Bite me Doll [Peach] [Archive] - Wizards Community

Post/Author/DateTimePost
ToastedAmphibian

04-24-08, 07:27 PM
Chew toy for Venemous Creatures

Bite Me Doll
Price:2000gps
Body Slot: NA
Caster Level: 3
Aura: Faint Enchantment
Activation: Full Round Manipulation
Weight: 2lbs

These dolls are aproximatly 2ft long and come in a varaity of shapes and colors including; human, dwarf, elf, gnome, cat, and other animal shapes. They have small metal bells sewen onto the extremites that ring whenever the doll is chewed upon or shaken. Many handlers and trainers of venemous pets need emercency assitance every year after they are bitten by there charges. These dolls provide an extra saftey barrier for handlers, a fun and exceiting diversion for their critters, and an extra sorce of valuable income.

A handler must spend one round shakeing, ringing, dangeling, and otherwise tempting a targeted venemous creature with the Bite Me Doll. The target creature must suceed on a DC 11 Will save at a -2 penalty or spend 2d4 rounds chewing, mauling, and envenomating the Bite Me Doll. A creature in combat recieves a +2 bonus to its save, as does a creature that has no remaining doses of venome available. These bonuses stack. This is a Mind-Affecting Compulsion affect and only works on small or medium sized creatures (Other sizes available upon request!)

The doll may store up-to 5 doses of venom at a time for 2 weeks before it spoils. Any excess posion seeps out of the doll, typically whenever it is moved or handeld. The venom in the doll may be used to create posion with a sucessfull craft(alchemy) or craft(posion making) check. The crafter recieves a +1 bonus to his craft check per dose of venom used, and may use as many doses as the doll currently holds. Atleast one dose must be used per vial of posion created and extra doses of venom do not increase the strength or ammont of posion created.

Craft Wondrous Items, Cl 3, Hypnotisim, 15 ranks in Craft(Alchemy)

Original
Bite Me Doll
These dolls are aproximatly 2ft long and weigh about 2 pounds. They come in a varaity of shapes and colors, including human, dwarf, elf, gnome, cat, and other animal shapes. They have small metal bells sewen onto the extremites that ring when the doll is chewed on and shaken. Many handlers and trainers of venemous pets need emercency assitance every year after they are bitten by there charges. These dolls provide an extra saftey barrier for handlers, a fun and exceiting diversion for your critters, and an extra sorce of valuable income!

Weight: 2lbs
Activation: Standard Action Manipulation

Any living venemous creature tempted by the toy must succeed on a DC 11 Will save or spend 2d4 Rounds mauling the toy, and attempt to invenomate it atleast once. This effect works similarly to the spell Hypnotisim. A creature that has already expended all of its venom uses gets a +5 on this save.

A Bite me Doll can store up to 5 doses of posion from any single venomous creature of the correct size for the doll or upto one size category lower. A typical doll is designed for medium creatures.

Th posion stored in a Bite me Doll may be used in the creation of a posion using the Craft(Posion making) or the Craft(Alchemy) skill. 1 dose of venom may be used in the creation of one dose of posion, as per craft skill. Multiple doses of venom may be used from the doll to make crafting easier, but extra doses of venom do not increase the ammount of posion created, nor the strength of the resulting posion. Due to the design of the doll, crafters recieve a +1 competence bonus per dose of venom used from the doll. The venom stays fresh in the doll for 2 weeks. If the venom has not been extracted to begin posion crafting by that time, it dissipates.

If more venom is injected into the doll than it may hold, the extra venom will tend to seep out whenever the doll is touched or handled.


Creation:
Doll: Craft Sewing, DC 30 or Profession (Doll making) DC 10 5sp
Bells: Craft(Metal working) DC 10 5x1sp
Elastic, toxin storing ultra durable squishy foam: Craft(Alchemy) DC 30 500gp

Price 501gp's

Craft Wondrous Item, CL 3, Hypnotisim
Price 300gp's

Total 801gp's


Yes, no, mabey?
ToastedAmphibian

04-29-08, 05:21 PM
??? 50 views and no comments?

The least someone could do is call me an idiot...
dman11235

04-29-08, 05:59 PM
Fine, you're an idiot.

I'm just indifferent on item homebrews, so I don't comment. But here's my shot.

You have various spelling errors, and a missed word, "round", after 2d4.

Also, doesn't CWI have a CL requirement of 5? So have that the minimum CL. Or the minimum CL of Hypnotism. Also, the DC should be 10+spell level+minimum ability score's modifier, in this case DC 11. Also, it should cost more. But first, use a better lay out. In the PrC Builder's Cheat Sheet thread I have an item template. Use that.
AnimeSniper

04-29-08, 06:04 PM
It's a good idea which could be made further into an outfit that a trainer would wear when obtaining new specimens! Think of the attack dog training suits police and military use when training attack dogs.

An underlining of chain mail or other form of armor would protect from a fang that pierces thru the absorbing material.

Just a thought as I reread the post!
ToastedAmphibian

04-29-08, 07:52 PM
Fine, you're an idiot.

I'm just indifferent on item homebrews, so I don't comment. But here's my shot.

You have various spelling errors, and a missed word, "round", after 2d4.

Also, doesn't CWI have a CL requirement of 5? So have that the minimum CL. Or the minimum CL of Hypnotism. Also, the DC should be 10+spell level+minimum ability score's modifier, in this case DC 11. Also, it should cost more. But first, use a better lay out. In the PrC Builder's Cheat Sheet thread I have an item template. Use that.

Thank you, i havent met my name calling quota for the day. Every contribution is helpfull. Craft wondrous items has a CR requierment of 3 actually, i thought it was 4. Hypnotism is a first level spell so i lowered the CL requierment acordingly. Hypnotism has a special stipulation that states the target gets a -2 on its save if it is the only target and is not engaged in combat. Does anyone belive that effect should be included in the doll?

Anyone have any suggestions for price?
ToastedAmphibian

04-29-08, 07:58 PM
It's a good idea which could be made further into an outfit that a trainer would wear when obtaining new specimens! Think of the attack dog training suits police and military use when training attack dogs.

An underlining of chain mail or other form of armor would protect from a fang that pierces thru the absorbing material.

Just a thought as I reread the post!


Interesting... Though that might make a better armor ehnchantment for padded armor or something.

My character has been trying to posion the gnome psion latley. Trying to come up with an amuesing, in game solution to the problem. Also, it would give me somethign to do all night when im up alone on the boat. Right now i just make cricket noises outside of random peoples rooms. Its to bad all the zombies had to go away when the necromancer died. That round flying one was alot of fun.
dman11235

04-29-08, 08:21 PM
You should have it be as the hypnotism spell. And I think you can have it do some tasks for you, so it could automatically have the command be chew the toy and not let it do any other command.

Price, well, first off let's follow the guidelines and see where that leaves us...1,800+ad hoc 200 for the poison containing ability. So the guide gives us 2,000 (I like round numbers). Now, would you pay 2,000 for this? I would. It's pretty useful. Would you pay 3,000? Probably not. The DC is 11, so i wouldn't pay very much for it. 1,000? Heck yeah! I can get that at level 2 or 3, so it's going to be a very powerful item. 1,500: still a little cheap. 2500: a little too expensive (can't get it until after level 5, when the DC becomes...terrible). So looks like the guide succeeds.
ToastedAmphibian

05-02-08, 02:56 AM
Hmm, im not exactly sure what guidlines you are using, but ill take your word on the price. I revised the item and based it more on the effects of the hypnotisim spell. As a result the DC increased from 11 to 13, as it only targets a single creature and, acording to the hypnotism spell they get a penalty for that. I also added a bonus for a creature in combat, as per hypnotism, and reduced the bonus for not having any posion left from 5 to 2.

Nice template BTW. Your sack IS handy....

Anyone have any opinions on the newly revised version?
dman11235

05-02-08, 08:41 AM
DMG guidelines.

Well, the base DC is still 11, but they get a -2 penalty on the save, right? Then mention that the penalty for being alone is factored in.

And thank you!
1 ton ghost

05-02-08, 02:40 PM
It is actually a really good idea, and here we were thinking you wouldn't amount to anything after school...;) Sorry, short on name calling today....
I like the fact that you have invented a poison capture/retrieval system, I'm just concerned that it might upset game balance concerning poison crafting.

This is always a tricky area when poison is involved cuz' so much is at stake.
Basically, it's not getting the plant/animal/fungal toxin so much as keeping it viable after it leaves its host, air contact, bla bla bla. I mean, it's designed to go from the teeth, stinger, eye gland even directly to the victim, hence, almost no shelf-life.

That's what Craft: Poisonmaking is for. Just refining it like oil to gasoline I suppose if that's not too crude a comparison.

Now, this idea you have is brilliant (nj btw), but I think you'd need a preservative effect, Gentle Repose, something, anything really to keep the poison viable before it coudl be refined into an actual poison.

I don't have any mechanical advice, you guys are doing fine, it's just the endgame is my concern given the theoretical punch it provides.
AnimeSniper

05-02-08, 03:34 PM
I'm trying to remember everything a friend from High School had in his Poison kit he devised for his character. Give me a few days and I'll post what I remember. One thing were vials and jars made from a shattered Crystal Coffin his party destroyed. He had a glass smith melt them down and refashioned them.
ToastedAmphibian

05-02-08, 09:20 PM
Now, this idea you have is brilliant (nj btw), but I think you'd need a preservative effect, Gentle Repose, something, anything really to keep the poison viable before it coudl be refined into an actual poison.


First off, thanks. I hadnt really considered the necromancy aproach. I had thought a sufficent skill in alchemy would be sufficent to design a stuffing that could safely and effectivly store the toxin for a moderate duration.

I changed the DC to 11 with a -2 penalty. I thought setting the DC to 13 would be easier and equivalent, but others seem to feel this way is better and frankly i have no objection. Its just 3 more words, a sign, and a didgit.

Do you think more ranks in alchemy should be required?