Custom DnD Magic Items: Difference between revisions

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This silver headband grants a +25 competence bonus on the wearer's Diplomacy checks.
This silver headband grants a +25 bonus on the wearer's Diplomacy checks.


Strong transmutation; CL 22nd; Forge Ring, creator must have 25 ranks in the Diplomacy skill; Price 62,500 gp.
Strong transmutation; CL 22nd; Forge Ring, creator must have 25 ranks in the Diplomacy skill; Price 62,500 gp.
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Designed by a modern military scout, this light headgear was intended to aid snipers. It provides the wearer with a +9 insight bonus to Will as well as continually making him immune to detect thoughts, discern lies, and any attempt to magically discern his alignment, the better to prevent detection by magical means. Additionally, the cap empower the wearer to use any bow (not including crossbows) as if he were proficient in its use. If he already has proficiency with any type of bow, he gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. While wearing this cap, and the wearer is wielding a projectile weapon that fires arrows, he threatens all squares within normal melee reach (5') with his bow, allowing the wielder to make attacks of opportunity with arrows shot from the bow. In addition, he do not provoke attacks of opportunity when he uses the bow while he is in another creature's threatened square. The wearer's range increment for ranged weapons increases by 50%, and he gains a +5 competence bonus on Spot checks. Lastly, he gains the ability to perceive weak points in his opponent's armor. The wearer's first melee or ranged attack each round is resolved as a touch attack, disregarding the subject's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.
Designed by a modern military scout, this light headgear was intended to aid snipers. It provides the wearer with a +9 bonus to Will as well as continually making him immune to detect thoughts, discern lies, and any attempt to magically discern his alignment, the better to prevent detection by magical means. Additionally, the cap empower the wearer to use any bow (not including crossbows) as if he were proficient in its use. If he already has proficiency with any type of bow, he gains a +2 bonus on attack rolls and a +1 bonus on damage rolls whenever using that type of bow. While wearing this cap, and the wearer is wielding a projectile weapon that fires arrows, he threatens all squares within normal melee reach (5') with his bow, allowing the wielder to make attacks of opportunity with arrows shot from the bow. In addition, he do not provoke attacks of opportunity when he uses the bow while he is in another creature's threatened square. The wearer's range increment for ranged weapons increases by 50%, and he gains a +5 bonus on Spot checks. Lastly, he gains the ability to perceive weak points in his opponent's armor. The wearer's first melee or ranged attack each round is resolved as a touch attack, disregarding the subject's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and bonuses, still apply.


Strong transmutation; CL 27th; Craft Wondrous Item, Craft Magic Arms and Armor, nondetection, arrorwmind, find the gap, hawkeye; Price 130,800 gp; Weight 1 lb.
Strong transmutation; CL 27th; Craft Wondrous Item, Craft Magic Arms and Armor, nondetection, arrorwmind, find the gap, hawkeye; Price 130,800 gp; Weight 1 lb.
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This light cloth mask that covers the upper half of the face, including the nose. It is enhanced such that if you fail a Survival check to track a creature, you can immediately attempt another roll against the same DC to reestablish the trail. If the re-roll fails, you must search for the trail for 30 minutes (outdoors) or 5 minutes (indoors) before trying again. The mask also confers the Scent ability; This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the Scent ability can identify familiar odors just as humans do familiar sights (MM 314). The lenses of the mask provide ability to see normally in natural and magical darkness, although it does not otherwise improve the subject's ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. The lenses appear jet-black. Lastly, the mask provides a +10 competence bonus to Survival skill.
This light cloth mask that covers the upper half of the face, including the nose. It is enhanced such that if you fail a Survival check to track a creature, you can immediately attempt another roll against the same DC to reestablish the trail. If the re-roll fails, you must search for the trail for 30 minutes (outdoors) or 5 minutes (indoors) before trying again. The mask also confers the Scent ability; This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the Scent ability can identify familiar odors just as humans do familiar sights (MM 314). The lenses of the mask provide ability to see normally in natural and magical darkness, although it does not otherwise improve the subject's ability to see in natural dark or shadowy conditions. The subject ignores the [[miss chance]] due to lack of illumination other than total darkness. The lenses appear jet-black. Lastly, the mask provides a +10 bonus to Survival skill.


'Faint transmutation; CL 6th; Craft Wondrous Item, Bloodhound, Ebon Eyes, Scent, the creator must have 10 ranks in Survival; Price 40,500 gp.'
'Faint transmutation; CL 6th; Craft Wondrous Item, Bloodhound, Ebon Eyes, Scent, the creator must have 10 ranks in Survival; Price 40,500 gp.'
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This necklace combines the abilities of: Protection +5, Natural Armor +5, Resistance +9. In addition to these protections, the magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. The wearer suffers no harm from being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The wearer's equipment is likewise protected. The necklace doesn't provide any protection (beyond the +9 Resistance) from fire or cold damage. This necklace continually provides its wearer with life-sustaining nourishment. The necklace also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The necklace must be worn for a full week before this effect begins to work. If it is removed, the owner must wear it for another week to re-attune it to himself. Lastly, On command, the necklace creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use this shield spell for cover.
This necklace combines the abilities of: Protection +5, Natural Armor +5, Resistance +9. In addition to these protections, the magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. The wearer suffers no harm from being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The wearer's equipment is likewise protected. The necklace doesn't provide any protection (beyond the +9 Resistance) from fire or cold damage. This necklace continually provides its wearer with life-sustaining nourishment. The necklace also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The necklace must be worn for a full week before this effect begins to work. If it is removed, the owner must wear it for another week to re-attune it to himself. Lastly, On command, the necklace creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield-based bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use this shield spell for cover.


'Strong abjuration; CL 27th; Craft Wondrous Item, barkskin, resistance, alter self, endure elements, shield, create food and water, shield of faith; Price 151,750 gp'
'Strong abjuration; CL 27th; Craft Wondrous Item, barkskin, resistance, alter self, endure elements, shield, create food and water, shield of faith; Price 151,750 gp'
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While it is often said that there are no new idea's in the Celegian Empire, only old ones re-used, these boots are a true innovation. Designed by Tommy Nine-fingers, a stalwart of the 573rd, they are meant for the use by military scouts. These boots increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, the boots affects your jumping distance (see the Jump skill). In addition, the wearer finds the undergrowth held aside while he passes. This effect essentially provides a trail through any kind of undergrowth, and he treats any trackless terrain has having a trail (PH 164). Once the wearer passes, the plants return to their normal shape. The DC to track the wearer is increased by 5 (the equivalent of hiding a trail). The boots have no effect on plant creatures (that is, they are not pushed aside by the effect). Also, the wearer can move through any type of terrain and leave no footprints. Add to this that these boots hide the scent of the wearer (the scent ability (MM 314) cannot detect the wearer) and tracking the subjects becomes impossible by non-magical means. Another benefit is the wearer can walk lightly over ice and snow without having his speed reduced. The wearer gains a 10-foot enhancement bonus to speed (supersedes the +30 on normal ground) and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice he walks over, or to avoid falling through cracked ice. To continue the benefits, the wearer's steps are sure and true, even on the narrowest ledges. The wearer gains +10 competence bonus on Balance, Climb, Jump and Tumble checks. In addition, the wearer does not lose his Dexterity bonus to AC when balancing or climbing. Lastly, the boots confer Freedom of Movement, meaning the wearer moves and attacks normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The wearer automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The boots also allow the wearer to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
While it is often said that there are no new idea's in the Celegian Empire, only old ones re-used, these boots are a true innovation. Designed by Tommy Nine-fingers, a stalwart of the 573rd, they are meant for the use by military scouts. These boots increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, the boots affects your jumping distance (see the Jump skill). In addition, the wearer finds the undergrowth held aside while he passes. This effect essentially provides a trail through any kind of undergrowth, and he treats any trackless terrain has having a trail (PH 164). Once the wearer passes, the plants return to their normal shape. The DC to track the wearer is increased by 5 (the equivalent of hiding a trail). The boots have no effect on plant creatures (that is, they are not pushed aside by the effect). Also, the wearer can move through any type of terrain and leave no footprints. Add to this that these boots hide the scent of the wearer (the scent ability (MM 314) cannot detect the wearer) and tracking the subjects becomes impossible by non-magical means. Another benefit is the wearer can walk lightly over ice and snow without having his speed reduced. The wearer gains a 10-foot enhancement bonus to speed (supersedes the +30 on normal ground) and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice he walks over, or to avoid falling through cracked ice. To continue the benefits, the wearer's steps are sure and true, even on the narrowest ledges. The wearer gains +10 bonus on Movement and Acrobatics checks. In addition, the wearer does not lose his Dexterity bonus to AC when balancing or climbing. Lastly, the boots confer Freedom of Movement, meaning the wearer moves and attacks normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The wearer automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The boots also allow the wearer to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.


'Moderate abjuration; CL 7th; Craft Wondrous Item, freedom of movement, remove scent, surefooted stride, pass without trace, showshoes, easy trail, expeditious retreat; Price 51,750 gp; Weight 3 lbs.'
'Moderate abjuration; CL 7th; Craft Wondrous Item, freedom of movement, remove scent, surefooted stride, pass without trace, showshoes, easy trail, expeditious retreat; Price 51,750 gp; Weight 3 lbs.'
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This +5 Large Mighty (+8) Composite Greatbow of Distance (Range 260 feet) is the ideal for long-ranged damage. This bow's attacks can be Sneak Attacks regardless of the distance between the wielder and the target. The wielder must still fulfill other conditions for making a sneak attack against the target. This does not grant the wielder the ability to make sneak attacks if he does not already have it. This bow ignores the Miss Chance due to Concealment, Blur, etc. The attack must be aimed at a hex containing a creature to work (i.e., it cannot find random Invisible foes in the battlefield). It suffers no penalties for fighting underwater. If the wielder is on land and attacks a foe who is underwater, the foe looses the Cover bonus to AC granted by the water. If both the wielder and the opponent are underwater, the weapon has a +2 bonus on attack & damage rolls. Due to the bow's inherent Deadly Precision, if the wielder makes a successful Sneak Attack, the attack does +2d6 damage. Additionally, the wielder can deliver Sneak Attacks from this bow against constructs/undead/plant creatures as if they were not immune to the extra damage from Sneak Attacks. To attack a construct/undead/plant creature in this manner, you must still meet the other requirements for making a Sneak Attack. This only applies to Sneak Attack damage. It gives no ability to affect constructs/undead/plant creatures with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.
This +5 Large Mighty (+8) Composite Greatbow of Distance (Range 260 feet) is the ideal for long-ranged damage. This bow's attacks can be Sneak Attacks regardless of the distance between the wielder and the target. The wielder must still fulfill other conditions for making a sneak attack against the target. This does not grant the wielder the ability to make sneak attacks if he does not already have it. This bow ignores the Miss Chance due to Concealment, Blur, etc. The attack must be aimed at a hex containing a creature to work (i.e., it cannot find random Invisible foes in the battlefield). It suffers no penalties for fighting underwater. If the wielder is on land and attacks a foe who is underwater, the foe looses the bonus to AC granted by the water. If both the wielder and the opponent are underwater, the weapon has a +2 bonus on attack & damage rolls. Due to the bow's inherent Deadly Precision, if the wielder makes a successful Sneak Attack, the attack does +2d6 damage. Additionally, the wielder can deliver Sneak Attacks from this bow against constructs/undead/plant creatures as if they were not immune to the extra damage from Sneak Attacks. To attack a construct/undead/plant creature in this manner, you must still meet the other requirements for making a Sneak Attack. This only applies to Sneak Attack damage. It gives no ability to affect constructs/undead/plant creatures with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.


'Moderate Transmutation; CL 15th; Craft Magic Arms and Armor, clairvoyance, true seeing, lesser planar binding, keen edge, golem strike, grave strike, plant strike, sniper's shot ; Price 234,300 gp; Weight 12 lbs.'
'Moderate Transmutation; CL 15th; Craft Magic Arms and Armor, clairvoyance, true seeing, lesser planar binding, keen edge, golem strike, grave strike, plant strike, sniper's shot ; Price 234,300 gp; Weight 12 lbs.'
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This heavy shield made of dolemetal has been specially enchanted to independently protect the wielder, allowing her to use both arms freely (animated). Furthermore, the natural protective properties have been enhanced to provide a total of 10 AC, 10 DR/- and 10 ER/-. As these are shield bonuses to armor, they will stack with armor.
This heavy shield made of dolemetal has been specially enchanted to independently protect the wielder, allowing her to use both arms freely (animated). Furthermore, the natural protective properties have been enhanced to provide a total of 10 AC, 10 DR/- and 10 ER/-. As these are bonuses to armor, they will stack with armor.


This shield is popular among the officer and stalwart ranks of the Legions. Despite its cost, many Ologa's have found its considerable protection worthwhile. It has also become fashionable to inlay the Ologa's Company standard in bloodgold onto the shield. Many Ologa's spend months coming up with the most vibrant and ostentatious variant of their Company insignia, both to stand out on the field of battle, and to show up the other Company leaders who might see them.
This shield is popular among the officer and stalwart ranks of the Legions. Despite its cost, many Ologa's have found its considerable protection worthwhile. It has also become fashionable to inlay the Ologa's Company standard in bloodgold onto the shield. Many Ologa's spend months coming up with the most vibrant and ostentatious variant of their Company insignia, both to stand out on the field of battle, and to show up the other Company leaders who might see them.
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This heavy shield is quite similar to the one above, save that it is made of paramount alloy, is considerably more expensive, and provides much better protection. Only those officers of Coulat rank are likely to afford such a thing, and they wear it proudly as a sign of their prowess in raids or against enemy commanders.
This heavy shield is quite similar to the one above, save that it is made of paramount alloy, is considerably more expensive, and provides much better protection. Only those officers of Coulat rank are likely to afford such a thing, and they wear it proudly as a sign of their prowess in raids or against enemy commanders.


While the shield is not sentient, it has been ensorcelled to detect hostile motions near it, and maneuver itself to better absorb the blow. It can also detect a type of energy attack and trigger a contingent enhancement to that energy type prior to it hitting (as the 5th level wizard spell, Contingent Energy Resistance). These enchantments provide an additional insight bonus to AC, DR and ER, which give the shield a total of 20 AC, 20 DR/- and 20 ER/-. Some Coulat's have been known to enchant these bonuses even higher, but such modifications tend to be more personalized, and are frequently beyond the scope of what a stalwart can use.
While the shield is not sentient, it has been ensorcelled to detect hostile motions near it, and maneuver itself to better absorb the blow. It can also detect a type of energy attack and trigger a contingent enhancement to that energy type prior to it hitting (as the 5th level wizard spell, Contingent Energy Resistance). These enchantments provide an additional bonus to AC, DR and ER, which give the shield a total of 20 AC, 20 DR/- and 20 ER/-. Some Coulat's have been known to enchant these bonuses even higher, but such modifications tend to be more personalized, and are frequently beyond the scope of what a stalwart can use.
MW Paramount w/Bloodgold Heavy Shield, AC 20 (8 shield, 8 insight), DR 20/- (6 shield, 5 insight), ER 20/- (8 shield, 7 insight), animated
MW Paramount w/Bloodgold Heavy Shield, AC 20 (8 shield, 8 ), DR 20/- (6 shield, 5 ), ER 20/- (8 shield, 7 ), animated


'(Strong Enchantment, CL 24, Craft Magic Arms and Weapons, animate objects, mage armor, contingent energy resistance, energy resistance, guidance, mage's faithful hound, Price: 731,170gp, Weight: 30lbs).'
'(Strong Enchantment, CL 24, Craft Magic Arms and Weapons, animate objects, mage armor, contingent energy resistance, energy resistance, guidance, mage's faithful hound, Price: 731,170gp, Weight: 30lbs).'
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This highly polished ring appears as though it is made of living mercury, spinning endlessly about the finger of the wearer. Wearing this ring grants the owner superhuman fluidity of motion, though it does not alter the wearer's speed in any way. The wearer is given freedom of movement, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The wearer automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The ring also allows the wearer to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. Additionally, the wearer is far more difficult to hit, as the ring grants a +5 bonus to deflection AC, a +5 bonus to dodge AC, and a +5 bonus to luck AC. This latter property is indeed unusual, as the ring can seemingly warp probability for brief instants to protect its wearer. The ring also grants a +10 competence bonus to Balance, Climb, Jump and Tumble skill checks, and the wearer does not lose her DEX bonus to AC when climbing or balancing. Finally, the ring provides the wearer with the ability to swap places with anyone within 200 feet of them, once per day, as a free action (as the Quickened Baleful Transposition spell).
This highly polished ring appears as though it is made of living mercury, spinning endlessly about the finger of the wearer. Wearing this ring grants the owner superhuman fluidity of motion, though it does not alter the wearer's speed in any way. The wearer is given freedom of movement, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The wearer automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The ring also allows the wearer to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. Additionally, the wearer is far more difficult to hit, as the ring grants a +5 bonus to AC, a +5 bonus to dodge AC, and a +5 bonus to AC. This latter property is indeed unusual, as the ring can seemingly warp probability for brief instants to protect its wearer. The ring also grants a +10 competence bonus to Balance, Climb, Jump and Tumble skill checks, and the wearer does not lose her DEX bonus to AC when climbing or balancing. Finally, the ring provides the wearer with the ability to swap places with anyone within 200 feet of them, once per day, as a free action (as the Quickened Baleful Transposition spell).
Ring grants: Freedom of Movement, +5 deflection AC, +5 dodge AC, +5 luck AC, Surefoot (SC, pg 216), Quickened Baleful Transposition (SC, pg 23) 1/day.
Ring grants: Freedom of Movement, +5 deflection AC, +5 dodge AC, +5 AC, Surefoot (SC, pg 216), Quickened Baleful Transposition (SC, pg 23) 1/day.


Strong Enchantment, CL 27, Forge Ring, freedom of movement, shield of faith, surefoot, limited wish, baleful transposition, Price: 173575.
Strong Enchantment, CL 27, Forge Ring, freedom of movement, shield of faith, surefoot, limited wish, baleful transposition, Price: 173575.

Latest revision as of 17:58, 22 January 2022