Thursday, September 28, 2006

Elemental Paste - Alchemical Substance

Elemental Paste: These alchemical pastes are distilled from energetics, and look like thick, translucent ointment of varying colors. When a standard action is taken to rub the paste on a weapon or missile, the anointed object does an additional 1d4 energy damage if it strikes a creature within 3 rounds.

The kind of energy damage done depends upon the color of the paste: Red will do fire damage, blue cold damage, green acid damage, and yellow electrical damage. The paste interacts with air and friction, so it must be energetically applied. Unless gloves or other protection is used, the creature applying elemental paste will take 1d4 energy damage when applying it.

NPC Gear: 1st
Treasure Value: 1st

Nonmagical; Price: 5 gp per dose, created in pots of up to five doses.

Math:

Jeez, I had to ad-hoc this.

A one shot ray of frost item, doing 1d3 energy damage as a ranged touch attack, would price out at 25 gp according to the Rules As Written.

1d6 of damage as a ranged touch attack, in the form of a flash of acid, is worth 10 gp

2d6 of damage as a ranged touch attack, in the form of a flask of alchemist's fire,

So, 1d4 damage, as part of a regular melee or ranged attack should be worth, what, a flask of acid?

It increases the damage of an attack, but delays the attack by an action in order to apply. Those traits effectively cancel each other out.

But when kobolds use elemental paste from a superior firing position, it sure does add alot to the encounter.

Tuesday, September 26, 2006

Ring of Sparkling Mist - Ring

Ring of Sparkling Mist: Once per day, this gold ring set with a small diamond allows the wearer to summon a handful of sparkling dust that they can throw, creating an effect as if they had cast a glitter dust spell.

Weak evocation; Caster level: 12th; Forge Ring, glitterdust; Cost 2,400 gp.

NPC Gear: 6th
Treasure Value: 7th

Math:
1/day = (2*3*2000)/5 = 2,400.

Thursday, September 21, 2006

Musk Bombs - Alchemical Device

Musk Bombs - The troglodytes of the loe marshes, nominal citizens if the Aeonic States through Abide, have long known how to collect and distill their own musk until it becomes a potent grenade-like weapon. Traditional musk bombs are decanted into dried and emptied crocodile and marsh bird eggs, though more modern glass and pottery containers are being used now because they are more durable for storage.

When thrown, a musk bomb bursts and reacts with air. All living creatures, except troglodytes, within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds.

Creatures that successfully save cannot be affected by a bomb with the same save DC for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

A musk bomb can be purchased for 750 gp. More powerfully distilled bombs, with save DC’s of 14 to 18, can be purchased at greater cost.

Troglodytes can milk their own scent glands. Non-troglodytes generally have to remove at least one scent gland equal to (save DC-12) in order to brew a potent enough. Troglodyte glands can run 140 gp apiece, but they have a limited lifespan once removed. Properly harvested (DC 18 Heal check) and stored in a moist, airtight container, they will last a week.

Alchemical device; DC 25 to create from proper ingredients; Price: 750 gp (save DC 13), 790 gp (save DC 14), 830 gp (save DC 15), 910 gp (save DC 16), 1070 gp (save DC 17), 1750 gp (save DC 18).

Math:

One shot gaseous cloud:
Plus save DC bonus squared * 40

Saturday, September 16, 2006

Cloak, Borealis - Major Wondrous Item

Cloak, Borealis: This cloak of blue silks is embroidered with stormy cloud shapes in black and white thread.

It belonged to a sorcerer-chieftain of the cynig during the second exotic war, who claimed it was made for him by a demon of the air whom he bested in the Brambles. When his forces were bested by the militians of Hearthwright and the dwarvish wizards of Gilgyre, he tried to flee. He was slain by his pet demon, and Borealis Cloak disappeard into myth.

When worn, the cloud embroideries roil and gusts of freezing air pour out of the billows of the cloak. The wearer gains a +2 circumstance bonus to their armor class from the force of the random winds, poor flight at 60 ft., or 40 ft. if they are wearing heavy armor, can cast gust of wind as a 3rd level caster three times per day, and cone of cold as a 16th level caster once per day. In addition, any creature within five feet of the wearer takes 1d4 cold damage each round, on the wearer's action.

Strong transmutation; CL 16th; fly and control weather and ice storm; Price: 70,250 gp.

NPC Gear: 19th
Treasure Value: 20th

Math:

1d4 cold aura (as +2 weapon or armor bonus, (2*2*2000) = 4000 plus half for 6000)

cone of cold @ 16th level once per day (5*16*2000)/5 = 32000)

poor flight (2*3*2000 = 12000 plus half for 18000)

gust of wind 3/day (2*3*2000)/1.6 = 7500 plus half for 11,250

+2 deflection bonus to AC (2*2*2000) = plus half 3000

Other possibility:

10 points of cold resistance for 18000 plus half to 27,000 total. 97,250.

Thursday, September 14, 2006

Dagger of the Houri Vishrae - Specific Weapon

Dagger of the Houri Vishrae: This dagger has as engraving on either side of the blade’s base, of a veiled, feminine figure with blazing eyes. The pommel is wrapped in red leather, and set with garnets the size of a man’s knuckle.

The Dagger of the Houri Vishrae is a +3 Keen Sneaky weapon. Its possessor gains a +5 circumstance bonus to Perform and Bluff checks, and poison is always successfully applied by its user.

Strong divination and transmutation; CL 5th; Craft magic arms and amour, keen edge, magic weapon, true strike; Price: 37,875 gp

NPC Gear: 16th
Treasure Value: 18th

Math:

+4 weapon 32,000,
skill bonus (5*5*100)=2500 plus ¾ = 4375
always apply poison poison as a minor class ability, feat with no prerequisites, 1*1*1000 plus half 1500

Sunday, September 10, 2006

Twinkling - Weapon Bonus

Twinkling: Any light or medium weapon can have this magical property. A weapon that has this quality follows an opponent's movements on its own, regardless of the skill or experience of its user. Twinkling weapons ignore dodge bonuses to AC.

Moderate divination; CL 5th; Craft Magic Arms and Armor, true strike; Price +2 bonus.

NPC Gear: +1 twinkling rapier, 9th
Treasure Value: +1 twinkling rapier, 8th

maths:

None, really. Completely ad hoc. Probably about half the value of a brilliant weapon, which ignores a more common class of armor class (namely, the armor bonus).

Saturday, September 09, 2006

Black Soulbombs - Minor Wondrous Items

Exhaustion Bomb: This talisman is a single shot magic device. It is crafted from the skull of an evil humanoid or predatory animal, its jaw tied to the skull with leather thongs. Bloodstone, obsidian, and carnelian chips have been pasted in patterns around the skull, and baneful runes painted under the eyes.

When thrown, it shatters, causing all creatures within a 60ft. diameter sphere to become exhausted as if affected by a wave of exhaustion spell.

Faint necromancy; CL 7th; Craft Wondrous Item, wave of exhaustion; Price 4,550 gp.

NPC Gear
: 8th
Treasure Value: 10th

Fatigue Bomb
: This talisman is a single shot magic device. It is crafted from the mummifed head of a rabbit, squirrel, or other woodland creature. Its eyes are pitched shut, its mouth sewn closed with wire, and twisting strings of magic runes are tattooed on its skin.

When thrown, it shatters and causes all creatures within a 30 ft. diameter sphere to become fatigued as if affected by a wave of fatigue spell.

Faint necromancy; CL 5th; Craft Wondrous Item, wave of fatigue; Price 2,250 gp.

NPC Gear: 6th
Treasure Value: 7th

Math:
Exhaustion Bomb (7*13*2000/40)
Fatigue Bomb (5*9*2000/40)

Friday, September 08, 2006

Lucent Rainment of the Herald - Medium Wondrous Item

Lucent Rainment of the Herald: This ethereal garment, constructed by the celestial servants of the gods of good, is sometimes given as a boon to priests who have served their gods well. Although made famous by the clergy of the Herald, servants of each of the pantheon have created them. There are Lucent Rainment of the Hands and Lucent Rainment of Lady of the Rose.

The lucent rainment is a flowing cloak of light that can be handled as if it were cloth, in shades important to the god whose servant bestowed it. Its length depends on the might of its wearer. On very powerful priests or paladins, it can trail behind them like the train of a king. It sheds light as a torch, no matter its size, and the light can be dimmed to candle strength as a free action by its bearer.

When worn, it grants a +1 deflection bonus to armor class, and a +2 enhancement bonus to strength. Also, the wearer can spend multiple turning attempts at one time, to boost their chance to turn foes. When they attempt to turn, they expend one daily use of that ability as normal, and they can declare that they are using addition daily turns. For each turn they burn, add +1 to the turning check and damage.

For instance, a 7th level paladin with extra turning has spent two turn attempts to destroy a necromancer’s skeletons. Little did he know that the 6th level necromancer was also a vampire, and has shadows with him. In a vain attempt to turn the vampire, the paladin spends a daily turn, plus his remaining four attempts. He rolls a 13 on the attempt, adds 2 for his charisma, and 4 for burning the additional turns, scoring a 19, which means he can turn up to 6 hit dice (his “cleric level” is 3 lower than his paladin level, plus 3). Then he rolls 2d6 for turning damage, rolling 5, a little low. He adds 3 for his cleric level, 2 for charisma, and 4 for burning the additional turns, for a total of 14 hit dice. Unfortunately, vampires have a turn resistance of 4, but he did send two of the shadows packing.

Moderate transmutation and good; CL 5th; Craft Wondrous Item, shield of faith, bull’s strength, ability to channel positive energy; Price 8,500 gp.

NPC Gear: 11th
Treausre Value: 13th

Math:
+1 deflection (1*1*2000) = 2000 plus half 3000
+2 Str (2*2*1000) = 4000
+1 turn, +1 for each turn attempt give up (This was difficult. I decided to treat it as a +1 turning bonus, because this ability reliably adds +1 to turning checks. However, it burns resources while enhancing a turning check further, so that, while it can add a lot of punch to the resolution of a combat, it will require hoarding turn attempts to have a really egregious effect) (1*1*1000) = 1000, plus half for 1,500

Half again for multiple similar abilities.

Staff of Tricks - Staff

Staff of Tricks: This staff is crafted from the petrified thigh bone of a large demon and the mummified remains of a dryad’s hand. It allows the wielder to cast the following spells, for two charges each.

burning hands
grease
magic missile
ray of enfeeblement

The wielder can also cast prestidigitation at will.

Weak conjuration and transmutation; Caster level 8th; Craft Staff, burning hands, grease, magic missile, prestidigitation, and ray of enfeeblement; Price 7,250 gp.

NPC Gear: 10th
Treasure Value: 11th

Math:

1*8*750 for highest = 6,000 gp
1*8*562.5 for second highest = 4,500 gp
1*8*375 for others (*2) = 3,000 gp
Total = 13,500
All of the above are halved for using two charges = 6,750
Prestidigitation at will 1*1*2000, halved for 0 level, halved again for destruction with use of staff

Notes: I wanted to see what a cheap staff looked like. This staff is useful even to higher level PCs because the spells it casts scale with caster level, and staves allow that to have an effect.

I often give sub-charged staves to bad guys as treasure. It gives them some punch, if they have maximized their use magic device. To do that, I divide the full price of the staff to get a price per charge, then multiply that by the number of charges the staff has when then encounter would begin. The Staff of Tricks would be worth about 77.5 gp per charge.

Thursday, September 07, 2006

My last post was on August the 30th. Since then, there should have been three other posts, but I got into this unfortunate cycle of forgetting to post, remembering that I had to set up the NPC Gear and Treasure Values for the next set of posts, vowing to do it at home, and forgetting to do that.

To get myself back up to speed, I will post once a day until Monday. Ta Dah!