Wednesday, February 28, 2007
Nonmagical; Alchemy DC 20; 25 gp per dose.
NPC Gear: 1st
Treasure Value: 1st
first bonus 2*2*100=400
second bonus 2*2*100=400, plus 50% multiple effects =600
total 1000/40 for one shot
Monday, February 26, 2007
Nonmagical; Craft Alchemy DC 20; 50 gp/dose
NPC Gear: 1st
Treasure Value: 1st
One rerolled saving throw is roughly equal to a +1 bonus. Divided by 40 for one use effect.
Friday, February 23, 2007
When mashed into a shape and stuck to one's body, it acts as an extraordinarily lifelike prosthetic, changing the shape of it's wearer's features. Using face putty grants a +5 bonus to disguise checks. It requires at least a minute to apply. If the wearer takes more time, he gains an additional +1 bonus for every five points his check exceeds twenty. There are no minuses for trying to make a creature look like a different race, although Face Putty cannot make a creature look larger than it is. Face Putty can even be used to make a construct look like a living creature.
An individual can use Face Putty to craft a disguise for another creature.
If someone wearing Face Putty is caught in an area effect that deals energy or negative damage, then the Face Putty is instantly destroyed, and the wearer takes an additional 1 hp of damage.
Nonmagical; Craft Alchemy DC 25; 50 gp per application;
Math: 5*5*100/50 = 50 gp. +10 ad hoc for the scaling bonus/racial mimicing/destruction and additional damage.
Wednesday, February 21, 2007
Happygland: This musky perfume bestows a +2 alchemical bonus to Handle Animal and Ride checks with a specific type of animal (cats, dogs, equines, ursines) for one hour.
Multiple doses on an item of clothing last a number of hours equal to the number of doses squared.
Monday, February 19, 2007
Black Bark Tea: The bark of the Black Yew can be made into a tea that acts as a memory aid. A cup of black bark adds a +2 alchemical bonus to knowledge checks for an hour.
Friday, February 16, 2007
I'm hoping to be ahead of my posting goal by the time I finish the alchemical stuff. Good writing Karma.
As a note, I have been failing to update my subject archive. This is due to two things: I keep getting dead links, and I have no idea why. I think the posts don't update well.
Also, blogger has a new system of labeling tags. If you look on the bottom of each post, there is a link that says something like Potions, or Minor Wondrous Item. That opens a list of all the other items tagged with the same label. I am back-labeling my posts in fits and starts, and trying other lables like:
Bauble: for a wondrous magic item worth less than 1,000 g0
Cloak: because I seem to do a lot of them,
I will try to see if I can get some stable links out of these label thingies before I go back to updating the subject archive.
As always, comments appreciated.
Once per day, the goblet will turn a vial of holy water into a potion of heroism, when the holy water is emptied into the goblet, and drunk from it.
Weak enchantment; CL 5th; Craft Wondrous Item, ability to channel positive energy, Heroism; Price: 4,150 gp
Treasure Value: 9th
NPC Gear: 8th
Heroism 1/day: 3*5*2000 = 27,000/5 = 5,400
subtract 25*50=1,250 for the honor of paying 25 gp to fuel this item each day
Note: this was originally a magic item I made using my patented Instant New Hotness method of magic item design, a 6,000 gp item. I have reduced the price because of the ad hoc adjustments I added (fueled by holy water/takes more than 1 round to activate)
Thursday, February 15, 2007
Collar of serendipitous protection: This collar is made from gold chased with mithril runes, hinged in the middle with a jade clasp carved in the shape of a tortoise shell.
Once per day, it's wearer can voice a command and be protected by Mage Armor and a +2 enhancement bonus to their constitution for three minutes.
Weak transmution; CL 3rd; Prerequisites: Craft Wondrous Item, mage armor, bear's endurance; Price 1,400 gpTreasure Value: 5th
NPC Gear: 4th
Mage Armor: 1*1*2000/5 = 400 plus half 600
Con bonus: 2*2*1000/5= 800
Mage armor 2000 plus half 3000, Con bonus 4000 = 7000 for a continuous item. Go figure.
2,800 for 2/day.
4,200 for 3/day.
Wednesday, February 14, 2007
It grants its wearer a +1 insight bonus to reflex saves, and a +1 insight bonus to hit with missile weapons.
Light divination; CL 12th; Prerequisites: forge magic ring, true strike; Price: 1,500 gp
Treasure Value: 5th
NPC Gear: 4th
Math: Limited save bonus 1*1*250 plus weapon enhancement bonus 1*1*2000 ad hoc reduction by half because it only improves to hit rolls, but improves them across a wider class of rolls. Multiple dissimilar abilities on limited slotdouble value of save bonus. 500+1000.
Tuesday, February 13, 2007
They add a +5 bonus to the wearer’s tumble checks.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, jump, spellcaster level 3rd+; Market Price: 2,500 gp, Weight: 2 lb.
NPC Gear: 6th
Treasure Value: 7th
Monday, February 12, 2007
When worn, it grants a +2 enchancement bonus to charisma, and the ability to use alter self as a 10th caster once per day.
Moderate illusion; CL 10; Create wondrous item, alter self; Price 14,000 gp.
NPC Gear: 13th
Treasure Value: 14th
charisma bonus 2*2*2000=4000, =50% = 6000
alter self 2*10*2000 = 40000/5 for 1/day = 8000
Friday, February 09, 2007
Weak evocation; Caster Level: 3rd; Prerequisites: Craft wondrous item, produce flame or flaming hands; Market Price: 1,200 gp.
NPC Gear: 3rd
Treasure Value: 4th
Tuesday, February 06, 2007
For every great strife the wearer releases into the world, the veil will grant them an additional +2 bonus to their charisma and an additional use of disguise self.
The DM should be the final arbiter of what a “great strife” is, but a rule of thumb for adjudicating could be any permanent hazard they create with a CR of 10 or above and of chaotic nature or alignment is appropriate.
Strong Illusion; disguise self, eagle’s glory, undetectable alignment; CL 20th; 716,000 gp.
NPC Gear: 14th?
Treasure Value: 15th?
This magic item is technically fucked up.
Mechanically, this is because of the phrase "great strife." Really, this is a role playing stipulation that determines the power of the magic item. Although I've offered guidelines on what "great strife" includes, it is ultimately up to your GM what great strife is.
So, a mechanical determination of how much the item is worth is useless. A chaotic PC who creates "great strife" every session could have an inhuman ability score and change his face every few rounds. Likewise an NPC whom the DM has decided released fifteen "great strifes" upon the land before PCs begin the adventue in which he appears.
It is an artifact.
I priced the magic item by multiplying the scaling abilities by 50, which is a number that seems to stand in for "unlimited" when "estimating magic item gold piece values." I did this because the benefits are potentially unlimited in scale.
So, a +2 bonus to charisma is worth 4,000 gp, or multiplied by 50, 200,000.
Alter self, cast at 10th level, is worth 20,000, divided by five for once per day is 4,000 gp, + 50% for multiple different abilities is 6,000, *50 is 300,000.
Undetectable Alignment is worth 2*3*2000 = 12,00 plus 50% is 18,000, divided by half for 24 hour duration = 9,000.
Without the multipliers, the item is worth 19,000 gp, a reasonable price. Ergo, it stands to reason that removing the "great strife" clause makes the veil of hunger a "moderate magical item," which is a good alternative to using it as written.
That said, this is how I would handle the item as written.
It should probably appear in the game as if it were priced straight: a 19,000 gp item. After all, that's it's original power level. Any other powers it has derives purely from DM fiat, and serves his purposes.
An unlimited bonus to charisma is of narrow use to many. Alter self is a narrowly useful spell. Undetectable Alignment is a narrowly useful ability for NPCs, but possibly very handy for PCs.
An NPC who does not use charisma in combat would probably own the item as part of their equipment allotment. He would have run across it in the normal course of adventuring.
If said NPC is a class or creature that makes use of their charisma score, however: vampire, succubus, dragon, sorcerer, bard, half-dragon vampiric succubus sorcerer, etc., increase their CR by +1 per iteration of the "great strife" clause. Each +2 to charisma, after all, means that charisma fueled DC's or spell casting are at least 50% more effective (if not more). Extra power derived from the veil is by DM fiat, suits his purposes, makes encounters more difficult, and should be rewarded appropriately.
Likewise, An PC who does not use charisma in combat would probably own the item as part of their equipment allotment. He would have run across it in the normal course of adventuring.
However, if a PC who's abilities are fueled by Charisma, this artifact will greatly affect their power level if interpreted liberally. For each iteration of the "great strife" clausehey should be treated as if they were one level higher when awarding XP.
Friday, February 02, 2007
Moderate evocation; CL 7; Create wondrous item, black tentacles, scrying; Cost: 29,200
NPC Gear: 15th
Treasure Value: 17th
+2 deflection = 2*2*2000=8000 +50% = 12000
+2 intelligence = 2*2*1000=4000 +50% = 6000
black tentacles 1/day = 4*7*2000 = 56000 /5 = 11200