Friday, May 25, 2007

Green Slime Bombs - Special Material

Green Slime Bombs: Transferred into air-tight containers of fragile porcelain, green slime can be a potent weapon. When it hits a target, a green slime bomb shatters, releasing its contents.

A tiny sized spot of slime deals 1 point of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a spot of green slime. Against wood or metal, a tiny spot of green slime deals 1d3 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.

When a creature infested by green slime is killed, it is turned into a patch of green slime the same size as the creature, and the rest of the carcass become unusable.

Each container costs 100 gp. 16 green slime bombs can be made from a man sized patch, with an outlay of 50 gp each for the porcelain utensils and containers to trap it with.

NPC Gear: 3 green slime bombs, 1st
Treasure value: cache of 3 green slime bombs, 1st

Math: 100 gp seems about right.

Monday, May 21, 2007

Brutal - Weapon Quality

Brutal: Weapons forged with baroque edges and ripping serrations are harder to take care of, but do more damage in battle. Brutal weapons add a +1 equipment bonus to damage rolls. Unlike a masterwork bonus, this stacks with enchantment bonuses to damage. The Brutal quality can be added to any melee weapon, including a masterwork weapon, and adds 500 gp to the value of a weapon. Crafting a brutal weapon adds +2 to the difficulty of the craft check.

NPC Gear: Brutal longsword, 515 gp, 2nd
Treasure Value: Brutal longsword, 515 gp, 2nd

Math: A masterwork bonus is +1. That's approximately a quarter of a +1 enhancement bonus. I assume it is less than a quarter because it does not stack. A brutal bonus should be a full quarter (it stacks).

Note: You could theoretically make more brutal weapons by squaring the bonus and multiplying by 500. For instance, a Brutal +2 weapon would be worth 2*2=4*500 = 2,000 gp more.

Each +1 would add another +2 to the craft DC required to make them.

I would arbitrarily limit the brutal bonus of a weapon by size. For instance, a small or smaller weapon would be limited to a +1 bonus, a medium to +2, a large weapon to +3. You can only forge a blade with so many flanges per square inch.

Thursday, May 17, 2007

Bulwark of the Hunter - specific armor

Bulwark of the Hunter: This masterwork heavy darkwood shield is mounted with the skull of a lynx or wolf and covered with leather, so that the shape of the skull creates an eyeless, leering sculpture. Terran runes of power that eschew the powers of the air are burnt into the edge of the shield. The leather, and the shields straps, are afixed to its back with bone nails made from the tail spines of a manticore.

Once per day, the user of this shield can summon an fiendish wild dog as if he had cast summon monster I (use the stats for a regular dog).

If the shield's wielder is a spell caster, he can spend a spell slot of 1st level or higher in give the dog a +4 bonus to strength and constitution.

The shield blocks the first magic missile or successful arrow attack targeted at its user in a round. If the arrow misses, it does not count.

Weak evocation; CL 3rd; Craft wondrous item, Augment Summoning, shield, summon monster I; Cost 1,657 gp.

Treasure value: 6th
NPC Gear: 5th

Math:

Summon a fiendish dog once per day = 1*1*2000/5 = 400 gp.

Spend spell slot to enhance it as if Augment. 1*1*2000/5 = 400 gp. I counted the feat as a first level spell. I think for a less limited magic item, I would price the augment feat as a 2nd level spell, because it requires a feat as a prerequisite. I halved this because it uses another character resource to function, and because the ability does not stack well for many classes. = 200 gp.

Turn away one magic missile or arrow each round. I priced this as shield (no modifier for duration) 1*1*2000 = 2000 gp. I Quartered for half efficiency (it offeres no AC bonus) and and for being less efficacious (shield turns away all magic missiles, the bulwark only one missile per round) = 500 gp.

The less costly abilities are doubled for multiple different: +300

Plus the cost of a masterwork darkwood shield = 257 gp

Note:

Although I like this as written, I could see how it wouldn't be very useful to a mid level character. To make it cheaper, you could split the abilities in half:

A missile turning masterwork darkwood heavy shield would be worth 757 (2nd level NPC gear, 3rd level treasure). A summoning shield would be worth 857 gp for the summoning and augmentation abilities (same). A sacrifice of 800 or 9000 gp, respectively (to the gods, payment to a wizard, etc.) would bring the shield up to it's full listing above.

Hunter's companion: This masterwork heavy darkwood shield is mounted with the skull of a lynx or wolf and covered with leather, so that the shape of the skull creates an eyeless, leering sculpture. Terran runes of power that eschew the powers of the air are burnt into the edge of the shield. The leather, and the shields straps, are afixed to its back with bone nails made from the tail spines of a manticore.

Once per day, the user of this shield can summon an fiendish wild dog as if he had cast summon monster I (use the stats for a regular dog).

If the shield's wielder is a spell caster, he can spend a spell slot of 1st level or higher in give the dog a +4 bonus to strength and constitution.

If the shield is taken from its owner, and blessed by a god of the lawful pantheon, it is altered. It summons a celestial dog. In addition, the owner can spend 800 gp worth of rare incense and feathers from a pegasus or couatl, and sacrifice 16 xp, to change the shiled into the bulwark of the hunter.

Weak evocation; CL 3rd; Craft wondrous item, Augment Summoning, , summon monster I; Cost 857 gp.

Treasure value: 3rd
NPC Gear: 2nd

Or

Mighty Bulwark: This masterwork heavy darkwood shield is mounted with the skull of a lynx or wolf and covered with leather, so that the shape of the skull creates an eyeless, leering sculpture. Terran runes of power that eschew the powers of the air are burnt into the edge of the shield. The leather, and the shields straps, are afixed to its back with bone nails made from the tail spines of a manticore.

The shield blocks the first magic missile or successful arrow attack targeted at its user in a round. If an arrow misses, it does not count.

When taken from its first owner, this shield can be sprinkled with rare ingredients made from the blood of devils and worth 900 gp. Sacrificing 16 xp worth of his own life essence completes the pact, and the shield is turned into the bulwark of hunters.

Weak evocation; CL 3rd; Craft wondrous item, Augment Summoning, shield; Cost 757 gp.

Treasure value
: 3rd
NPC Gear: 2nd

Monday, May 14, 2007

Cloak of Splendor - Medium Wondrous Item

Cloak of Splendor: These fine cloaks of glimmering purple silks in several shades were originally crafted by a Tzet family who were debased into service as enforcers for one of the wizard families of ancient Huk. They eventually became renegade crime lords, but the last of them were slain by the Eunuchs when they came to power.

A feeling of superiority gradually steals over anyone who wears a cloak of splendor. They gain a +2 enhancement bonus to their charisma, and also to their Perform and Intimidate checks. As a move equivalent action, the wearer can create a glove of purple lightning that causes their hand to hand attacks, or attacks with a tiny melee weapon, to do +1d6 electrical damage.

Moderate transmutation; CL 6th; Craft wondrous item, eagle’s splendor and shocking grasp; Price 8,200 gp.

NPC Gear: 11th
Treasure Value: 12th

Math:

+2 charisma bonus: 2*2*1000=4000
+2 to skill checks: 2*2*100 = 400 each
electrical glove: equivalent of a +1 weapon bonus. 2000 gp

Multiple different adds 50% of final three abilities for +1400

Friday, May 11, 2007

Eye of Clarity - Major Wondrous Item

Eye of Clarity: This swirling purple gem, if pressed against the bearer's forehead and held there for a few seconds, will then float in front of the bearer’s forehead until he is slain or removes it. It takes up a slot as if it were a magical crown. The wearer feels a sense of clarity and foresight.

When worn in this fashion, the Eye of Clarity grants a +2 enhancement bonus to wisdom and charisma, and the wearer can use a contact other planes spell once per day.

Moderate divination; CL 9th; Craft Wondrous Item, contact other plane; Price 30,000 gp.

Treasure Value: 17th
NPC Gear: 16th

Math:

+2 Wis = 2*2*1000=4000, plus half for multiple different, = 6,000
+2 Int = 2*2*1000=4000, plus half for multiple different, = 6,000
Contact other plane 1/day = 5*9*2000/5 = 18,000

Monday, May 07, 2007

Fey Steel - Special Material

Fey steel: Although the dwarves are the undisputed masters of the forge, they’ve never captured the finesse that fey steel requires. The forge techniques involved in making fey steel were perfected by the drow during the long twilight. Drow are rarely without them items, preferring mithril feysteel scythes.

Fey steel is a non-magical property that can be added to any bladed weapon made of steel or mithril. Adamantium is too dense to forge this way. Though very sharp, the blades are durable and do not blunt any easier than other steel or mithril weapons. Feysteel weapons are always masterwork.

Armor made with feysteel forging techniques is always masterwork, but possesses no other inherent qualities.

A fey steel weapon has its threat range increased by 1. This is not enhanced by magic or feats, but is coincident with them. For instance, a fey steel dagger enhanced by keen edge has a threat range of 16-20, doubled for the spell, +1 for being fey steel.

Feysteel increases the price of weapons as follows:

Ammunition: +30 gp per shot
Weapon that does up to 1d6 damage: +500 gp
Weapon that does more than 1d6 damage: +1000 gp

NPC Gear: Feysteel Scythe (1,318 gp), 4th
Treasure Value: Feysteel Scythe (1,318 gp), 5th

Math: A +1 bonus to threat range is a 5% change of double damage, low impact on the front end and very scalable on the back end. Certainly not worth a full +1, or the value of a permanent keen weapon. I figured a +1 bonus to threat range as approximately half value of a full +1 bonus, for a large weapon. For a small weapon one quarter.

Friday, May 04, 2007

Trollbane Quiver - Minor wondrous item

Trollbane Quiver: This quiver of leather is made from troll skin stretched over a frame of darkwood. It is beaded with tiny carenelian beads, sewn in flame like patterns. It will hold three arrows.

Three times per day, the wearer of this quiver can touch one of the arrows contained within it and use a command word to add the bane special ability to that arrow, be it magical or non-magical. The arrow is bane vs. trolls, gaining a +2 enchantment to hit and doing +2d6 damage.

Weak transmutation; CL 8th; Craft wondrous item, craft magic arms and armor, summon monster V; Cost 2,250 gp

Treasure Value: 7th
NPC Gear: 6th

Math: The value of a +2 weapon adjustment, divided by (five / three) for three uses per day. Less ten percent for command word. Halved for narrow focus (trolls, as opposed to giants)

A standard _____bane quiver, one that was bane vs. a broad monster catagory or narrow humanoid type on the bane weapon quality list, would be worth 4,500 gp.

In any campaign that features a lot of trolls, you may want to value this item at 4,500 gp anyways.

Even though bane is a +1 special ability, I used a +2 weapon base. This is because the bane quality can be added to any arrow, from mundane, to masterwork, to a +5 thundering brilliant energy arrow (That's a +10 bonus. A +11 bonus would be illegal, by RAW).

I picked +2 because:

a) The ability is only used three times per day.
b) By the time characters are shooting +10 arrows, an extra +1 bonus doesn't mean much

and last

a +3 weapon bonus, divided by 1.6, minus 20%, is over 10,000 gp, and just looks over valued to me.

Wednesday, May 02, 2007

Gauntlet of Mighty Knowledge - Minor Wondrous Item

Gauntlet of Mighty Knowledge: This leather dragonhide gauntlet is incised with runes in draconic, which are stained with phosphorescent ink. Depending on how the fingers of the guantlet are held, the wearer can spell out the five great curses of Maglondioch, although without his personality behind them, they can do no harm.

However, the wearer of the guantlet does gain significant magical power, because these were crafted by the sorcerer Amalomach for his four sons and his single daughter, when they were apprentices, to help them survive the rigors of wizardind school.

The wearer gains:

One 2nd level spell slot. When memorizing spells at the beginning of the day, the wearer may choose to gain two first level slots instead.

One per day, the wearer can spell the word "Horfaug" with his fingers, and cast magic missile as if her were a third level caster.

A +1 deflection bonus to armor class.

A +1 bonus to Will saves

and the wearer's eyes are continually cloaked with an illusion of streaming fire, giving them a +2 circumstance bonus to intimidate checks.

Weak transformation; CL 5th; Craft wondrous item, cause fear, mage armor, magic missile, silent image caster must be able to cast 2nd level spells; Cost 9,700 gp

NPC Gear
: 11th
Treasure Value: 12th

Math:

Spell slot = 2*2*1000 = 4000

Third level casting of magic missile by command word (gesture) = 1*3*1800 = 5400/5 for once per day = 1080 plus 1/2 for multiple different = 1620

+1 deflection bonus: 1*1*2000, plus 1/2 for multiple different = 3000

+1 bonus to single save = 1*1*300, plus 1/2 for multiple different = 450

+2 bonus to intimidate = 2*2*100 = 400 plus 1/2 for multiple different = 600

round up for east

Lesser Gauntlets of Mighty Knowledge: One of the first things that Amalomach's brood did was to begin creating lesser versions of their gauntlet's for their friends.

The wearer of a Lesser Gauntlet gains:

One 1st level spell slot. When memorizing spells at the beginning of the day, the wearer may choose to gain two 0 level slots instead.

A +1 armor bonus to armor class.

and the wearer's eyes are continually cloaked with an illusion of streaming fire, giving them a +2 circumstance bonus to intimidate checks.

Weak transmutation; CL 3rd; Craft wondrous item, cause fear, mage armor, silent image, creator must be able to cast spells of the level being recalled; Cost 3,100 gp

Math:

1st level slot: 1*1*1000 = 1000

+1 armor bonus: 1*1*1000 = 1000, plus half for multiple similar 1500

+2 intimidate: as above


NPC Gear
: 7th
Treasure Value: 8th