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| Darkon4705-20-06, 02:31 AM | 1 - Amulet of Exotic Spell Mastery: Intelligence +4 Charisma +4 Truespeak +30 and 10d6 lightning bolt command word activated market price: 176,000 cost to create: 88000 GP 2520 XP 88 days 1 - Background - found in the lair of master shadow caster and child of night Ebb Shadowweave after a group of assassins barely manged to defeat him. They left his corpse along with this amulet, and the plans for the contractor. The contractor thought it was junk and sold it at a cheap price. Bought by Ebb's brother Aust he manufactured it in vast quantitys. 2 - Gloves of Frost These pale blue gloves are very cool to the touch. The wearer can cast the spell ray of frost at will. Caster Level 3, Craft Wonderous Item, ray of frost, 3,000 GP |
| Nani?05-20-06, 02:58 AM | One of mine, brought over from another thread. It fits in the catagory of cursed but still useful. Bluffstone The bluffstone is kept on a person, either as a part of a piece of jewelry or in hand. When grasped, the owner gets a +20 on all non combat bluff checks. However, each time they use it they must make a Will save equal to the DC of the bluff. The DC is increased by 5 each time the same bluff is repeated each day. A failed save mean they lie so well they believe thier bluff themselves and act and behave as if the bluff were true as long as they are in the pressence of those they bluffed plus 2d12 hours afterward. If they reencounter those people while under the influence of the bluffstone the clock restarts after they leave thier pressence. An additional d12 is added for each week they are under the influence of the bluffstone. Once free, the owner of the item must make sense motive check DC 20 -1 per week under the influence of the bluffstone to realise the source of thier affiction. If a character gains an experience level while under the influence of the bluffstone, they must make a Will save equal to the original bluff DC. If they succeed, they are free of the effects (but that doesn't mean they can't get fall under the effects again). If they fail, they've permanantly "bought into" the bluff and only remove curse or a wish will remove the effects. The owner is also under a suggestion to give away the Bluffstone. Examples: Jane plans to sneak into the castle and break into the treasury during a fair. Unfortunately, when she tell the guard "I'm just a peasant girl here for the fair". She fails her will save, roles a 10 on 2d12. She has a wonderful time at the fair, waking up the next day remembering her forgotten mission. Unfortunately, she fails her sense motive check as well. Jane later decides to break into a Priory, stealing th valuble donations to the church. She disguises herself as a novice and breaks in....and fails her bluff in front of the Prioress, saying "My dearest wish has always been to join the order and live a holy life." Fortuately, she recovers her senses 5 hours latter in her cell, and makes her sense motive check, realising that it was the stone that effected her so. She ditches the stone and completes her mission. However, say she instead rolled a 20 for her hours. Well, she encounters the Pioress at morning prayers and at every meal, resetting the effect each time. She never has a chance to recover. Within a year "Sister Jane" has taken a level of adept and is now a model nun, giving away all her worldly possesions, including that lucky stone she always carried around. I wonder what happened to that nice Paladin she gave the stone to, you know, the one who was going to inflitrate the thieves guild. All the Best, Nani? |
| Arkan_Shadesfire05-20-06, 08:41 AM | One of mine, brought over from another thread. It fits in the catagory of cursed but still useful. Bluffstone The bluffstone is kept on a person, either as a part of a piece of jewelry or in hand. When grasped, the owner gets a +20 on all non combat bluff checks. However, each time they use it they must make a Will save equal to the DC of the bluff. The DC is increased by 5 each time the same bluff is repeated each day. A failed save mean they lie so well they believe thier bluff themselves and act and behave as if the bluff were true as long as they are in the pressence of those they bluffed plus 2d12 hours afterward. If they reencounter those people while under the influence of the bluffstone the clock restarts after they leave thier pressence. An additional d12 is added for each week they are under the influence of the bluffstone. Once free, the owner of the item must make sense motive check DC 20 -1 per week under the influence of the bluffstone to realise the source of thier affiction. If a character gains an experience level while under the influence of the bluffstone, they must make a Will save equal to the original bluff DC. If they succeed, they are free of the effects (but that doesn't mean they can't get fall under the effects again). If they fail, they've permanantly "bought into" the bluff and only remove curse or a wish will remove the effects. The owner is also under a suggestion to give away the Bluffstone. Examples: Jane plans to sneak into the castle and break into the treasury during a fair. Unfortunately, when she tell the guard "I'm just a peasant girl here for the fair". She fails her will save, roles a 10 on 2d12. She has a wonderful time at the fair, waking up the next day remembering her forgotten mission. Unfortunately, she fails her sense motive check as well. Jane later decides to break into a Priory, stealing th valuble donations to the church. She disguises herself as a novice and breaks in....and fails her bluff in front of the Prioress, saying "My dearest wish has always been to join the order and live a holy life." Fortuately, she recovers her senses 5 hours latter in her cell, and makes her sense motive check, realising that it was the stone that effected her so. She ditches the stone and completes her mission. However, say she instead rolled a 20 for her hours. Well, she encounters the Pioress at morning prayers and at every meal, resetting the effect each time. She never has a chance to recover. Within a year "Sister Jane" has taken a level of adept and is now a model nun, giving away all her worldly possesions, including that lucky stone she always carried around. I wonder what happened to that nice Paladin she gave the stone to, you know, the one who was going to inflitrate the thieves guild. All the Best, Nani? I have got to say that is one of the best ideas I've ever heard of. Here's something I put together a long time ago, based off of a Native American myth: Kyohti's Mask This ceramic mask bears a resemblence to a certain kind of animal, with a slightly amused or mischevious expression. A Kyohti's Mask contains the essence of a certain animal or other creature, and by donning the mask you are able to take on that creature's form and characteristics. Treat this as a Summon Monster effect, except that you control the creature mentally from an extradimensional space for the duration of the effect. If the animal is killed or otherwise sent back to it's home plane, it dissapears and you reappear in the same place and in the same condition you were in when you put the mask on--and if the animal was killed, the mask breaks and becomes useless. Otherwise, the effect lasts until you chose to remove the mask, at which time you appear where the animal was standing--although your condition is still no better or worse than when you put the mask on. After being removed, a Kyohti's Mask will not function again for 24 hours. These masks can be found represening any of the creatures whose forms can be assumed by the Druid's Wild Shape ability. Basicly, this is somewhere between Summon Monster and Polymorph. Where it comes in handy is for getting by traps or other hazardous situations without putting yourself at risk. For example, if you knew that a doorway was trapped, you could put on a Kyohti's mask and walk through, hoping that the animal would be able to survive the trap. If it didn't, you'd be back in front of the door with no ill effects--other than your mask being broken. But you could also use it in a number of other ways, such as sneaking into or out of a place in animal form, bypassing wards which don't affect animals, reaching a location only certain animals could get to (due to size, movement ability, ect) or even getting past a raging fire or other hazard. Imagine a dragon surronds his lair with a sea of magical flames to kill or wear down anyone who tries to approach. You could just put on your mask, run through the fire (getting nearly killed in the process) and then take the mask off and be at full hit points with all your gear intact. Of course, if the animal died, you'd need a new plan and a new mask... |
| Nani?05-20-06, 01:15 PM | Jane the swordswoman examined at the woman in the mirror, she her dress was covered with arcane symbols. She wore a deep purple cloak. She looked like so much like her, with the deep green eyes and even the dimple on her chin. She wore her hair long rather in then in the tight bun she wore, but it was still the same chestnut brown, the same height. She wasn't as muscled, but then, she had worked hard to develop those muscles. In her right hand she held a crystal ball. Without quite knowing why, she moved her hand to match that of the woman in the mirror. She lifted her hand to match that of the wizard, imitateing the hand posture of the woman in the mirror. She felt a tinkle on her nose and reached up with her left hand to scratch it. For an instant, she noted that the image also scratched her nose. Just as her whole body was innudated with power. Her eyes widened in momentary recognition of what was happening to her. She felt a shiver go down her spine. Then it was over. "What a strange illusion," Jane thought as she looked at the image of the swordswoman who had her features. "Are you seeing this master?" She whispered to the crystal ball she carried in order to communicate with her teacher. "Yes," came a familar voice from beyond. It seemed tinged with ....joy? Trimuph? She shrugged. It wasn't important. All that mattered was that her master knew what she knew. She reached into the satchel she kept under her deep purple cloak, putting her crystal ball in the compartment next to her scrollcases. She stepped closer to the mirror. The image moved forward. The image bent down as she did, wipeing off the dust on the inscription. "What you see is what you get." She said the syllabals alound, enjoying the sound of the strange varient of ancient Imaskari that it was written in. She shrugged, wondering about the hidden meaning of it. Soul Mirror: Several versions of this are known to exist, but in each case, the mirror reflects back at the wearer an alternate version of themselves or the in the case of certain versions, the soul of another. In each case, the viewer must resist the temptation to be caught up in the image and thus loose thier original self. Each viewing, the viewer views themself differently, such as a different race/sex, another proffesion/class (Wizard, Concubine, Peasant etc) or a monster template (Vampire). The viewer must make a Will save at DC 25. If they fail, they the become the alternate version of themselves. All equitment and items are replaced with items appropriate to their "new" self or are subtlely altered (for example a longsword becomes more "elven"). The effect may either be gradual or instant, but once they have aqquired the template they must make a DC 25 will save based on thier original attributes to retain knowledge of thier former identity (what do you mean I haven't always been an elf) or to retain any desire to return to thier former identity (I'm so much better off now) or both as appropiate to the template. A viewer may only be effected once any one mirror with one certain exeption. Some mirrors require anyone who has failed thier intial save but made any secondary saves who looks at the mirror again again must remake those secondary saves. Only a wish will restore the victim once the change is complete. Each mirror has either an instant or gradual attribute as well as a one of the following attributes: Specific, Personal, or Serial: Instant: The change is instant they make the appropriate saves and the effects take place immediately. They become an elf, the opposite sex, a member of specific profession with no reaction time from others. Gradual: As above, but in this case one attribute, class level, racial ablitiy, step in an alignment shift, is exchanged after a given time period, whether it is a turn, round, day, etc until the transformation is complete. The progress can be halted with a remove curse or dispel magic against a level 20 caster casting a 9th level spell. While the change is in progress, a restoration reverses one change (But that doesn't mean the attribute won't change back the next day) and a greater restoration spell restores the character to thier orginal state. However, another greater restoration must be used to prevent the person from again gradually starting to change. Once the change is half complete the character must make a Will save DC 20 any time they are given a chance to stop or reverse the change. If they fail, at that moment they find that proposition highly undesirable and will resist with any means at thier disposal. Specific: All characters are effected the same way. These are often used to intagrate others into a specific enviroment (harem, racial community, religous order etc). Personal: The viewer sees themself as they would have been if they had made if thier life had take na different route or something they fear. Examples might include never meeting a specfic mentor, had not run away from home, being born elven rather then half elven etc. Serial: The victim takes on the attributes and identity of the last person to fall victim to the mirror. If the change includes class levels: If this involves class levels, the person's class levels are exchanged one for one with the designated class and if needed the primary attribute of the former class is switched with the primary attribute of the new class. All skills are replaced skills appropirate to the new class. Hit points are rerolled. Feats that are class specific or imply training are replaced with feats relevent to the new class. Any bonus feats for race are lost or gained as appropriate. For example: A 4th level fighter changed into a wizard would become a 4th level wizard. His 16 Str and 10 Int would become a 10 Str and 16 Int. The former fighter would loose his fighter feats but gain scribe scroll as a bonus feat. He would be dressed appropriatly, and find a spell bood in his backpack. If he failed his second will save he would see it as his treasured spell book that he has had for years. Alignment Change: The character makes the minumum alignment change to meet any new class or template powers unless something in the image specifies otherwise. Examples of what that might be include but are not limited to: Holy symbols, badges of office, items that have specific purposes. If the change is gradual: One shift toward the desired alignment is considered a change. For example a CG character is turned into an LN Aristocrat, they would shift to NG, LG, then LN. These changes should be thrown in at even intervals as the change is taking place. If said character was 8th level, the alignment shifts would take place after switching levels 0, 2, 4, and 6 or after 2, 4, 6, 8, as the GM decided. |
| Darkon4705-20-06, 04:23 PM | 6 - Atkavir the Harbringer - +1 flaming, shocking, screaming, keen, Vorpal Large Fullblade Intelligence 19 Wisdom 19 Charisma 10 Atkavir has 10 ranks in bluff can cast darkness, hold person, daze monster, haste, and slow each 3/day. in addition Atkavir has the special purpose to Slay all with the speical power of a 10d6 fireball at will only while attemping to kill somebody. ego - 30 Market price - 3315000 (no thats not a typo) 6 background - Atkavir was a powerful murderer in life until his soul was trapped and bound to this Fullblade by a demmented wizard whose family Atkavir had trapped the souls of. 7 - Rohan the Guardian - grants +5 sacred and +5 insight bonus to AC in addition to being able to bless your allys (and yourself) 3/day. -edit- forgot rohans price woops 127000 gp market and to create 63500 gp and 1540 xp |
| Necropolitan05-20-06, 04:54 PM | Agony - +5 Greater Wounding Large Bastard Sword Agony was once the Blade of a great and noble Paladin whom wished to purge all evil from her land, in this quest she was matched by a syndicate of courruption that interwove into her country's poltical system; The paladin, whom's name was lost to the ages, was slain in a climatic battle with Xerxes Devnari, a viscious and sadistic Half-Fiend mage, and his personal servent, Devra Bloodmore, a Tiefling Paladin of Slaughter. The Lady paladin's Holy Avenger, built personally for her by her order, was lost in the conflict; taken by Xerxes in one last act of desicration of her Quest; the sword was compiste-forged with Blightsteel, a twisted and wholley evil alloy from the Nine Hells, the Holy Avenger broken and used as the center of the new, larger and twisted blade. Agony was born, and it's existence has cut a swath of bloody death in the centuries it's been at large. The weapon itself resembles a large, single-edged bastard sword with a viscious hooked tip and a heavy chopping edge, in the hands of a wielder whom has not shed blood with it it is merely a +2 Wounding large Bastard sword, but the minute the wielder strikes down an opponent with the blade, it bonds to them, becoming it's full bonuses, and treated as a Medium weapon for that sole wielder. The blade itself appears to be made of milliosn of twisted strands of black metal, when drawn by a bonded weilder, the gaps in the 'strands' begin to ooze fresh, warm blood, which drips constantly upon the ground, and is equivlent to Deathblade posion 3/day on a blow. Any time a creature is struck with Agony, they gain 2d4 negitive level, and the wielder gains +5 temp HP for each level lost. A good character whom grasps the hilt of Agony and attempts to wield it in combat must make a Will Save DC 28 or immeidenlty lose 2d4 levels and become Chaotic Evil, even if they make their save, they still lose 1d4 character levels perminantly. In addition to the Wounding damage and Negitive levels, Agony deals 2d10 points of negiitve energy damage to a target on a critical hit. |