attempt to put it in. If any opponent you threaten is prone, you may pin him permanently by laying the Staff of the Monkey King across him. He may not rise until someone who knows the appropriate command word speaks it, releasing him from the pin, and is considered helpless until then. |
| RollaD2010-04-07, 01:06 AM | 112. Making Custom Items if you want to add a special non-game-impacting effect or quality upon an object in its making, tac on an extra 50-1000gp to the final price. such times to do this include: designs (a fancy guard or non-magical gem on hilt) engraving (your name) alternate activation ways (like command to manipulation) anything just for flavor (such as an everfull mug of alch. frost thats only good for drinking) alternate materials that dont affect performance (like a shield made from a dragon's scalp bone) anything else your DM deems appropriate for this homebrew/house rule will work |
| RavenDrake10-04-07, 07:16 AM | 113. Bracers of Phantom Spite Price(Item Level): 45,000gp Body slot: Arms Caster Level: 8th Aura: Moderate;(DC 18) Evocation Activation: Swift (mental) Weight: 1lbs These beautifully engraved purple leather bracers are adorned with silver buckles and spikes in a skull and bone motif. Bracers of Phantom Spite function as +5 Bracers of Armour under most circumstances. Additionally, Bracers of Phantom Spite have five charges, renewed each day, that can be spent to create a special effect. When this power is activated(a Swift mental action) a swirling violet mist coalesces into what appears to be a suit of spiked armour around the wearer. This construct is made of pure force and is weightless; it will not interefere with the wearer's movement or encumberance, however he or she may attack with it as though it were normal spiked armour. Because the armour spikes are made of force they can strike incorporeal and ethereal enemies. This construct of force functions according to the chart layed out below, depending on how many charges are used, and lasts for ten minutes. 1 Charge: The spiked armour construct functions as +1 Armour Spikes. 3 Charges: The spiked armour construct functions as +1 Bane(Undead) armour spikes. 5 Charges: The spiked armour construct functions as +2 Bane(Undead) armour spikes. Prerequisites: Craft Magic Arms and Armour, Craft Wonderous Items, Mage Armour, Summon Monster I. Cost to Create: 22,500gp, 1800xp, 45 days. |
| Mr_Seth10-05-07, 09:59 PM | 114: The Dagger of Dubleyewtieff (http://forums.gleemax.com/showthread.php?t=926038) |
| Watsyurname52910-07-07, 11:33 AM | 115. Battle Wizard's Armor Price: 12,150gp Body Slot: Body Caster Level: 5th Aura: Moderate; (DC 19) evocation Activation: Standard Weight: 12.5 lbs. This silvery glistening metal is somewhat translucent and has many runes incribed upon it. The Battle Wizard's Armor functions as a +1 Twilight Mithral Chainshirt. In addition the armor has 4 charges each renewed at dawn. Spending one or more charges gives the effects below: 1 Charge: Either a Shield Spell (CL 1st) or Magic Missle (CL 3rd) 2 Charges: Either Resist Energy (CL 1st), or Fireburst (CL 3rd) 3 Charges: Either Invisiblity (CL 1st) or Summon Monster II (CL 4th) Prereqs: Craft Magic Arms & Armor, Shield, Magic Missle, Resist Energy, Fireburst, Invisiblity, Summon Monster II Cost to Create: 5,500gp (plus 1,150 for Mithral Chainshirt), 440 XP, 12 Days |
| Naderion10-07-07, 12:51 PM | When I played Stalker, it was always nice to find modified weapons or armor. Unless you go magical, and that gets really expensive in low-level, not so high-magic campaigns, the only thing D&D has for you is masterwork equipment. Nice to have, but not really exiting. So I am creating a bunch of nice armor and weapon modifications. Unfortunately, I don't really have assigned good prices. Some abilities are very usefull, while others have only very narrow use or trade an advatage for a disatvantage. Some should likely be very expensive to not make them unbalanced, but most of them can be added to any piece of equipment with only a slight increase in cost and minor changes to game balance. In the end, their main purpose is entertainment value when you find them in a shop, on an enemy, or in his loot. #116: Stainless steel blades and armor This steel has undergone special treatment. It always stays shiny, but most importantly it grants a +4 bonus on rolls to avoid damage by rust effects and it has acid resistance 5 against item damage. #117: Flexible armor Actually this is an improvement of masterwork armor, reducing the armor check penalty by -2. #118: Isolating Armor This armor grants a +4 bonus to fortitude saves against cold environments. On the downside, it also results in a penalty of -6 for fortitude saves against heat, instead of -4. #119: Fireproof armor and backpacks This armor is fireproof and grants +10 on rolls to avoid catching fire. A fireproof backpack grants the same bonus to any items stores inside. #120: Leightweight armor This property can only be applied to metal armor. The weight is reduced by 10 and medium metal armor no longer reduces movement speed. #121: Spellcaster armor When these suits of armor have been created, there has much attention been paid to the joints of the arms. The chance of spell failure is reduced by either 5% or 10%, but never lower than half the normal rate. Since most skills with armor check penalty are mostly affected by armor regarding the movement of legs and hips (Balance, Jump, Tumble, ...) this is not affected by this property. #122: Heavy weapons These weapons have been made heavier than usual and grant a +1 bonus to damage, but also result in a -1 penalty on attack rolls. If the charackters strength is lower than 12, 14, or 16 respectively to light, one handed, or two handed weapons, the penalty on attack rolls is -2. They are made for really strong people but when they have additional magical or nonmagical properties, they might be still of worth in combat. This only works in slashing and bludgeoning weapons. #123: Light Weapons These weapons are on the smaller and lighter side of their type. The wielder gains +1 on attack rolls, but the lack of momentum results also in a -1 penalty to damage. This stacks with the masterwork property. #124: Hardened Weapons and Armor This steel has undergone special treatment to make it really strong. The hardness of the item increases by 2 and hp increase by 10 (too much?). #125: Jagged Blade This blade has a jagged edge. The wounds it deals are nasty, granting +1 on damage rolls, but its a bit unweildy, resulting in -1 on attack rolls. #126: Throwing Weapon This weapon has been forged with the idea of throwing it at mind. Instead of the normal penalties for throwing melee weapons, the penalty on attack rolls is only -2 and range increment is 20 ft. Weapons that can be thrown, but are not normally designed for it (like daggers) get an increase in range increment by 10 ft. I'm sure there are a lot more neat ideas for nonmagical modifications. Maybe some might sahre some of them here. Also, I made stats for a new Weapon: #127: Falchata Though it looks like a sword, the falchata has more in common with an axe, and is actually simmilar to a machete. It's essentially a long, but more narrow cleaver with an inside curve on the lower end (like a sickle) and an oudside courve near the tip (like a scimitar), making the edge s-shaped. The back of the blaade is broad and straight. It combines attributes of a longsword and a battleaxe, causing 1d8 points of slashing damage with a chance for critical hits on 19-20 and critical damage od x3. It's a one handed exotic weapon. In real world, this has been an iberic (hispanic) weapon evolved from an egyptian sword. In D&D, it's a perfect blade for orcs. |
| Watsyurname52910-07-07, 05:41 PM | All the below modifications were done by Naderion and can be found here (http://forums.gleemax.com/showpost.php?p=14015259&postcount=65) or the post above. #116: Stainless steel blades and armor This steel has undergone special treatment. It always stays shiny, but most importantly it grants a +4 bonus on rolls to avoid damage by rust effects and it has acid resistance 5 against item damage. Nice, as for the price I'd say around 300-400gp as Blueshine armor (Immune to rust and acid) is 1,500gp. #117: Flexible armor Actually this is an improvement of masterwork armor, reducing the armor check penalty by -2. I'd lower it to -1 and as for the price around 250-300gp. #118: Isolating Armor This armor grants a +4 bonus to fortitude saves against cold environments. On the downside, it also results in a penalty of -6 for fortitude saves against heat, instead of -4 Looks good, not sure on the price though... #119: Fireproof armor and backpacks This armor is fireproof and grants +10 on rolls to avoid catching fire. A fireproof backpack grants the same bonus to any items stores inside. I'd probably lower the bonus to +5 and say price around 500gp. #120: Lightweight armor This property can only be applied to metal armor. The weight is reduced by 10 and medium metal armor no longer reduces movement speed. Probably too much...I'd say just reduce weight by 5 (maybe 10) lbs. for about 300gp. #121: Spellcaster armor When these suits of armor have been created, there has much attention been paid to the joints of the arms. The chance of spell failure is reduced by either 5% or 10%, but never lower than half the normal rate. Since most skills with armor check penalty are mostly affected by armor regarding the movement of legs and hips (Balance, Jump, Tumble, ...) this is not affected by this property. Too much as an armor bonus, Twilight (+1 Bonus) does this. Maybe lower it by 5% on Metal Armor for around 800gp. #122: Heavy weapons These weapons have been made heavier than usual and grant a +1 bonus to damage, but also result in a -1 penalty on attack rolls. If the charackters strength is lower than 12, 14, or 16 respectively to light, one handed, or two handed weapons, the penalty on attack rolls is -2. They are made for really strong people but when they have additional magical or nonmagical properties, they might be still of worth in combat. This only works in slashing and bludgeoning weapons. #123: Light Weapons These weapons are on the smaller and lighter side of their type. The wielder gains +1 on attack rolls, but the lack of momentum results also in a -1 penalty to damage. This stacks with the masterwork property. Both of these look good, as for price I'd say around 200gp #124: Hardened Weapons and Armor This steel has undergone special treatment to make it really strong. The hardness of the item increases by 2 and hp increase by 10 (too much?). This has been done, it's called Dwarvencraft Quality and its 600gp but also includes a +2 on saves for the item. #125: Jagged Blade This blade has a jagged edge. The wounds it deals are nasty, granting +1 on damage rolls, but its a bit unweildy, resulting in -1 on attack rolls. Looks fine, for the price I'd say around 250gp. #126: Throwing Weapon This weapon has been forged with the idea of throwing it at mind. Instead of the normal penalties for throwing melee weapons, the penalty on attack rolls is only -2 and range increment is 20 ft. Weapons that can be thrown, but are not normally designed for it (like daggers) get an increase in range increment by 10 ft. This one's too powerful as a weapon bonus, Throwing (+1 Bonus) does this for weapons. #127: Falchata Though it looks like a sword, the falchata has more in common with an axe, and is actually simmilar to a machete. It's essentially a long, but more narrow cleaver with an inside curve on the lower end (like a sickle) and an oudside courve near the tip (like a scimitar), making the edge s-shaped. The back of the blaade is broad and straight. It combines attributes of a longsword and a battleaxe, causing 1d8 points of slashing damage with a chance for critical hits on 19-20 and critical damage od x3. It's a one handed exotic weapon. In real world, this has been an iberic (hispanic) weapon evolved from an egyptian sword. In D&D, it's a perfect blade for orcs. This one also looks good, for the price I'd say around 50gp. |
| Watsyurname52910-14-07, 07:55 PM | 128. Greased Blade Price: 8,315gp Body Slot: -- (held) Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: See Text Weight: 2 lb. This short sword is greased and can be wielded with lightning speed, sometimes catching foes off guard. This sword functions as a +1 Short Sword with some interesting other properties. Due to the grease the blade can be drawn faster than normal, drawing the blade is a free action. 1/Day the wielder of the blade can cast Grease as the spell (CL 4th) as a standard action. Also, 1/Day you can make a Lightning Draw; in which you draw the blade and attack so fast that you catch the foe off guard, denying the foe its Dex to AC. Prereq: Craft Arms & Armor, Grease Cost to Create: 4,000gp (plus 315 for a Masterwork Shortsword), 320 XP, 8 Days |
| Watsyurname52910-21-07, 05:50 PM | 129. Lightning Halberd Price: 20,310 Body Slot: -- (Held) Caster Level: 5th Aura: Moderate; (DC 19) evocation Activation: Standard and -- Weight: 12 lbs. This masterwork halberd has a blue tinged blade as well as a shappire crackling with electricity on the pommel. This Halberd fuctions as a +1 Shocking Halberd. In addition it has some more powers that can be used a certain number of times per day. 1/Day the halberd can fire a bolt of lightning as Lightning Bolt the spell (CL 5th). Also, 3/Day the halberd can cast Shocking Grasp (CL 5th). Prereqs: Craft Magic Arms & Armor, Lightning Bolt, Shocking Grasp Cost to Create: 10,000gp (plus 310 for masterwork halberd), 800 XP, 20 Days |