Thursday, July 27, 2006

Collar of Pain - Medium Wondrous Item

Collar of Pain: This collar is sewn from of the tanned and glittering hide of a naga, and fitted with a copper buckle. A mottled piece of bloodstone is set on a medallion at the front. It fitted for a quadruped, but could be worn by a humanoid, though it would fit loosely and offers good purchase for grappling in that case (opponents gain a +2 bonus to grapple checks against a humanoid wearing a collar of pain).

The collar grants a +2 enhancement bonus to strength. The creature wearing the collar targets the first creature it is commanded to attack with the effect of a poison spell as if cast by a 5th level druid (DC 13, 1d10 primary and secondary temporary Con damage).

Moderate transmutation; CL 5th; Craft wondrous item, bull's strength, poison; 12,000 gp.

NPC Gear: 13th
Treasure: 14th

Maths:

Strength bonus (2*2*1000) = 4000 half again multiple different abilities = 6,000
Poison 1/day (3*5*2000)/5 = 6000

Tuesday, July 25, 2006

Ring of Moonlight - Ring

Ring of Moonlight: This band of grey glass shines brightly in moonlight. As a free action, the wearer can twist the ring a quarter turn, enabling her to act as though affected by an ethereal jaunt spell for up to 10 rounds each day. The duration of the ethereal effect need not be consecutive rounds.

Strong transmutation; CL 10th; Craft wondrous item, ethereal jaunt; Price 28,000 gp


NPC Gear
: 15th
Treasure Value: 17th

Math:

Ethereal 10 rounds for ten rounds per day (7*13*2000/5) = 36,400
Prorated for number of rounds fewer than a normal ethereal jaunt spell would last (10 rounds is 77% less than 13 rounds).

Sunday, July 23, 2006

Lesser Elemental Weapon - Weapon Quality

Elemental, Lesser: These masterwork weapons are created by elemental craftsmen, such as salamanders, or xorn. Each invokes the power of an elemental energy. They are decorated with arcane runes attuned to the the element they invoke.

Once per day as a free action, the bearer may speak a command word to activate the weapon's power. For the next minute, the weapon will do +1d6 additional acid (earth), electric (air), cold (water), or fire energy damage when it hits an opponent. More powerful versions of the weapon give the ability to do extra damage 2 or 3 times per day.

This quality may be added to any masterwork or magical weapon.

Caster Level: 3rd; Market Value: 1 use, +400 gp; 2 use +800 gp; 3 uses +1,250 gp.

NPC Gear: Masterwork Lesser Fire Element Longsword, 3rd
Treasure Value: Masterwork Lesser Fire Element Longsword, 2nd

Math:

What I did was take a +1 weapon adjustment as the base value of the item (2,000 gp) and divide it as appropriate for 1 use per day, 2 uses per day, and 3 uses per day.

This compares favorably with a 1st level spell treated the same way. Magic weapon creates a temporary +1 weapon, which I have ad hoc decided is equivalent to a +1d6 energy damage bonus.

Because of its limited use, this weapon quality does not fit effectively into scaling modifier system mostly used for weapons, which assumes that the bonus is availabe for every attack made with the weapon. So the value of a weapon with this quality is improved by a fixed amount, much as some armor qualities.

Tuesday, July 18, 2006

Slipper, Quickshod - Wondrous Item

Slipper, Quickshod: These embroidered slippers of dyed wind spider silk are so comfortable that it feels almost as if the wearer has nothing on their feet. A wearer gains 5 to 30 ft. to their movement rate, which is applied after all penalties for condition or wearing armor.

Light transmutation; CL 5th; Craft Wondrous Item, expeditious retreat; Price 2,000 gp (+5 ft.), 8,000 gp (+10 ft.), 18,000 gp (+15 ft.), 32,000 gp (+20 ft.), 50,000 gp (+25 ft.), 72,000 gp (+30 ft.)

NPC Gear

+5 ft. : 5th
+10 ft. : 10th
+15 ft. : 14th
+20 ft. : 16th
+25 ft. : 17th
+30 ft. : 19th

Treasure Value

+5 ft. : 6th
+10 ft. : 12th
+15 ft. : 15th
+20 ft. : 17th
+25 ft. : 19th
+30 ft. : 20th

Math: I treat each 5 ft. increase in movement as a +1 combat bonus, because of movement's broad utility in combat. Movement is useful when closing in combat, when escaping from combat, when keeping out of range of combat (as per an archer, or via spring attack), determines how many attacks one can make, etc. Like a combat bonus, there is nary a round that goes by where movement is not useful. So, each five feet is treated as a digit, squared, and multiplied by 2,000. ie: ten feet of movement is treated as a +2 bonus, 2*2*2000=8,000 gp value.

Thursday, July 13, 2006

Cloak of Burning Eyes - Minor Wondrous Item

Cloak of Burning Eyes: These cloaks are embroidered with a pattern of red and orange peacock eyes that glow with faint ember-light.

When worn, a cloak of burning eyes grants a mild sense of increased alertness. The wearer gains a +1 circumstance bonus to Reflex saves, and a +3 circumstance bonus to spot checks. In addition, a flickering aura of flame surrounds them in combat. Any melee attack the wearer makes does an extra point of fire damage. None of the cloak’s illuminations provide enough light to see by.

Light enchantment and conjuration; CL 3; create wondrous item, burning hands and true strike; Price 3,000 gp.

NPC Gear: 7th
Treasure Value: 8th

Math:

+1 Reflex Saves (1*1*500) = 500 plus half for multiple different abilities 750
+3 Spot (3*3*100) = 900 plus half for multiple different abilities 1350
Natural attacks and attacks with melee weapons do +1 fire damage = 900 gp

Because:
A masterwork bonus (+1 to hit) is valued at 300 gp over the value of the weapon.
A masterwork bonus is one half of a +1 enhancement, and very roughly one quarter of the cost.
The broad applicability of damage (available for any melee attack a character might use) means the ability is more valuable. Let's say it is half again more valuable. If it were a full die of damage (1d6), I would say it was twice as valuable. But it isn't, and it's energy damage, which is more circumstantial than a regular damage bonus. So let's say double the value to 600, plus half again to 900.

Tuesday, July 11, 2006

Silver Hoof - Minor Wondrous Item

Silver Hoof: This hoof, of silvery bone that looks something like mother of pearl, is usually cleaned of all flesh. The bone of the leg is sawn off close to the hoof. Symbols of transformation are carved into the outside and underside of the hoof, and filled in with chalky powder.

When held in one hand and the name of the unicorn that the hoof came from is spoken aloud, the bearer can use dimension door as a 9th level caster. When they reappear, the hoof will be gone. A silver hoof can only be used this way once.

A DC 20 Knowledge (Nature) check will identify the hoof as coming from a unicorn, as will long association with unicorns.

Faint transmutation; CL 9th; Craft Wondrous Item, dimension door; Price: 3,600 gp.

NPC Gear: 7th
Treasure Value: 9th

Math:

4*9*100=3,600

Thursday, July 06, 2006

Elixer of Majestic Force - Potion

Potion of Majestic Force: Drinking this glowing blue liquid suffuses the drinker with an effervescent feeling. A tingling gathers in their limbs, and the drinker becomes instinctively aware of a choice: that the effervescent is a force, and that they can use it as either a weapon or as protection. If they decide to use the effervescence as a weapon, they are granted one use of a magic missile spell, as if cast from a spell trigger item. If they decide to use it defensively, they are effected by a mage armor spell. Each effect functions exactly as a spell cast at the potion’s caster level. If the magic missile isn't used after an hour, it goes away.

Faint evocation; CL 3rd; brew potion, mage armor, magic missile; Price 100 gp (CL 1st), 300 gp (CL 3rd); 500 gp (CL 5th)

Treasure Value: 1st (caster level 1 and 3); 2nd (caster level 5)
NPC Gear: 1st

Cost: Cost of both effects added together, no modifiers because they are mutually exclusive effects.

Tuesday, July 04, 2006

Chromatic Veil - Major Wondrous Item

Chromatic Veil: This flowing cloak of translucent rainbow silks billows constantly in light. Streaks and spots of color shift constantly over folds and rucks in the fabric as light touches them. The wearer seems to have a liquid aura of jeweled colors where light touches him through the fabric.

The wearer gains a +1 deflection bonus to armor class, a +4 bonus to their charisma, +8 to all non-instrumental perform checks that they have ranks in, and can cast glitter dust at will, rainbow pattern three times a day, and prismatic spray once a day.

Strong illusion; CL 13; Craft Wondrous Item, charm person, eagle’s splendor, glitter dust, prismatic spray, rainbow pattern; Price 143,500 gp.

Treasure Value: 22nd.
NPC Gear: 21st.

Math:

Prisimatic Spray 1/day (7*13*2000)/5 = 36,400
Rainbow Pattern 3/day (4*7*2000)/1.6 = 35,000 plus half for multiple different 52,500
Glitter Dust at will (2*3*2000)= 12,000 plus half for multiple different 18,000
+4 stat bonus (4*4*1000)=16,000 plus half for multiple different 24,000
+8 perform bonus (8*8*100)=6,400 plus half for multiple different 9,600
+1 Deflection (1*1*2000) =2000 plus half for multiple different 3000