Monday, July 14, 2008

Lucent Armor - Special Material

Lucent Armor: Armor made from sclerotic material (partially real, solidified emotional, or solidified probabalistic materials) can give a bonus to armor class with a lower armor check penalty and less of a chance of spell failure.

ASFC is an acronym for Arcane Spell Failure Chance.

Stigwiv cloak: Light armor, +1 bonus, +10 max Dex, Armor Check 0, ASFC 0%, 150 gp
Stivish (Red Armor): Light armor, +2 Bonus, +7 Max Dex, Armor Check 0, ASFC 0%, 225 gp
Red Shield: +1, AC 0, ASFC 0%, 40 gp
Stirrol (Blue Armor): Light armor, +3 Bonus, +6 Max Dex, Armor Check 0, ASFC 0%, 500 gp
Blue Shield: +2, -1 AC, 300 gp
Stikel (Violet Armor): Medium armor, +4 Bonus, +5 Max Dex, Armor Check -1, ASFC 5%, 1625 gp

Math: When calculating the value of sclerotic armor, multiply the cost of the armor by the difference between the final ASFC and original, then add 125 gp. Armor retains other qualities as if it were masterwork, including light, medium or heavy type, and gains a +1 bonus to max dex. The minimum ASFC for medium armor is 5%, for heavy is 10%

Monday, July 07, 2008

Pantasmal Items and Touchstones - Item Types

Phantasmal Items: Are ghost touch items, either mundane or magical. They are 500 gp more expensive because they can only be damaged or removed by incorporeal or magic creatures or items. They are always the last item to be damaged if a save is failed critically, or the first if the damage is from a source that affects incorporeal creatures.

Phantasmal items can be made entirely by using XP instead of gold, at an exchange rate of 1 xp per 10 gp that would normally be spent.

Touchstones: Touchstones are phantasmal items that carry spells. They are placed against a soul spot on the body, and will adhere, appearing as jewelry made out of precious stones or glass. They are activated by touching them with a free hand and concentrating momentarily. This is a standard action, and does not draw an attack of opportunity. The body part that they are worn on must be bare for them to be activated. Although they do not take up a space like a cap, if worn on the brow a helmet will have to be removed before they can be activated.

The cost of a touchstone is the spell level multiplied by the caster level multipled by 75 if the spell contained is third level or under, or 150 if over 3rd level.

Wednesday, July 02, 2008

I just posted some opinions on actual 4.0 play experience over on the Electric Well.

Monday, June 30, 2008

Stokaster - Weapon Type

Stokaster: A stokaster appears as a small glass pot or length of hollow horn, the rim of which is emblazoned with tiny numbers in Enochian or Anark, which move and change all the time.

A stokaster stores unstable energy plasms like emotions or probability, allowing the bearer to use them as grenade like weapons. Pouring an unstable energy plasm into the bearer’s hand and throwing it is a standard action that draws an attack of opportunity. The range increment for thrown unstable energy plasms effects is ten feet. Emotion plasms resemble viscous, glowing liquid. Probability plasms resemble strange colored flames. A stokaster can hold five charges of an unstable energy plasm. Unstable energy plasms ruin if mixed with each other or anything else.

DC 30 Craft Alchemy check to build; Cost 100 gp.

Stokanon: This large missile weapon can be fueled with up to 16 charges of an unstable energy plasm. Unstable energy plasms ruin if mixed. It can fire 4 charges at once to affect all creatures in a ten by ten square, or 16 charges to affect all creatures in a twenty by twenty square. The team firing the stokanon decides which setting to use. A stokanon has a range increment of 150 ft.

It is a full round action to fuel and fire. If a stokanon contains between 5 and 15 charges, only four will be used at a time.

DC 35 Craft Alchemy check to build; Cost 6,400 gp.

Stoki: A Stoki looks like a baroque metal divining rod, its length twisted into angles and curves. When a Stoki is anointed with an unstable energy plasm from a Stokaster, it allows the bearer to fire that effect as a ray, with a range increment of 75 feet. Anointing a stoki with unstable energy plasm from a stokaster is a standard action.

DC 25 Craft Alchemy check to build; Cost 200 gp.

Unstable Probability Effects: In some extra planar environments, normally ephemeral energies such as raw psychic emotions, or probability, can be distilled into immediately usable forms called unstable energy plasms by the use of Craft Alchemy checks. Unstable energy plasm must be spun or distilled into a Stokaster. They are crafted like other objects, spending half the gold piece cost of the item in materials. In some places, experience points can be spent instead, at an exchange of 1 xp per 10 gp value of the item.

DC 25 Craft Alchemy check for one dose.

Chaos bombs: When a chaos bomb hits a target, that target is affected by one of the following effects, determined by the roll of 1d10:

1 Target is turned to stone for one round.
2 Target suffers as if they are within a swarm for one round.
3 Target targets nearest ally with same action that they took last round. If this is impossible, target is stunned for 1 round.
4 Target performs exact same action as they did last turn, targeting same target. If this is impossible, target is stunned for 1 round.
5 Target gains +5 on all rolls for next round.
6 Next time target goes below 0 hit points, they automatically stabilize.
7 Target gains one mirror image, as per spell effect.
8 Target automatically fails next save.
9 Target automatically has next crit rolled against them confirmed.
10 Target gain a -2 penalty to all rolls for next 3 rounds.

A creature can only have one chaos effect active upon them at any time. So, for instance, if the target gains number effect 6, they will not be subject to additional effects from chaos bombs until they go below 0 hit points and stabilize.

Cost: 120 gp each dose, 600 gp 5 charge batch.

Discord Bomb: When a discord bomb hits a target, that target is affected by lesser confusion.

Cost: 50 gp each dose, 250 gp 5 charge batch.

Misrule Pulse: When a misrule pulse hits a target, that target is affected takes a luck penalty to all their rolls for 1d3 rounds.

Cost: 200 gp (-2 penalty); 800 gp (-4 penalty); 1,600 gp (-6 penalty)

Unstable emotional effects:

Fear Bomb: A hit with a fear bomb causes the target to become shaken. If hit with a fear bomb while shaken, the target becomes frightened. If hit with a fear bomb while frightened, the target become panicked.

Cost: 100 gp.

Paxplasm: A hit with paxplasm suppresses (but does not dispel) morale bonuses granted by spells such as good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. Paxplasm lasts for 1-3 rounds, during which a suppressed spell or effect has no effect. When paxplasm ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Cost: 300 gp.

Angerplasm: A concentrated form of anger, a hit with angerplasm corrodes a target’s psyche, doing 1-3 wisdom damage.

Cost: 100 gp.

Fearplasm: A concentrated form of fear, a hit with fearplasm corrodes a target’s psyche, doing 1-3 intelligence damage.

Cost: 100 gp.

Griefplasm: A concentrated form of grief, a hit with griefplasm corrodes a target’s psyche, doing 1-3 charisma damage.

Cost: 100 gp.

Monday, June 23, 2008

Face of the Cosmos - Minor Wondrous Item

Face of the Cosmos: This mask, made of a beaten copper-mithril alloy and set with a constellation of seven variegated semi-previous stones, is made to cover the right half on an individual's face. A set of three chains circle round the back of the head and fasten the mask by resting over the cheekbone, the bridge of the nose, and the chin.

Any creature wearing the mask feels a sleight tingling sensation in the skin it touches, and has the sensation that he sees sharper, more precise details with the eye looking through the eye hole.

Once per day, the wearer of the mask may reroll any one Intelligence based skill roll.

Minor divination; CL 3rd; Craft Wondrous Item, true strike; Cost 1,000 gp

NPC Gear: 3rd
Treasure Value: 4th

Math:

At some point I determined that a re-roll was worth as much as a weapon bonus. A properly used mulligan, after all, can change the course of a game. I decided to price combat re-rolls (to hit rolls or saving throws) as if they were a weapon bonus (a +1 enhancement for each re-roll allowed in a day) and a non-combat re-roll as if it were an armor bonus (as they had less effect in the overall flow of the game). The number of re-rolls would be squared and then multiplied by 2,000 gp (for combat re-rolls) or 1,000 for non-combat re-rolls.

This item is 1*1*1,000 gp.

Wednesday, June 18, 2008

Coda

June 13th, my birthday and the birthday of Rosy Rod, was the two year mark of this project. I completed my goal of publishing two magic items per week (numerically, if not always chronologically). Including this week, I have some additional articles primed to run once a week. They feature some of my odder forays into d20 MI.

I think I posted every scrap of stuff that I put together for my game, and most of the stray thoughts I've had, so I'm kind of tapped out.

Keep me in your RSS feed, however. The possibilities for Rosy Rod are endless.

I will be playing and running 4.0 for awhile. I am hoping to start a blog with crunchy bits from my 4.0 games, more general and relaxed than this one. The new GSR looks kind of scary, though. So, we'll see. I will post and link from here if this happens.

If I start running 3.5 or a cousin again, I will post all the items I create.

I may put together some of the odder creature stat blocks from my old campaign, and or other rules bits, and post them here after the summer.

I will probably move the material from Celestial Wastelands over here to consolidate.

As per the results of the poll I posted, Rosy Rod will remain up in it's current form. My druthers would have been to consolidate Rosy Rod with a new blog. But I won't be trying it any time soon for a couple of reasons, mostly being that I'm lazy and the new GSR looks like it might frown on hijinks like that.

Anyways, thanks for reading.

Monday, June 16, 2008

Scerotic Weapons - Weapon Quality

Scerotic Weapons: Scerotic weapons are a class of semi-intangible weapons. They are often made to look just like martial or exotic weapons, with all the same qualities, except on passing into a material or ethereal being they do ability damage instead of hit point damage.

For instance, a scerotic dagger has the same size and threat range as a normal dagger. A scerotic spear affords reach. The only difference is that a scerotic dagger does 1 point of ability damage each strike. A scerotic spear does 1-6 points. A scerotic arrow does 1-8 points.

Creating a scerotic weapon based on a normal one requires only a change in the die type of damage, as determined by the top of its original die type.

Weapons that do up to 3 points of hit point damage do 1 point of ability damage.

Weapons that do up to 6 points of hit point damage do 1d3 ability damage.

Weapons that over 6 points maximum do 1d6 ability damage.

Missile weapons do 1-3, 1-6, and 1-8 respectively.

Because scerotic weapons are made from more volatile and rarefied matter, such as raw emotion plasms, they are more expensive than mundane weapons.

Red weapons are twice as expensive as mundane and do intelligence damage.
Blue are three times as expensive and do charisma damage.
Violet are four times as expensive and do wisdom damage.
Green and Yellow are five times as expensive and do strength or dexterity damage.
Black are ten times as expensive and do Con damage.

Scerotic weapons are not intangible, and have the same miss chance against ethereal opponents that regular weapons do.

Example Weapons:

Medium Blue Scerotic Dagger: Cost 6 gp; 1d3 Cha; Crit 19-20/x2

Medium Red Scerotic Spiked Chain: Cost 50 gp; Dmg 1d6 Int; Crit 20/x2 (Reach Weapon)

Medium Green Scerotic Scythe: Cost 72 gp; Dmg 1d6 Str; Crit 20/x4

Medium Violet Scerotic Longsword: Cost 60 gp; Dmg 1d6 Wis; Crit 19-20/x2

Medium Yellow Scerotic Trident: Cost75 gp; Dmg 1d6 Dex; Crit 20/x2; Range Increment 10 ft.

Medium Black Scerotic Bastard Sword: Cost 350 gp; Dmg 1d6 Con; Critical 19-20/x2

Medium Shadow Short Sword: Cost 40 gp; Dmg 1d3 Str; Critical 19-20/x2

Medium Scerotic Arrow (10): Dmg 1d8 ability; Critical 19-20; Cost Red 2sp, Blue 3 sp, Violet 4 sp, Green or Yellow 5 sp, Black 1 gp.

Shardbow: A shardbow is a firing device designed to propel splinters of sclerotic matter, in the form of arrows or bolts, like a crossbow. Because of its tracked design, it could not accommodate a crossbow bolt, but could probably fire a sling bullet or stone for the same amount of damage they would normally do. Shardbows are built with as many as five tracks, meaning they can fire as many missiles as they have tracks. A shardbow with two tracks fires each shot with a -1 penalty, with three tracks fires them all at -2, four fires them at -3, and five at -4.Otherwise, a wielder can fire one track at a time at no penalty, with no need to reload as long as they have a full track. Reloading a single track is a move equivalent action that draws an attack of opportunity.Cocking an firing a track (or all of them at once), is a standard action.

A single track shardbow costs 60 gp and is a light weapon, a two track 500 gp, and each additional track adds 250 gp to the value. Shardbows with multiple tracks are heavy weapons.

Shardbow Engine: This large war machine, 5 ft. by 10 ft., can be loaded with 8 sclerotic missiles at a time and targeted at a 10 ft. area. It has a range increment of 200 ft. Everyone in the area takes 1d8 of whatever kind of sclerotic weapon it is loaded with. A reflex save (DC 15) means that they take half damage. Cost: 1000 gp.

Friday, June 13, 2008

Demon Bone Dice - Minor Wondrous Item

Demon Bone Dice: This amulet is a cube carved from some short of yellowing, red flecked bone. Each side has a different letter in the language of demons carved upon it. A hole drilled through the middle of the cube allows it to be worn on a string around the neck.

If one die is owned, and worn, all of the wearer's natural or melee attacks will do +1d6 chaos damage if an odd number is rolled to hit with that attack.

If two dice are owned and worn on the same thong, all of the wearer's natural or melee attacks will do +1d6 damage.

Additional dice have no other effect.

Weak evocation; CL 3rd; Craft Wondrous Item, any spell with a chaos descriptor; Cost 2,000 gp per die.

NPC Gear: Full set of dice,
Treasure Value: Full set of dice,

Math

As a +1 weapon bonus, doubled for breadth of effectiveness.

Monday, June 09, 2008

Fist of Corruption - Medium Wondrous Item

Fist of Corruption: This pitted, rust stained iron gauntlet looks like it is about to fall apart. When worn over the hand, however it feels solid and comfortable and well oiled. The back of the gauntlets is decorated with a raised image of a harpy with a wizened, aged face.

On the plates above the wrist are three command words.

The first allows you to launch an acid arrow, as if cast by a 3rd level caster, three times per day.

The second allows you to use rusting grasp once per day, as if cast by a 7th level caster.

The third allows you to cast acid splash as a standard action.

Moderate evocation; CL 7th; Craft Wondrous Item, acid arrow, acid splash, rusting grasp; Cost 15,410

NPC Gear
:
Treasure Value:

Math:

acid splash = (.5*1*1800)=900*.5 for multiple similar = 450
acid arrow = (2*3*1800)/(5/3) = 6,506 *.75 for multiple similar = 4,879.5
rusting grasp = (4*7*1800)/5 = 10,080

Friday, June 06, 2008

Amulet of the Cunning Evasion - minor and medium wondrous item

Amulet of the Cunning Evasion: This heavy brass amulet is in the shape of a head with two faces in profile, one facing left and one facing right. Each face has a different jewel set where an eye should be. These amulets are often taken off dopplegangers, whose natural affinity for changing shape can be truly confounding coupled with illusion.

The wearer of an amulet can touch it and use a command word to summon one duplicate as if a mirror image spell had been cast. This is a free action, and can be done with quick repetitions up to three times per rounds, as with other free actions.

Each amulet has a certain number of images that can be used per day, from 1-8.

Weak to Moderate illusion; CL 3rd; Craft Wondrous Item, mirror image; Cost 1,100 gp per image.

NPC Gear: Amulet with 3 images per day, 7th
Treasure Value: Amulet with 3 images per day, 8th

Math:

2*3*2000 for 3.5 images = 12,000/5 for once per day = 2,400/3.5 = 685 per image per day
2*6*2000 for 4.5 images = 24,000/5 = 4,800/4.5 = 1066 per image per day
2*9*2000 for 5.5 images = 36,000/5 = 7,200 = 1,309 per image per day
2*12*2000 for 6.5 images = 48,000/5 = 9,600 = 1477 per image per day

average image value 1134

Round to 1100. I don't think this value is too high, even for an amulet with a low number of images. Each image effectively negates one strike, which is a pretty good benefit and automatically scales accoring to level (a low level character probably benefits more than a high level from missing a single attack, actually). Also, staged deployement of the images makes it sleightly less efficienct than a normal amulet.

Monday, June 02, 2008

Mirror arrows - Specific Weapon

Mirror Arrows: Once thought to be faery arrows, found in ancient troves and used by heroes, it has since been found that these arrows are something altogether stranger.

Looking almost like twisted spines of mirrored glass, they are pointed though they have no head. Their fletching consists of three barely raised flanges at the base. Even with their unnatural shape, they fly true when shot from a bow.

They are incredibly hard, as hard to damage as adamantine. When shot, they will not break, like a normal magical arrow.

Some believe them to be lost weapons of the angels. Others have said that they come from some far future place or some other reality altogether.

It all ways, they act act as adamantine keen wounding arrows, bypassing adamantine damage reduction. They have an masterwork bonus of +1 to hit, but no inherent damage to bonus.

Strong evocation; CL 9th; Craft Wondrous Arms and Armor, contact other plane, major creation; Cost 7,000 gp

NPC Gear: 10th
Treasure Value: 11th

Math:

Keen Wounding arrows are a +3 value, 18,000 gp. Acting as adamantium +3,000.

These arrows are permanent, but come singly. In many ways this means they aren't as useful as your average magic weapon. It is likely that they will be used only once per combat.

I cut the value of a permanent item by three to reflect those limitations.

Friday, May 30, 2008

Opal Flamebrother - Medium Wondrous Item

Opal Flamebrother: This bead, about the size of a large man's thumbnail, is carved from brilliant orange opal with sparkling yellow flaws inside. It looks like a stylized flame or sunburst on casual examination. Upon close examination, it is revealed to be a flamebrother salamander rolled up in a fiery ball.

Once per day, the bead can be held between thumb and forefinger, and a command word used to activate the bead. It vanishes, leaving soot on it's invoker's fingertips. A flamebrother appears as if it had been summoned by summon monster 4, and obeys the users verbal commands regardless of which language is used. The flamebrother follows orders for seven rounds, then vanishes in a puff of smoke and the opal flamebrother bead reappears in the hand of the individual who invoked it.

If the invoker is a spellcaster, they can cast a spell on the bead, as if the bead were a target creature, in the round before they call the flamebrother. The spell remains on the flamebrother.

If the invoker of the bead has the feat Augment Summoning, the flamebrother is affected by that feat.

Moderate conjuration; CL 7th; Craft Wondrous Item, summon monster 4; Cost 10,000.

NPC Gear: 12th
Treasure Value: 13th

Math:

4*7*1800/5 for summon monster 4 once per day.

Monday, May 26, 2008

Staff of the Donjon - Staff

Staff of the Donjon: This heavy staff is made of cold iron, bound with adamant strips. Soldered to the length of the staff are keys and locks. Attached to the head of the staff is the skull of a devil, its massive horns plated with adamant. The foot is shod with the hoof of a gorgon.

It is said that there is only one Staff of the Donjon, created by the God of Prisons and handed down to his heroes to protect the lands from terrible forces by locking them away. Legend has it that this staff regenerates one charge per year, and that if its wielder dies fighting a great evil, the staff will consume their soul to replace one charge.

This Staff of the Donjon can cast the following spells:

Maze, for 1 charge.
Elemental Swarm, for 1 charge.
Imprisonment, for 2 charges.
Earth Quake, for 2 charges.

Strong Conjuration, Evocation; CL 17th; Craft Staff, earth quake, elemental swarm, maze, imprisonment; Cost 100,000 gp

NPC Gear: 20th
Treasure Value: 21st

Math:
Maze (8th level)8*15*187.5 = 22,500
Earth Quake (8th)8*15*187.5 one quarter cost for 3 charges to use =5,625
Elemental Swarm (9th)9*17*281.25 = 43031.31
Imprisonment (9th) 9*17*375 Half cost for 2 charges to use = 28,687.5

= 99,843.81, rounded up for simplicity

Friday, May 23, 2008

Tongue of Storms - Specific Weapon

The Tongue of Storms: This morning star has a haft made of charred bone bound with gold plated steel. The head is the skull of a shock lizard, filled with lead that has has the heads of ancient spears and daggers implanted so as to serve as wicked looking spikes. When any creature with the reptilian subtype touches it, bolts of lightning spark and arc between the points of the morning star.

This weapon was forged for a high priest of Bahamut by the rebel blue dragon priestess Skyclaw. It was used by the high priests of the lawful troglodytes who served her until her fall at the hands of a chaotic evil kobold cult.

Tongue of Storms is a +1 shocking morning star. Three times per day, as an instant action evoked when the wielder realizes he is about to fail in combat, the wielder can re roll a combat roll to hit.

Strong evocation and divination; CL 9th; Craft Magic Arms and Armor, shocking grasp, true strike; Cost 35,315 gp.

NPC Gear:
Treasure Value:

Math:

+2 weapon enchantment 8,315
3 combat rerolls per day: 3*3*2000 = 18,000
half again for multiple similar

If you are using the Tome of Magic, the item cost should be 26,815
So, I've been looking at how magic items are built in 4.0, trying to reverse engineer the process on limited info.

I built a spreadsheet with the properties of all the items I've seen so far laid out:

Lvl, title, enchancement, Crit, Property, Daily Power, Encounter Power, @ will power.

It looks like a simple stacking mechanism. Wizards has given us some clues as to how it's done already. Ferinstance, items up to fifth level have a +1 bonus. Up to tenth a +2 bonus. And so on.

But it looks like the other powers are kind of laid on in stages. For instance, a second level item seems to have a bonus associated with it, and something else: a crit bonus or a daily power for instance. A third level item has a bonus and two powers, or one power that's more powerful. I hope there is a simple way of gauging level appropriate powers.

Will I make magic items for 4.0? Almost definitely. I'm already itching to provide a lower level Holy Avenger:

Holy Avenger
Level 25+
The most prized weapon of any paladin.
Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus, and you can spend a healing surge
Property: A holy avenger deals an extra 1d10 radiant damage when the power you use to make the attack has the radiant keyword.
Power (Daily): Minor Action. You and each ally within 10 squares of you gain a +5 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.
Special: A holy avenger can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property (if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using a holy avenger as an implement.

Why should high level characters have all the fun?

Here's what I'm thinking:

Radiant Avenger
Level 5+
The most prized weapon of any paladin.
Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp
Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp
Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus, and you can spend a healing surge
Property: A holy avenger deals an extra 1 radiant damage when the power you use to make the attack has the radiant keyword.
Level 15 or 20: extra 1d6 radiant damage.
Power (Daily): Minor Action. You and each ally within 10 squares of you gain a +1 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.
Special: A holy avenger can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property (if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using a holy avenger as an implement.

There. That seemed easy enough.

This stacking mechanism makes me think it will be very easy to level up magic items. For instance, when your PC's fighter turns 15th level (or sixteenth, or whatever), you say: the dragon's blood coat's your blade and causes the flames to burn brighter.

For instance, when your fighter reaches

Tuesday, May 20, 2008

Hacking 4.0 Monsters

So about a month ago, 4.0 published an article about how to hack monsters.

The same day, they published a cool new monster called the Phane. It's right up my ally: it's creepy and weird looking, it has time manipulating powers. But it's a 25th level creature!

I'm not going to be running at that level any time soon.

The monster hacking guidelines say that: "This process works best for adjusting a monster’s level up to five higher or lower. Beyond that, the monster changes so much that you’d do better to start with another creature of the desired role and level range."

But frankly, 4.0 is so stripped down that it looks very easy to skin and reverse engineer. So I used the decreasing level method anyway.

"Decreasing a monster’s level works like increasing it, but in reverse. For each level down, reduce the creature’s attack rolls, defenses, and AC by 1 and drop its hit points based on its role. For every two levels, also reduce its damage by 1."

This is what I came up with:

Low Phane
Level 5 Elite Controller (-21 levels)
Large immortal magical beast
XP 18,000

Initiative +2 Senses Perception +4; darkvision
HP 72; Bloodied 37
AC 20; Fortitude 17, Reflex 20, Will 17
Resist insubstantial
Saving Throws +2
Speed 10, fly 10
Action Points 1

Temporal Touch (standard; at-will)
Reach 2; +8 vs. Reflex; 1d8 + 5 damage, and the target is slowed until the end of the phane’s next turn. The phane shifts 4 squares before or after making this attack.

Wizening Ray (standard; at-will)
Ranged 10; +8 vs. Fortitude; 1d4 + 4 damage, and the target is dazed and weakened (save ends both). Aftereffect: The target is weakened (save ends). The target appears elderly until the effects of the wizening ray end.

Wizening Tempest (standard, usable only while bloodied; at-will)
Close burst 1; phanes are immune; +8 vs. Fortitude; 1d4 + 5 damage, and the target is stunned (save ends). Aftereffect: The target is dazed and weakened (save ends both). The target appears elderly until the effects of the wizening tempest end.

Temporal Fugue (minor; at-will)
By moving backward and forward in time, a phane can remove one effect afflicting it.

Alignment Unaligned Languages Supernal
Str ?? (+0) Dex ?? (+2) Wis ?? (+0)
Con ?? (+0) Int ?? (+1) Cha ?? (+0)

I took the hit points from a fifth level wizard ("controller") and doubled them because a phane is "elite."

I haven't thought much about the ability scores.

The caveat is this:

If you apply the guidelines straight, you get some ridiculous things when it comes to damage, like a fifth level phane that does 2d8 - 10 damage with an attack, or -8 to 6 points.

The solution is this:

Lowering the size of damage dice by one "step" is roughly equal to lowering the damage by one point on average. So, you divide the amount you need to lower the damage by 2. In this case, a twenty level reduction requires a ten point damage reduction. Then you give the creature a -5 penalty to damage, and lower the die type by five steps.

Wallah.

Is it right?

I dunno. It looks right compared to many of the monsters I've seen. I won't know if it is right until I use it in a playtest against my halpless players sometime in July or so.

Monday, May 19, 2008

Treacherous Kukri - Specific Weapon

Treacherous Kukri: This compact, easy to hide Kukri has an oily looking, blackened steely blade that flashes indigo rainbows. The inner edge is wickedly serrated. The pommel is made of ebonwood, and usually carved to resemble a snake with amythyst eyes. It is often used by mid level cultists of darkness.

The Treacherous Kukri has a couple of tricks. First, once per day, you can re-roll a single charisma or dexterity based skill check. You can do this with an instant mental command, as you realize you are about to fail an action you are taking. You must take the second roll as final.

Second, once per day, a command adds +1d6 sneak attack damage, as appropriate for a sneak attack bonus. This stacks with other sneak attack damage, and lasts for one minute.

Weak enchantment and divination; CL 3rd; Craft Magic Arms and Armor, True Strike; Cost: 1,600 gp

Treasure Value:
NPC Gear:

Math:

One reroll per day: 1*1*1000 = 1,000. +1d6 sneak attack damage is a +1 bonus, /5 for once per day, or 400 gp *1.5 for multiple different.

If you are using Tome of magic, cost is 200 gp less

Friday, May 16, 2008

4.0 Giddies

I was following the 4.0 news kind of dispassionately until I saw this 4.0 excerpt about treasure on the 14th. Now I've got a case of the "hurry up alreadys."

This may be because I have finished by big 3.5 game, and am looking for something else to capture my attention.

But...

3.5 Broke for me at higher levels. I don't know if I mentioned this before, but it specifically broke around equipping NPCs.

I loved creating complex magic items for my games, and or the blog. I hated the endless process of equipping NPCs.

The above article breaks the process of awarding treasure into simples steps. One treasure per of a certain value per encounter. I could have done that in 3e. In fact I did for awhile. But when you threw in NPC gear, it got hella messy. Too much to keep track of.

In 4.0, it looks like NPCs/monsters aren't really supposed to have big fun treasure. I'll have to wait to see what the articles on creatures with PC classes as opponents looks like, but this article seems to indicate that if you give a monster a magic item, it may boost it's challenge a little depending on how strong the MI is. But that's it.

I like this. Include a treasure, change the creature's abilities and boost the challenge and XP awarded some what, and because treasure is not awarded by value per encounter, no fidgety math!

Can I hear Yee! Can I get a Ha-ah!

All right. I'll settle down.

Also: 4 items for the four higher levels plus a set gp amount per level of adventuring. Not per encounter. Per level of adventuring. I don't have to balance different levels of treasure for higher or lower level encounters. I can keep a straightforward log of treasure awarded.

Man, it looks smooth. Like dat.

And easy to hack. The article gives suggestions for hacking your economy: no magic stores? That's easy: Strip off the extra charges for enchanting items. There's a rule set for taking the magic off unwanted items and turning it into new magic items. I've been fiddling with that forever.

I'm thinking of hacking it by removing one of the magic items given as treasure and replacing it with gold, in addition to removing magic vendors. This will give it a more low magicky feel.

So, of course, in my excitement, I've started trying to deconstruct how magic items are made.

Wednesday, May 14, 2008

Robe of the Petimagi - Minor Wondrous Item

Robe of the Petimagi: This normal-appearing garment can be white (01-45 on d%, good alignment), gray (46-75, neither good nor evil alignment), or black (76-100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers.
  • +1 armor bonus to AC.
  • +1 resistance bonus on all saving throws.
  • +1 damage to all damage dealing spells cast.

Weak varied; CL 3rd; Craft Wondrous Item, Spell Focus, mage armor or shield of faith; Price 4,000 gp; Weight 1 lb.

NPC Gear: 8th Treasure Value: 9th

Math:

Armor bonus: 1*1*1000
+1 resistance bonus: 1*1*1000 plus %50 multiple different
+1 damage to all spells that deal direct damage: 300*2, as masterwork bonus doubled for breadth of utility, +50% for multiple different

2,600 gp if using prices as per Magic Item Compendium

Monday, May 12, 2008

Star Glass Weapon - Weapon Quality

Star Glass Weapon: The artisans of Novanomopolis have so perfected the art of glass making that they can make tools from glass that are both baroque and lovely and deadly functions. Anything from walls to armor, scalpels to weapons can be made.

When powdered star crystal is added to the mix, the inherant magic sometimes does wierd things to the resultant device. One of the most common effects is to store up energy and release it in a burst of enchantment that causes the glass to turn into raw starlight.

Starglass is often used to make scimitars and falchions, curved weapons that hold a sharp edge. The glass can be clear or tinted in colors ranging from black to smoke, from solid jewel tones to rainbow gradients.

A starglass weapon has a one in six chance, each time it is used to make an attack, to become a brilliant energy weapon. The player whose character is using it throws a d6 along with the d20 to hit. If it comes up a one, the weapon shimmers and bursts into radiant light, functioning as a brilliant weapon for that strike.

An exceptionally pure varient of weapons grade star glass called pure glass will has a 1 in 4 chance to ignite into brilliance for a strike.

Star glass weapons are often masterwork, but don't need to be.

Craft Arms and Armor DC 30, Craft Alchemy DC 30; Cost + 5,300 gp, +8,000 gp (pureglass)

NPC Gear: Masterwork Starglass Falchion

Treausre Value: Masterwork Starglass Falchion

Math:

+4 bonus, 32,000 gp.
/6 for one in six chance of functioning = 5,333
/4 for clean glass

Sunday, May 11, 2008

Game 5

Yay! My fledgling game system's first TPK!

Sniff, I'm so proud!

Our heroes follow the canyon to a valley. At the front of the valley are two abandoned towers. The one nearest them has a great crack in it.

The far end of the valley is a field of glittering rubble and bizzare mist that has killed all the vegetation. Strange, luminescent blobs can be seen moving in the mist.

As the characters head towards the cracked tower, the come under fire. Great blobs of energy rain from the cracked tower, blasting the ground around them. Most of the characters take cover, but Cheeze bravely forges on towards the tower. Running up the stairs carved into the face of the tower, Cheez encounters ogres with strange sineals.

Cheez gets destroyed by the ogres while the rest of the party pretty much gets obliterated by the sineal cannon fire from the tower. Putkin survives by virtue of his player not being there.

So ends the first iteration of the Celestial Wastelands. La. Life is intervening with continuing before we start playing 4.0, so I hope to pick this up later. I have decided, however, that I don't like writing a blow by blow of my game. Never have been able to get into it. So I need to do something different with Celestial Wastelands when I start it again. I will probably scrape these entries into the Rosy Rod blog and close this down in the future.

Thank you for reading.

Friday, May 09, 2008

The Platinum Medallion - Minor Univeral Item

The Platinum Medallion: The Platinum Medallion is a fifty year old piece of technological marvelosity that came out of black ops in the 1950s. It is a cybernetic hand that transfers mental impulses into electrical impulses.

The medallion must be implanted on the stump of the wrist, requiring surgery, 10 or more ranks in Knowledge Earth and Life Science, and a Treat Injury check of 30.

The medallion grants the following abilities to a psionic it is attached to: +2 to Computer Use, Craft (Electronics and Mechanics), and Repair skill checks.

The user can expend 2 power points to provide power to an electrical or mechanical device that does not have a power source but is otherwise functional. This effect lasts for 10 minutes. The device functions exactly as it normally would if it had conventional power.

The medallion can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger devices cannot be powered with this spell.

The user can power a energy weapon by expending two power points per die of damage the weapon does per shot.

These powers can only be used if the medallion touches the item it is powering, but the item is otherwise used normally.

This item eliminates the glove and ring item slots of the hand it replaces. The metal cannot interact with the user's aura in order to connect to magic or psionic items.

Minor Psychokinesis; ML 3rd; Craft Universal Item, +7 ranks in computer use and Knowledge (Earth and Life Science); Price 1,200 gp.

Modern Stat Block

Type: Wondrous Item (psionic); Manifester Level: 2nd; Purchase DC: 30; Weight: -.

Treasure Value: 4th
NPC Gear: 3rd

Math:

3 +2 skill bonuses: 2*2*100=400, *3 = 1,200
Power Device: A first level d20 modern spell = 1*1*2,000, but requires power points to use *.5 = 1,000
replacing one magic item slot: -1,000

Monday, May 05, 2008

Masterwork Sextant - Special Equipment

Masterwork Sextant - This masterwork piece of equipment. A curved metal contraption with a tiny telescope attached, it is designed to allow the user to determine the precise location of the stars. They can be used in navigation and astrology.

If used to determine the precise location of the Brass Star while casting conjuration spells, it adds a +1 bonus to the caster level and turns casting into a full round action.

Craft DC 30; Cost 500 gp
NPC Gear: 1st
Treasure Value: 2nd

Math: The limited +1 caster level is equivalent to a +1 weapon bonus. Turning spellcasting is a huge drawback, ad hoc 75% reduction in item price.

Sunday, May 04, 2008

Game 4

Our heroes travel with PonPon, the kobold merchant, to Glassfang, the kobold capital. On the way there, they are attacked by a large feral mutant, and manage to slay him and take his hide and arcane infused skull and spine.

There are fully 500 residents in the seething metropolis of Glassfang. Our heroes turn in the heads of the bandits for bounty, buy new gear with the booty they have amassed, and Doc gets a large glass claw implanted on one of his hands.

They are summoned to an audience with the leader of glassfang, an eccentric kobold wearing a lensed hamlet, whose fingers have been replaced by surgical tools. He tells them that he had heard that they want to find asterial crystal, and gives them a guide who can take them to the starfall. He also tells them that if they can liberate the starfall from the Pasha who guards it, he will enrich them greatly.

They head into the Baelatian Peaks. Along the way, they come across glowing oozy energy creatures that shock them with lightning and fatigue them.

In the mountains, they come across a giant with a massive spike of crystal sticking out of his skull. He blocks the passage that leads to the pasha. Noting that he looks ill, with spongy flesh, bones that creak under his own weight, and loose skin, they also see that he is slowly wandering down the passage. They climb the cliff walls and look for loose boulders to pelt him with.

Eli uses stomp to dislodge a boulder on the giant as he passes below them, hitting him squarely. Enraged, seething with strange magical energies, the giant blasts them even as they rain death down on the. BC loses her footing, and swings with her ax while swinging on the end of her rope. Eli stomps the side of the mountain, bringing down more boulders. The giant tries to climb the side of the canyon, bashing at them with his club, but missing them.

They finally slay the giant, whereupon he dissolves into a puddle of black sludge.

Shard Mutated Giant: CR 4; Huge Giant; hp 35; Init -1; Spd 50 ft.; AC 13 (-1 Dex, -2 size, +5 Natural); BAB +7; Grapple ; Full Atk +4 melee (2d6-1, huge club); Face 15 ft.; Reach 15 ft.; SA Vomitous Discharge; SQ DR 3/Stone sonic/cold/electricity/acid resistance 5, regeneration 1; AL CN; SV Fort +6, Ref +2, Will +3; REP (Class+ Cha); Str 9, Dex 9, Con 9, Int 3, Wis 10, Cha 12.

Skills – Alertness (+3), Athletics +7 (-1), Sneak (-9), Survival +6. Feats – Skill Focus (Alertness).

SA- Vomitous Discharge: Each round, the shard mutated giant has a fifty fifty chance of letting off a 3d6, 50 ft. line of force damage at a random creature in reach and any creature directly behind the initial target. Reflex save for half (DC 14). The blast erupts from his eyes, and looks painful and uncontrolled.

Possessions – Giant star shard in forehead, Huge Club.



Totally kludged. The discharge happened too often. I might change his discharge power to read:

SA- Vomitous Discharge: The first round he is in combat, the shard mutated giant lets off a 3d6, 50 ft. line of force damage at a random creature in reach and any creature directly behind the initial target. Reflex save for half (DC 14). The blast erupts from his eyes, and looks painful and uncontrolled. Each round after the first, he has a 1 in 4 chance of letting off another blast.
Or you could change it to 3d4 damage.

Feral Mutant: CR 3; magical beast [augmented animal (# ft. tall or long); HD 3d8+6; hp 19; Init +4; Spd 40 ft (8 squares), climb 20 ft.; AC 15 (+4 Dex, +1 natural), touch 14, flat-footed 11; BAB +2; Grapple +5; Full Atk Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1); Atk Bite +6 melee (1d6+3); Face 5 ft.; Reach 5 ft.; SA Improved grab, pounce, rake 1d3+1; SQ Low-light vision, scent; SR 13; AL N; SV Fort +5, Ref +7, Will +3; Str 16, Dex 19, Con 15, Int 2, Wis 14, Cha 10.

Skills Balance +12, Climb +11, Hide +8*, Jump +11, Listen +7, Move Silently +8, Spot +7. Feats Alertness, Weapon Finesse.

Improved Grab (Ex): To use this ability, a feral mutant must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a feral mutant charges a foe, it can make a full attack, including two rake attacks.

3/day—defensive precognition, empty mind, mind thrust; 1/day—force screen.

Naturally Psionic: A feral mutant gains 1 bonus power point.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Feral Mutants have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Feral mutants have a +8 racial bonus on Balance and Climb checks. A feral mutant can always choose to take 10 on a Climb check, even if rushed or threatened.


The Feral mutant is a leopard with the phrenic template attached.

Saturday, May 03, 2008

Other game posting

I posted on my personal blog, giving some of the stats of the ongoing campaign that I just wrapped up.

I also started a new blog, a sort of game diary with stats for a low level 3.5 variant. I'm calling it the Celestial Wastelands, or my "Thundar the Barbarian" game. High fantasy post apocalyptic gaming.

The variant uses the generic classes and spell points from Unearthed Arcana and merges a lot of psionics with the spell and feat systems. I'm working on stripping down the "stuff" system from 3.5, as I honestly think that's the biggest problem with running 3.5: the record keeping associated with how treasure is awarded and how much stuff NPCs need.

Friday, May 02, 2008

Hag Loogeys - Alchemical Device

Hag Loogeys: Made by sea hags, the Hag Loogey is potentially the most disgusting magical aid known to the prime material plane. Unfortunately, in a pinch, they are the cheapest way to adventure underwater.

Sea hags are a magical and magically adept race. Some, who practice alchemy, develop a way to control their metabolisms so that they can distill their own magical abilities into a portable form. For instance, the ability to breath water. Most people first see a hag loogey fresh from a hag's throat, and become painfully aware of the arcane series of snorts, grunts, hawking coughs, high pitched musical hums, and other grotesque noises the hags make before depositing the loogey in their own hand. If someone had really angered the hag, she will often tell them that she has to deposit the loogey directly into their mouth for the magic to work.


Hag Loogeys can actually be stored in a sealed glass container.


They appear rather lovely. About half an inch long and a quarter inch in diameter, a hag loogey has the appearence of a shivering bolus made of clear gelatin. They can be lightly squeezed and still maintain their magic. If crushed, they dissolve into grey ooze with the consistency of snail slime. On the tongue, they have the same gelatinous texture, and sometimes causes imbibers to choke. You may impose a Fort save or Con check with a DC of ten or higher to swallow


Once a creature has choked down a hag loogey, they have the ability to breath underwater for ten hours.

Craft Alchemy DC 20, Sea hag race; Cost 200 gp


NPC Gear: 1st
Treasure Value: 1st

Math:


3*5*1000 = 15,000/40 for single use item = 375 ½, *.5 for reduced utility (only usable on one individual) = 187.5

Monday, April 28, 2008

Robe of Nondetection - Major Wondrous Item

Robe of Nondetection: This robe, woven from threads glamorweave, feel like silk, but looks to be embroidered with a pattern that changes. Usually, the pattern on the robe is a hunt scene or a court scene.

Wearing it protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 20 (as if the caster had cast nondetection on herself).

The glamour weave pattern adds a +2 circumstance bonus to all bluff checks made by someone wearing the robes.

Major Abjuration; CL 5th; Craft Wondrous Item, nondetection; Cost 40,600

NPC Gear: 17th
Treasure Value: 18th

Math:

3*5*2,000 = 30,000
Multiply by 1.25 (ad hoc, less that 10 min duration, less than 24 hour duration)
+600 for glamorweave bonus
+50*50 for expensive material component

(+2 to bluff, 35,600 K)

Sunday, April 27, 2008

Game 3

This was the first real Celestial Wastelands game. We sat down, and they started walking across the wastelands. In the distance, they saw a thin plume of smoke from a fire.

Sending Doc closer to reconnoiter, he found a group of the human barbarians with the black arrow tattoos squatting in a ring of old mudbrick huts. Thinking there were only three, he reported back to his group.

They attacked the huts, only to find out that there were 7 barbarians, one a spell caster who blessed his tribesmen and summoned astral constructs to bolster their numbers.

With cover on their side, the barbarians defeated our heroes and dragged them into a mudbrick hut. They wanted to store the kobolds alive to keep them fresh, and figured they could sell the remaining interlopers as slaves somewhere. Every body was unconscious except BC, who realized they were sharing the hut with a kobold merchant, also being saved as supplies.

Over the next two days, the adventurers came conscious. Cheez snuck out one night to search for their equipment, but only found a healing spell scribed on a tablet in the the rubble of a hut.

Then Doc awoke, and used his arcane prowess to heal everybody. Sure that the tribesmen weren't going to wait any longer to start making dinner out of the kobolds, they snuck out of the hut and attacked the sleeping barbarians. After a titanic battle, culminating in one of the tribesmen running away and the spellcaster being charged in his hut, our heroes triumphed and took all their stuff back, as well as the tribesmens. Good times!

Friday, April 25, 2008

Cowboy Po's Wagon - Minor Wondrous Item, Artifact

Cowboy Po's Wagon: This tall, large wheeled, roofed wagon was owned by the famous traveling showman and alchemist Cowboy Po, who often told his audiences that he had imported it from Transylvania, where it had previously been owned by gypsies. The sides of the wagon are covered with carved scenes of fabulous creatures: unicorns, men with no heads, Chinese dragons, Nordic trolls, men with one arm and leg, and giant birds carrying off elephants. Prominent on one side is a large bas-relief carving of a moon shining upon a circle of women dancing naked. The scroll work above the moon is painted with the logo Cowboy Po's Traveling Good Luck Miracle Show. It looks some kind of carving underneath might have been sanded off.

Inside, the wagon is comfortably appointed, with a long cabinet that mattresses could be placed on, and lots of cabinets and drawers built into every surface and corner. Although not magical in and of themselves, there are so many secret compartments and hidden crannies here that all sorts of curios can be found. Every time a thorough search is made, the characters searching may find something left behind by one of the previous owners. The DC check for this is 30 the first time, and 2 points higher each additional time.

The wagon can comfortably sleep four people.

Once per month, under the light of the full moon, the wagon and anyone inside or touching it up to about 2000 pounds can Greater Teleport.

This trip takes 1d3 minutes to accomplish no matter how far the distance traveled, and puts any creature in or touching the wagon into a fugue state wherein they feel as if they are gazing upon an infinite silver plane. Rarely, they glance a shadowy movement in the distance.

Traveling through moonlight, and gazing upon the infinite, can be hazardous to mental health. Each mortal character doing so must make a will save (DC 15) or take 1d3 temporary wisdom damage. A critical failure results in an extra point of permanent damage (perhaps after witnessing something particularly huge shifting in the distance).

Major conjuration; CL 13th; Craft Wondrous Item, Greater Teleport; Cost 1,613 gp.

D20 Statblock

Type: Wondrous Item (magic); Caster Level: 40th; Prerequisites: Create Wondrous Item, teleport without error; Purchase Difficulty Check 36; Weight: 600 lbs.

NPC Gear: 4th
Treasure Value: 5th

Things that can be found in Cowboy Po's Wagon:

Corroded silver sickle.
Wax paper packet of dried rose petals.
Clove of dried garlic.
Bottle of castor oil.
Magnifying glass.
Polaroids of yeti.
Crystal phial with one dose of Cowboy Po's Miracle Moonlight Tincture (see below).
Piece of petrified wood carved in the shape of a buffalo.
Scroll with a protection from evil spell written in Chinese.
8 silver bullets enchanted to fit any gun.
Snake casting.
Sprig of dried wolvesbane.
Small brown glass bottle of mustard seed.
7 ash wood stakes.

Cowboy Po's Miracle Moonlight Tincture: A viscous elixir stored in a hand blown glass bottles. The lable, yellowed and age burnt, has the title Cowboy Po's Miracle Moonlight Tincture printed in absurd block letter. In smaller, unreadable text is a list of conditions that the Tincture will supposedly cure. A snake oil mixture, it includes castor oil, ginseng, nightshade, radium, cocaine, psilocibin, tobacco, opium, and distilled moonlight, with an alcohol base. It was often stored in bottles lined with a thin layer of lead to keep out daylight. Folktales have it that Cowboy Po made a moonlight still with the help of an elemental spirit of the moon he met while chasing werepumas on the high desert.

Each dose of Moonlight Tincture does one point of temporary wisdom damage to the user.

In addition, each dose incurs one of the following effects, in the order listed, under the circumstances given:

1. If ingested and the character is diseased, it will remove disease.
2. If ingested, it will allow an additional save for a character infected with lycanthropy to throw off the curse.
3. If this save fails, a dose will allow a character to be cured of lycanthropy by a remove curse or break enchantment as if it were cast during a full moon. Regular distilled moonlight also has this effect.
4. If the character has taken ability damage, he will be cured of all temporary or permanent ability score damage to his most damaged score.
3. If the character has taken hit point damage, the character is healed of all hit point damage.
4. The character gains DR 10/slashing until touched by daylight..

If rubbed onto a shirt that has been worn by the character sometime within 24 hours, wearing the shirt again gives the character a DR 10/slashing until it is touched by daylight.

If rubbed on a weapon that has been touched sometime during the day, the weapon gains a +2 enhancement until touched by daylight.

Each sealed bottle will have five doses. If unsealed, the doses inside will evaporate at the rate of one per year.

Nonmagical; Alchemy DC 30; Cost 1,000 gp/dose.

D20 Statblock

Type: Wondrous Item (magic); Caster Level: 11th; Prerequisites: Create Wondrous Item, Alchemy 14+; Purchase Difficulty Check 33 per dose, 39 for a full bottle; Weight: 1/2 lbs.

NPC Gear: 2nd
Treasure Value: 4th

Math:

The wagon

Greater Teleport once per month: (7*13*2000)/5 for once per day, further divided by 30 for once per month = 1,200

plus 400 gp for the value of the masterwork cart

I suppose there is some associated cost for horses.

Frankly, the wagon is so limited in it's scope of use, it probably wouldn't be worth all that much to the average player in the average game.

This is especially if they are playing in a fantasy game. At that value, every group of halflings would own one.

It makes a nice set piece, though, so by GM fiat one would probably declare that there is only one Cowboy Po's wagon. That almost makes it an artifact.

Longtime readers might notice the similarity of Cowboy Po's Miracle Moonlight Tinture to Distilled Moonlight. The math is pretty much the same.

Tuesday, April 22, 2008

The Future of Rosy Rod -

Hey,

I don't know who is still reading Rosy Rod. I'm getting ready to pack it in, for the most part, on June 13th, 2008. I had hoped to average 2 magic items a week for 2 years, and I'm pretty sure that I will make it. I have some articles about weird experiments that I tried in 3.5 ready to post after 6/13. I never posted them because I was always half sure I'd have the time to do a sourcebook of some kind. Oops.

I loved making magic items in 3.5 because there was a sort of puzzle to it: How can you give a PC a neat effect for cheap, without making them crazy powerful? How do you price unusual effects? I even made math games out of this: for instance duel items, where both sides of an enchantment had to do radically different things but equal each other in value.

However, having just finished a high level (APL 18th) 3.5 game, I know how much work the system is over the long haul. I'm okay to move on to 4.0 (mostly).

I am hoping to run a mini campaign: a rules light 3.5 variant game that I am fooling with, called the Celestial Wastelands. Something futuristic. And a 4.0 game. Celestial Wastelands is an equipment light game, but some of the items I create for that would be suitable for this blog. Maybe the futuristic game, too, depending on what rule set I use.

So I've posted a poll in the corner, with some ideas about what to do with this blog. Please take the time to answer if you have any interest in what goes on with the material here.

I'll leave the poll up until 6/13, and figure out what to do about it later.

Monday, April 21, 2008

Hey, I blogged my impressions of a 4e demo I went to on Sunday here.

Deck of Many Things, Lesser - Artifact

Whenever I hear people talk about using a Deck of Many Things in a Dungeons and Dragons game, they are either playfully gleeful about, or morbidly fearful of, the destruction that can be unleashed. Players are often unwilling to use a Deck of Many Things because their character could be greatly hindered instead of, or in addition to, being helped. So I came up with a table that takes some of the sting out of a Deck while leaving the pure random fun of drawing cards for boon or bane. This is my Lesser Deck of Many Things.

Deck of Many Things
: A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.

A character with a deck of many things who wishes to draw a card must announce how many cards he will draw before he begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than he has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own.

Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.

Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below.

Plaque: Summary of Effect

Balance: You are geased to aid your next intelligent opponent.
Comet: You gain a permanent, inherent +1 bonus to hit.
Donjon: You automatically fail the next roll to resist any creature or effect that would restrain you.
Euryale: –1 penalty on all saving throws henceforth.
The Fates: Avoid any situation you choose . . . once.
Flames: The next creature you try to befriend attacks you as soon as they have the advantage.
Fool: Lose 10% of any experience points gained so far this level.
Gem: Gain knowledge of a great treasure (up to 50,000 gp, and it must have a EL 18th guardian).
Idiot: -2 to a random ability score.
Jester: You may cast a random effect from a wand of wonder as a supernatural ability, once per day.
Key: You receive the inspiration and resources to create a magic item worth up to 25,000 gp.
Knight: Gain the service of a CR 4 Outsider.
Moon: You are granted 1 limited wish.
Rogue: Allies refuse to aid you for the duration of one combat.
Ruin: An organization started by you, led by you, or that you belong to loses 25,000 gp worth of resources. Alternately, you take a permanent, inherent, -1 modifier to your leadership score.
Skull: You gain -10 penalty to all attacks against the next foe you face. That foe gains a +10 bonus to all attacks against you.
Star: Immediately gain a +2 inherent bonus to a random ability score.
Sun: The next time you make a request of an NPC, it is granted.
Talons: Next time you are affected by an area spell, you fail your save and so does one of your magic items.
Throne: An organization started by you, led by you, or that you belong to gains 25,000 gp worth of resources. Alternately, you take a permanent, inherent, +1 modifier to your leadership score.
Vizier : The next time you cast or consult a spellcaster for a divination, it automatically succeeds and you gain the maximum effect.
The Void: You suffer the effect of a maze the next time you are in combat, sharing your imprisonment with a succubus.

Strong, all schools; CL 20th

This version of the Deck of Many Things can probably put into a game at any level. Any effect that has a gp total attached to it can be adjusted up or down if the GM worries about in game effects. Use a treasure value equal to average party level +3 to determine the maximum value of an award, or your own judgment, whichever you trust more. Effects that change the nature of encounters with NPCs should probably be applied quickly, or they will be forgotten.

Friday, April 18, 2008

Bracelet of the Unseen Strike - Major Wondrous Item

Bracelet of the Unseen Strike: This golden, translucent bracelet is made of a lightweight, silky material that resembled warm amber. In fact, small creatures can be seen trapped within. If watched closely, they seem to move.

Once per day, the wearer of a bracelet of the unseen strike gains a +20 insight bonus bonus with a single attack roll. For that attack, they do not suffer the miss chance that applies to attackers trying to strike a concealed target.

Major divination; CL 9th; Craft Wondrous Item, Quicken Spell, True Strike; Cost 18,000 gp.

NPC Gear: 14th
Treasure Value: 15th

Math:

Quickened True Strike = 5*9*2000= 90,000/5 = 18,000

Monday, April 14, 2008

Glaucus’ Glory™ Honey Mead - Minor Wondrous Item

Glaucus’ Glory™ Honey Mead: Made by a troll from a stolen dwarvish recipe that was more benign but less potent, Glaucus’ Glory is a magical microbrew mead. One of the ingredients added by the Troll was the corpse of an immature human or fey, which probably makes drinking Glaucus’ Glory™ Honey Mead an alignment violation for some.

When the first bottle of Glaucus’ Glory™ is drunk, the drinker must make a check on a d20, with no modifiers. If they roll over their current charisma, they gain a permanent +1 inherent bonus to their charisma. Every bottle they drink thereafter allows them to make a similar check, until they are successful.

Thereafter, the number of bottles required to gain another inherent bonus is usually equal to the square of the bonus. One is needed to gain the +1 inherent bonus. 4 for +2. 9 for +3. 16 for +4. 25 for +5. If the required number of bottles is drunk, a check against the character’s current score must be made to raise the inherent bonus gained by one. If the check is not made, the required number of bottles must be drunk again.

As a consolation prize, every bottle drunk reduces a character’s physical age by 1 year to a minimum of the lowest year of the age category below the character’s current age category. For instance, a man of 60 pounding back Glaucus’ Glory can reduce his physical age to 35.

If a character drinks more than 3 bottles in a hour, they are considered drunk and suffer 1d4 constitution, dexterity, charisma, and wisdom drain. If their Con reaches 0 they die. If any other stat reaches 0, they throw up and pass out, and have to start over again later. Woo Hoo.

Weak transmutation; CL 5th; Brew potion, eagle's grace; Cost 1,000 gp.

d20 Modern stat block

Type: Weapon (magic); Caster Level: 9th; Prerequisites: Create Magic Weapon, Polymorph; Purchase Difficulty Check 36; Weight: 2 lbs.

NPC Gear: 3rd
Treasure Value: 4th

Math: A +1 bonus is worth 1*1*1,000. An "inherent" bonus is supposed to be more, but there is a chance that the bonus won't take, so I figure that evens everything out. The fact that you need to make a higher roll to gain a higher inherent bonus, and the cost progression for the number of bottles needed to gain a bonus multiple times, will cover the cost of higher inherent bonus.

Saturday, April 12, 2008

Magnificent hybrid

These is a stat block from my current mega campaign, which should be ending shortly.

I wanted a giant commander that had a little more pizaz than your average big guy with an ax, someone I could add some class levels to, and after thinking about it, decided to average the statistics of a fire giant and a storm giant.

I think it came out well, and the creature, with a few levels of sorcerer thrown in, was a highly mobile encounter that challenged my party. He probably works better as artillery, throwing rocks and lightning bolts from behind a phalanx of hill giants and then wading in with his massive greatsword damage.

Half Fire/Half Storm Giant: CR 12; Huge Giant; HD 17d8+85; hp 246; Init +0; Spd 50 ft.; AC 25 (-2 size, +12 natural, +5 +1 chain shirt), touch 8, flat 25; BAB +12; Grapple +32; Atk +22 melee (1d6+12, slam) or +23/+18/+13 (4d6+18, greatsword) or +10 ranged (2d6+12, rock throwing); Face 15 ft.; Reach 15 ft.; SA rock hurling, spell like abilities; SQ fire and electricity resistance 20, freedom of movement, low light vision; AL CN; SV Fort +20, Ref +5, Will +6; Str 34, Dex 10, Con 30, Int 12, Wis 12, Cha 14.

Skills- Alertness +20 (+1), Craft +20 (+1), Intimidate +20 (+2). Feats - Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Power Attack.

SA-Rock Throwing (Ex): The range increment is 120 feet for a half fire/half storm giant giant’s thrown rocks.

SA- Spell like abilities: 2/day –Levitate, 1/day - Call lightning. The save DCs are Charisma-based.

SQ- Rock Catching (Ex): A half fire/half storm giant gains no bonus on its Reflex save when attempting to catch a thrown rock.

SQ- Freedom of Movement(Su): Half fire/half storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the half fire/ half storm giant can create it again on its next turn as a free action.

Possessions (9,800 gp): +1 Huge Chain Shirt (1,550 gp), Masterwork Huge Greatsword (500 gp).

Friday, April 11, 2008

Great Ax of Biting - Specific Weapon

Great Ax of Biting: These stout masterwork great axes are used by the lumberjacks of the Umberwood and the Brambles on their lightning raids into the often dangerous forests where they ply their trade.

With a haft of mellow golden sunring lumber, there is usually some adamantium in the ax blade.

A great ax of biting ignores one point of hardness, making it handy for harvesting lumber and disarming foes.

Weak transmutation; CL 5th; CraftMagic Arms and Armor, greater magic weapon; Cost 820 gp.

Treasure Value: 3rd
NPC Gear: 2nd

Math: I treat the minor bonus bestowed by an ax of biting as a 500 gp mulitplier. So, 1*1*500, plus the value of a masterwork version of the weapon.

Monday, April 07, 2008

Rattlesnake Whip - Specific Weapon

Rattlesnake Whip: This fifteen foot long bullwhip has black and dust colored rattlesnake skins interwoven with the leather strands of the whip, and is tipped with a silver plated fang. The handle ends in a dried rattlesnake head with turquoise set in its eye sockets.

The rattlesnake whip is a +1 weapon. Once per day for each point of it's bearer's constitution modifier, as a free action, it can be willed to turn into a fifteen foot rattlesnake for one full round, with its tip turning into its head and its handle becoming the snake's rattle.

The snake can still be used as a +1 weapon with 15 ft. reach, and does threaten any area in which it can make an attack. You can use it against foes anywhere within your reach (including adjacent foes) and can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the rattlesnake to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). All attack and damage modifiers you have with a whip can be used with a rattlesnake. The snake deals 1d4+1 lethal damage plus poison (DC 12, 1d6 initial and secondary damage). It can damage any creature regardless of armor bonus.

If an opponent attacks the whip, treat it as a normal whip. If they do enough damage to break it while polymorphed into a rattle snake, the whip becomes a normal +1 whip for the rest of the day. Otherwise, a cut whip can be rebraided with a DC 18 craft check.

Using a rattlesnake as a weapon provokes an attack of opportunity, just as if you had used a ranged weapon. At the beginning of your next action, the rattlesnake become a whip again.

On a critical miss, the snake will attack its bearer instead of it's target, at its bearer's BAB + 2 (for size and dexterity adjustments).

Moderate Transmutation; Caster Level: 9th; Prerequisites: CraftMagic Arms and Armor, Polymorph; Cost 5,301 gpWeight: 2 lbs.

D20 Modern Stat Block

Type: Weapon (magic); Caster Level: 9th; Prerequisites: Create Magic Weapon, Polymorph; Purchase Difficulty Check 36; Weight: 2 lbs.

NPC Gear:
Treasure Value:

Math:

Ad hoc: Similar to the dagger of venom, which is valued as a +2 weapon.

The rattlesnake acts mostly like a whip, with a few added bonuses (more flexible threat range, lethal damage, affects all AC). The poison is weak compared to the dagger of venom, and the short duration of the whip and potential backlash makes it less useful than a full +2 weapon.

so half value half the value of a +2 weapon

8,000 gp value of +2 weapon minus 2,000 gp for +1 weapon = 6,000 gp divided by two for 3,000 gp, re-added to base value of a +1 weapon

Saturday, April 05, 2008

Traps and Obstacles - Article

I decided these don't count at magic items, but I thought they would be fun trap encounters.

Scourge of the Thief: CR 14; magical; location trigger; manual reset; never misses (pass through doorway); trigger disjunction spell (Save DC 23); Search DC 32; Disable Device DC 32.

Abyssal Invective Trap: CR 10; magical; location trigger; never misses; trigger 10d8 damage (half cold, half divine) in a ten foot spread on passing through doorway, reflex save (DC 19) to take half damage.

Chalice room: CR 11; Huge Stone Door, 16 inches thick, hardness 8, Hit Points 240, Break DC 34. When the door is opened, it reveals a pedestal with a glowing ruby chalice on it. The pedestal is surrounded by five trapped arcane rings. Passing over each ring triggers 12d6 of elemental damage, in the following order: Fire, Cold, Electricity, Acid, Sonic, Reflex save DC 12 for half damage. Search and disarm 30 each ring. If the characters bear the brand from area 14, they may walk right over the rings without triggering any of them. Each ring is EL 7 separately. DC 28 to spot and disable the relevant runes in the circles.

Sour Dust (CR 3
): This waxy, yellowish looking mold grows on rotted cloth, paper, leather and other dead organic material. If a patch is touched, it explodes in a 10x10’ sour smelling cloud. Any creature within must make a Fortitude save (DC 13 check) or take one point of temporary Con damage.

Any dead organic material caught in the cloud will begin to decompose within an hour, giving off a strong sour smell. Within two hours, non-magical paper will be unreadable. Within three, non-magical cloth will be in tatters and non-magical rope will break if used. Within four hours, non-magical leather will be riddled with holes and hair or fur will be coming out in patches. Within five hours, all such material will be completely unusable, coming apart in one’s hands. Wood items take one point of damage per hour after their initial contact.

Bathing, washing, or soaking affected items in a mild alcohol solution such as beer or wine will halt their rot. That approach has obvious drawbacks for printed material, valuable textiles lose 100 gp of value per hour until they are valueless, and cloth, leather or hide armor will lose one point of armor class per hour.

Magical material saves versus DC 13 to avoid taking damage. When an item has become non-functional, its magic is lost for good.

Characters whose gear and hair are infested will suffer a –3 to Charisma based skill rolls.

Friday, April 04, 2008

Ax of the Imprisoned - Specific Weapon

Ax of the Imprisoned: This huge great ax was forged and wielded by the fifth great eldritch aurochine chieftan Knakathroes. It was lost in his savage defense of the Fortress of Golden Time and his lover, the Iron Hag, from the Dwarvish Prince Grunhier. Grunhier mowed the aurochine chieftan down with his own ax of star gold and star glass, then handed the Ax of the Imprisoned to his shield bearer, the Ogre Phezzyg. Phezzyg was killed moments later, and Knakathroes' hag daughter, The Grey Hag, is said to have run off with the Ax of the Imprisoned.

The haft of the ax is carved from the femur of a stone giant, and the head is cold forged from an adamant and mithril alloy smelted from the corpse of an ancient Xorn. The Ax of the Imprisoned was gifted to great aurochine chieftans. Then it was picked off the corpse of a rather green young chieftan leading a clan of mixed ogres and aurochine, by a wizard of the Hermetic Order of Knowledge, and has since been used by Hermetic Order bodygaurds to keep their wizard charges safe.

The Axe of the Imprisoned is a Huge +1 Humanbane Greatax. The first time it draws blood in a day, it bestowes 1d10+3 temporary hit points on it's wielder.

Moderate Necromacy; CL 3rd; Craft Magic Arms and Armor, false life, summon monster I; Cost 11,340 gp

NPC Gear: 12th
Treasure Value: 13th

Math: +1 Bane is worth 8,300, Huge Masterwork Great Ax is worth 640, and the false life effect is 2*3*2000/5 = 2,400

Monday, March 31, 2008

Necromatic Nargile - Major Wondrous Item

The Nercromatic Nargile: This glass hookah was created in 1634 in Turkey by the infamous Ottoman sorcerer Fazl Abdullah. Its cap is made of gold, its hose of tightly woven silk, and its mouth piece is cunningly carved from a piece of amber that contains an entire tiny scorpion. Even when the Nargile is not lit, the interior of its glass body is hazy, as if with smoke.

When lit, and when tobacco or opium is being burned in it, the nargile can trap an incorporeal undead create that is nearby. To activate this ability, a user must smoke from the hookah. Activating the nargile is a standard action that does not draw an attack of opportunity. Lighting the hookah is a full round activity and does draw an attack of opportunity.

The undead creature gets a will save (DC 20) to resist the effect. If the creature fails the save, it is trapped within the glass body of the hookah. The nargile can trap 30 HD of undead.

Releasing an undead from the nargile is a standard action that requires a simple command, such as “release the ghost of Joe from the nargile,” or “release the third shadow.” The Nargile must be burning, and the released undead first appears as a thin wisp of smoke rising from the mouthpiece.

You can control undead from the Nargile indefinately if they are not intelligent. If they are intelligent, they gain another saving throw to release themselves from the control of the Nargile after 17 minutes of control. Non-intelligent undead or undead with animal intelligence can be called and returned to the hookah at will after they are initialy trapped. Additional attempts to return intelligent undead to the hookah require additional saving throws. The undead gain a modifier of +2 to their saving throws for each period they were trapped in the hookah.

If the nargile's owner smokes from it while undead are trapped in the hookah, the smoke is infused with the energy of one the spirits trapped inside. The user can gain the benefit of a death knell spell. Doing this is a standard action that the user can will to happen as he smokes from the nargile. This causes the trapped undead with the least HD to be destroyed without a saving throw.

Strong Necromancy; CL: 15th; Prerequisites: Craft Wondrous Item, control undead, death knell; Cost: 234,000 gp; Weight: 10 lbs.

d20 Modern Stat Block

Caster Level: 15; Prerequisites: Control Undead, Death Knell; Purchase Difficulty Check 43; Weight: 10 lbs.

Treasure Value: 24th
NPC Gear: 23rd

Math: Control Undead and Death Knell (7*15*2,000) + (2*3*2,000)*2 = 210,000+24,000 = 234,000 gp.

Saturday, March 29, 2008

Other people's coolness

One of the things I've always wanted to do with this blog is link to other blogs and sites where I've found great crunch. Well, that has rarely happened, but it's never too late to correct a mistake.

That said, I link to three blogs in the sidebar. Two of them irregularly produce funky d20 material.

Jeff's Gameblog could also be named Jeff's Funky-Ass Gameblog. Although he writes a lot about goofy, small tabletop RPGs, everyone in a while he does some d20 stuff. His approach is attractively Gonzo for me. This article is about some fun magic items he cooked up for a Vikings ruling the New World (with kobolds in it) game.

Neitherworld Stories, is run, I think, by a buddy of Jeff's. It is less exhuberant, but has a purple Beholder in the logo. His Open Game Content includes the Create Spell Grenade feat, and the spell Ground Stew. It, um. Makes the ground into stew.

Wolfgang Baur is a professional, not a rookie. But I link him here for his blog articles about translating material from the New Croubazon works of China Mieville into d20. New Croubazon is sort of like steampunk on acid, and so right up my ally.

From little Genjitsu Games, I've had this on my hardrive for awhile. It has fiendish penguins and half brass dragon catfish. Funky little monsters, often hard to come by.

And, for 4.0, this is a set of links to a guy on Gleemax who is already making new monsters for the new additions. He takes fairly standard concepts and gives them a healthy twist, so as to sidestep the orthodoxy of the Dungeons and Dragons settings. Do they work? Dunno. They look comparable to what wizards is producing. Won't know for sure until the game comes out. But it is heartening.

Friday, March 28, 2008

Greasy Belt - Minor Wondrous Item

Greasy Belt: This belt, made of seemingly of a strip of uncured boar hide, is covered with patches of bristles. A large hole punched is punched in one end. A polished boar tooth is affixed to the other, and can be pushed through the hole to act as a clasp.

One per day, the wearer of the Greasy Belt can make his clothes slippery with a noxious grease, giving him a +10 bonus on escape artist checks on grapple checks made to resist or escape a grapple or to escape a pin. Unfortunately, once free they must make a DC 10 reflex save to stand or act during that round, falling prone if they fail the check.

Weak conjuration; CL 3rd; Craft Wondrous Item, grease; Cost 200 gp

NPC Gear: 1st
Treasure Value: 1st

Math: 1st level spell 1/day = 1*1*2000/5 = 400. Halved for limited range/execution and limited backfire.

Wednesday, March 26, 2008

Lantern of Stillness - Moderate Wondrous Item

Lantern of Stillness: This lantern is made of gold filigree wire that encloses an intense golden flame. The flame doesn't seem to burn, but instead causes any living thing or limb inserted into it seems to feel numb and a tiny bit slower, a feeling that wears off in seconds. Despite the brilliance of the flame, it is small and does not travel far. The lantern sheds light as a standard torch. The flame seems to have no source of fuel, and can be shuttered to block the light.

The flame is actually made of a section of time, folded up until it is the size of a finger joint, glimering with the potential energy compacted into that tiny point.

Each lantern has a command word that will snuff the flame. When the flame goes out, a time stop as if cast by effect is centered on the lantern, as if cast by a 17th level wizard.

One the flame is snuffed, the lantern becomes useless.

Moderate transmutation; CL 17th; Craft Wondrous Item, time stop; Cost 15,300 gp

NPC Gear: 14th
Treasure Value: 14th

Math: Single Use Time stop, 9*17*100

Monday, March 24, 2008

Kamagun - Minor Universal Item

Kamagun: The Kamagun is a chitinous sheath that resembles the primary manipulative limb of the last creature who wore it. It has a psionic trigger. Only those with psionic ability can cause it to fire, commanding it with a thought.

When it is not being worn, the Kamagun changes its shape to fit the primary manipulative limb of any psionic creature who touches it. This starts as soon as the Kamagun is touched, and takes one round to complete.

When a Kamagun is put on, the protein computer that runs the quasi-organic Kamagun samples the skin and excreted body fluids of it's wearer. It roots around in the junk DNA of the creature for the design of a diminutive flying creature that produces organic toxins and can be used as a weapon. It then begins to manufacture a version of said creature using the user’s body fluids as raw materials. These creatures are the ammunition that the Kamagun uses.

In the case of a terrestrial user, the most efficient flying killer a Kamagun will find is a breed of prehistoric wasp. The Kamagun strips the wasps of all their biological functions but their wings, sensory organs, and stingers, and they are extremely dumb and fast. When the Kamagun is aimed, the wasps are imprinted with a psionic image of their target. If they miss on the first shot, they will generally continue on until they hit a solid object. They are created with just enough energy to fly 100 feet, the outside of the Kamagun’s range, then they die.

The first time a Kamagun is put on, it will do a point of damage to the user each round for five rounds. If this is interrupted, it will continue the next time it is put on until it has done five points of damage. After this, it is ready to be used. This damage can be healed back normally.

Each shot from a Kamagun costs it's user one hit point, which can be healed back normally. A Kamagun has a five shot magazine. It can hold no more shots. Once a shot is fired, the Kamagun can regenerate one charge each round, on it's user's next action, taking a hit point from it's user for each it shot it regenerates. After the magazine is filled the initial time, the Kamagun's user can mentally order the gun not to make more shots. A kamagun will not make new shots if it's wearer has fewer than 1 hit point.

A Kamawasp that hits it's target deals 1 hit point of damage and injects venom (DC 13+ the wearer's con modifier, 1 Con/O Con)

A Kamawasp also has a +12 to hit because the wasp guides its own flight. A Kamawasp can be intercepted by an attack of opportunity if it is hit by an attack that hits an AC of 23 or greater. It has a touch AC of 23, and is never flat footed.

The Kamagun also bestows a +2 armor bonus to its bearer’s armor class.

Minor Universal Item; ML: 10th; Craft Universal Item, prevenom; Cost 440 gp

NPC Gear: 1st
Treasure Value: 2nd

d20 Modern Stat Block

Type: Wondrous Item (psionic); Manifester Level: 3rd; Purchase DC: 28; Weight: 2 lb.


Math:

There is no math for this monstrosity, which is patterned after a weapon in a video game I used to love playing.

This weapon only does one point of damage per shot. That's way lower than any mundane weapon off the rack. The benefit of using it would be the con damage. The greatest benefit would be against fighter opponents. So I figured this item would be appropriate for a level where it was affecting the fighter at least half of the time.

That turns out to be first. I gave the Kamagun a base cost equal to 300 gp, the value of one first level treasure. I bumped the value by 140, the value of a masterwork buckler, for the armor bonus.

In order to give this a little more life, I elasticated the DC save.

Friday, March 21, 2008

Ur-Vat of the Golden Aura - Medium Wondrous Item

Ur-Vat of the Golden Aura: This highly polished golden basin is carried on the back of two glorious winged serpents. It’s rim is graven with injunctions in enochian, and its basin is inscribed with nested protection circles. A good aligned outsider my willingly give up hit points enough to equal the XP cost of the Ur-Vat’s creating a potion. Any given outsider can only do this once, and generally must be convinced to let his blood be used in such a coarse fashion. Once per day, if left in sunlight for 16 hours, it can brew the blood into a potion of shield of faith.

Moderate abjuration; CL 3rd; Brew Potion, Craft Wondrous Item, shield of faith; Price 7,500 gp.

NPC Gear: 10th
Treasure Value: 11th

Friday, March 14, 2008

Ur-Vat of Rent Oak - Medium Wondrous Item

Ur-Vat of Rent Oak: This Ur-Vat is hollowed out of a huge wooden stump and is smoothed and stained by years of handling. Its basin is carved with runes in fey, and a knoll in the roots hides a charred, copper lined space where coals can be put to heat the basin. A knowledge nature (DC 20) will reveal the wood as from the tree of an ancient dryad or treant.

The Ur-Vat of Rent Oak can take magic points in the form of blood or sap from any magical beast or intelligent plant with a natural armor bonus greater than +2. Once per day, if the blood or sap is left to simmer for sixteen hours and barkskin is cast on the remaining liquid at dusk, this Ur-Vat produces a potion of barkskin.

Moderate transmutation; CL 5th; Brew Potion, Craft Wondrous Item, barkskin; Price 15,000 gp.

NPC Gear: 13th
Treasure Value: 14th