Wednesday, January 5, 2022

General Rules - Item Feats

Item Feats

This is a list of item feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Ability Focus
BoEM3
Item level 4th+One of the item's spell-like abilities becomes harder to resist
Ability Penetration
BoEM3
-All of the item's spell-like abilities gain a bonus to overcome spell resistance
Animate Self
BoEM3
Item level 5th+The item becomes animate as if affected by animate objects
Attack
BoEM3
Animate Self or FloatThe item can attack on its own
Bestow Feat
BoEM3
-The item can bestow a feat upon its bearer
Blindsight
BoEM3
-The item gains blindsight
Control User
BoEM3
Charisma 15+, Influence UserThe item can take control of its user

Home     General Rules

Tuesday, January 4, 2022

House Rules - Intelligent Item Creation

Creating Intelligent Magic Items (from the Book of Eldritch Might III)

Intelligent magic items are magic items of any kind (weapons, staves, rings, and so on) with their own sentience. These items think, feel, and possess all the traits you would expect to see in a person. Magic items can be imbued with life using the Life to the Inanimate feat. Note that this feat only allows a magic item to be infused with intelligence, a creator making a new magic item to be infused with intelligence would have to have the appropriate item creation feat to create the base item. An existing magic item can also be infused with intelligence.

Intelligent items differ from constructs. In fact, they are the opposite of constructs. Constructs are inanimate objects given locomotion but not intelligence. Intelligent items are inanimate objects given intelligence but not locomotion.

The intelligent items described here are more like non-player characters than simply as equipment. They have personalities, goals, objectives, wants, and fears. Friendly items will behave as would any other non-player character that accompanies the party - or, in the case of unfriendly items, will behave as any other foes.

An intelligent bow that is interested in furthering the cause of law might willingly loose arrows only upon chaotic opponents, although the archer might convince it to loose arrows upon neutral foes that threaten them. An ancient, intelligent ring with the ability to speak might have some interesting information to offer about the origins of a demonic dragon a group of heroes must face, but only after they complete a quest the ring gives them.

These magic items can grow with a character. A character can start at a relatively low level with an intelligent item and keep the item while advancing in level, valuing it as much at 16th level as they did at 6th. The item remains balanced because a character must continue to devote experience points to it.

Communication and Perception

PerceptionAdditional Creation Cost
NoneNone
Intuition100 shillings + 4 experience points
Hearing200 shillings + 8 experience points
Sight1,000 shillings + 40 experience points
Sight with darkvision2,000 shillings + 80 experience points
Blindsight5,000 shillings + 200 experience points
If an item is intelligent, it is first important to determine what it can perceive and understand. A typical inanimate object perceives and understand nothing. Intelligent items have one or more of the types of perception as listed on the table to the right:

None: The item cannot sense what is going on around it on its own, but if it can communicate, it can still take actions cased on others' descriptions of the events taking place.

Intuition: The item can perceive only very general sorts of input. It knows then someone picks it up or uses it, when it gets hurt, the temperature around it, whether or not it is moving, and so on.

Hearing: The item can hear like a human, with a Listen bonus equal to its Wisdom modifier, plus any skill ranks. Items with hearing become vulnerable to auditory effects like a harpy's song that normally only affect creatures.

Sight: The item can see like a human, with a Spot bonus equal to its Wisdom modifier, plus any skill ranks. Although it has no eyes, it must focus this sense in one direction or another, the same way a person "looks around". Items with sight become vulnerable to gaze attacks and other sight-based effects (such as color spray) that normally only affect creatures.

Blindsight: The item has a special sense of everything around it, up to 60 feet. While not as detail-oriented as actual sight, it does allow the item to sense invisible objects. The item has a Spot bonus equal to its Wisdom modifier plus any skill ranks.

CommunicationAdditional Creation Cost
NoneNone
Pulse25 shillings + 1 experience point
Empathy50 shillings + 4 experience points
Speech200 shillings + 16 experience points
Telepathy5,000 shillings + 200 experience points
Super-Telepathy10,000 shillings + 400 experience points
The object also has one of the types of communications listed to the right:

None: The item cannot communicate in any way and cannot understand communication from others, even if it can head and someone speaks to it.

Pulse: The item can vibrate a little, just enough so that anyone holding it or touching it can tell. It understands no type of communication, regardless of what kind of perception it has.

Empathy: The item only understands one-word sorts of ideas or emotions, and can convey the same. It does so only mentally to whoever is holding it.

Speech: The item can speak audibly. It automatically knows one language (chosen by its creator). It can learn more languages by spending skill points.

Telepathy: The item can mentally communicate with anyone touching it. No shared language is necessary.

Super-Telepathy: The item can mentally communicate with anyone within 25 feet. No shared language is necessary.

Item Ability Scores

AddAdditional Creation Cost
+150 shillings and 1 experience point
+2100 shillings and 4 experience points
+3200 shillings and 8 experience points
+4400 shillings and 16 experience points
+5800 shillings and 32 experience points
+61,600 shillings and 64 experience points
+73,200 shillings and 128 experience points
+86,400 shillings and 256 experience points
+912,800 shillings and 508 experience points
+1025,600 shillings and 1,016 experience point
Items have three ability scores: Intelligence, Wisdom, and Charisma. When an item is created, roll 2d6 for each of these ability scores. Further, the creator can add bonuses to the rolled scores at the rate shown on the table to the right:

The item's final ability scores cannot exceed the creator's.

Items that can animate themselves also have Strength and Dexterity scores. Determine and increase those scores in the same way as their Intelligence, Wisdom, and Charisma.

Like characters, for every four levels and item gains, it can add +1 to one ability score.

Item Personalities

What does an item want out of "life"? What does it fear? Des it revere a celestial or infernal power? What is the item's alignment? These are questions to answer when the item is created. The creator has a great deal of influence over the item, but in the end , the item is free-willed. At the time of creation, the creator should make a caster level check, adding his Charisma modifier and consulting the following list:
  • 1 - 10: The DM determines all aspects of the item's personality.

  • 11 - 14: The item has the same alignment as the creator. The DM chooses all other aspects of the item's personality.

  • 15 - 19: The creator determines the item's alignment. The DM chooses all other aspects of its personality.

  • 20 - 29: The creator dictates the item's alignment and general "purpose" (what it looks upon as its goal).

  • 30 or higher: The creator dictates the alignment, goals, and personality of the item.
When the DM is creating aspects of the item's personality, she can do so randomly or as she sees fit. She can base the item on the creator if she wishes. For example, if the creator were a wizard, the item might love wizards. or it might hate them.

Item Levels

Like creatures, intelligent items have levels and can gain more. Unlike creatures, they do not gain levels based on experience or overcoming challenges. Instead, a living creature must infuse personal energy in the form of experience points into the item. The number of experience points required for an item to gain a level is equal to one-quarter the number of experience points needed for a character to gain a level. Anyone touching an intelligent item can infuse it with power, although a character cannot infuse an item that is higher level than he or she is; so a 6th-level fighter cannot infuse an 8th-level item. Also, a character cannot infuse an intelligent item with so many experience points that the character would lose a level.

Unlike a character, an item does not have to start at 1st level. The creator can infuse sufficient experience points into an item upon creation to raise its level immediately.

When leveling, Intelligent items are treated just like non-player characters. Choices made during level advancement are subject to the DM's discretion.

Hit Points

An item gains an additional hit point each level.

Item Attacks

Items able to animate or activate themselves have a base attack bonus. To this bonus they add a Strength or Dexterity modifier (depending on whether they make melee or ranged attacks), their own enhancement bonus (if any), and so on.

Saving Throws

All saving throws made by an intelligent item use the base saving throw bonus presented on the table below. To this bonus, they add the appropriate ability score modifier (if any), their own enhancement bonus (if any), and so on. For an item's every 10 points of hardness (depending on its material), it adds +1 to Fortitude saving throws. Like constructs, items only make Fortitude saving throws against an effect that also affects objects, such as disintegrate. Items in the possession of a character with better saving throw bonuses than their use the possessor's saving throw bonus instead.

Spell-Like Abilities

Items gains new spell-like abilities as they gain levels, much in the same way that a spellcasting character gains new spells. Each new spell-like abilities they gain (according to the table below) can be used once per day. The item chooses abilities from among the spells on any spell list. It may select an ability more than once, for multiple uses each day; a spell chosen three times can be used as a spell-like ability three times per day. Items receive bonus spell-like abilities based on their Wisdom scores, even if the spells in question are arcane spells.

The saving throw Difficult Class for an item's spell-like ability is based upon the item's Charisma modifier: DC = 10 + the level of the spell the ability comes from + the item's Charisma modifier.

Since they are spell-like abilities, they require no verbal, somatic, or material components. Spells with an experience point cost of up to 1,000 shillings can be used as abilities only once per week as oppose to once per day. Spells with an experience point cost of more than 1,000 experience points can be used as abilities only once per month.

Personal spells can be used as spell-like abilities on the item or on the item's user. All other spells are handled as described regarding targets, range, and so on.

Items cannot activate a spell-like ability or animate themselves the same round as they are used by a character. Thus, a character cannot use a magical sword as a weapon the same round as the sword uses a spell-like ability or animates to make an attack.

Item Traits

Intelligent items are immune to poison, disease, and similar effects. They are not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Items cannot heal damage. items can be repaired.

Items always fail Constitution checks. they can make concentration checks - items base Concentration on Charisma rather than Constitution. Nothing that requires a physiology or understandable anatomy works on items. They are immune to effects that require a Fortitude save (unless the effect also works on objects, such as disintegrate). In such cases, items apply their Charisma modifier to their Fortitude saving throw, as well as +1 for every 10 points of hardness.

An item with no Dexterity score cannot move. Items normally act on their wielder's initiative score, but take their own actions if they have actions they can take. If an unattended item can act (such as by casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The item fails all Reflex saves and Dexterity checks.

Items have distinct personalities and can be influenced by Diplomacy, Bluff, and even Intimidate checks. Items treated well often respond well. Items treated poorly, either physically or psychologically - and often, only the item can judge whether it is well cared for - react poorly to their users and others.

An item with no Dexterity score takes only partial actions. items with a Dexterity score can take actions normally. Items cannot be affected by haste or slow.

Item Skills

Intelligent items can have ranks in any skill with Intelligence, Wisdom, or Charisma as a key ability. Items can also take Concentration, using Charisma as the key ability rather than Constitution. Still, some skills, like Craft: Alchemy or Disable Device, require a mobility that the item does not have. All the item can do in such a case is aid another who can actually carry out the task. The DM can use common sense to determine which skills require abilities the item does not possess.

Items that can become animate can have Strength- and Dexterity-based skills at the DM's discretion.

Items have skill points equal to (2 + Intelligence bonus) x4 at 1st level, and skill points equal to 2 + Intelligence bonus for each additional level.

Item Feats

Items gain feats as creatures do. Rather than gaining a new feat at every three levels, they follow the progression shown on the "Intelligent Items" table. Items get a feat at 1st level, and 2nd level, and ten one for every other level thereafter. The feats listed on the table below are all the feats that an item gets.

Items can have the following feats from the Player's Handbook: Great Fortitude, Iron Will, Lightning Reflexes, Skill Augmentation, and Skill Focus. Great Fortitude, Iron Will, Lightning Reflexes all apply to saves made by the item or on the item's behalf by its possessor. They can also choose feats from the Item Feats list.

Item Healing, Maladies, and Death

Items do not heal hit points as living creatures do. A mending spell often repairs damage an item suffers (usually 1d8 hit points worth) and make whole restores all lost hit points. An item restores mental ability score damage through rest like a creature, or through spells like lesser restoration. Item physical ability score damage must be repaired through spells like restoration.

As with creatures, items can gain disease-like afflictions. Called maladies, they are sometimes brought upon by magic (such as via the spell bestow malady) and sometimes by other conditions, such as stress, neglect, or anything else the DM deems appropriate. A few maladies are presented below, as a sample:
  • Devil's Mind: The item begins acting erratically. It loses 1d3 points of Intelligence or Wisdom each day (50 percent chance of either on a given day). if the item can speak, its speech becomes slurred or jittery and quick. It appears obvious that something is wrong. Normally, an item may make a DC 18 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.

  • Dire Corrosion: The item suffers 1 point of damage per day and loses 1 point of hardness each week. When hardness reaches 0, the item loses 5 hit points per day. Once out of hit points, the item crumbles to dust. It appears obvious that the item is decaying at a rate far faster than usual. Normally, an item may make a DC 16 Will saving throw each day to resist the effects. Two successful saving throws in a row usually shakes off the malady altogether.

  • Object Paralysis: This malady only affects animate items or those that can float. They lose the ability to move entirely. Normally, and item may make a DC 15 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.
Intelligent items can be destroyed, just like regular items In such a case, the item "dies". They cannot be raised or resurrected, although a wish or miracle can restore them.

Intelligent Magic Item Market Price

To determine the market price of intelligent items, use the following formula: Base price + 1,000 + (level2 x 1,000) shillings.

The base price refers to the initial creation cost spent on ability scores, communication modes, and perception. Intelligent magic weapons, armor, and shields must have at least a +1 enhancement bonus, so you must also figure in that cost.

Of course, someone with the proper feats can add abilities to an existing intelligent magic item.

The experience point cost for creating an intelligent magic item is 100 experience points plus any experience points involved in granting its ability scores, communication modes, and perception, and any devoted to raising its level.

Intelligent Items
- Once per Day Spell-Like Abilities -
LevelBase Attack BonusBase SavesSpecial0th1st2nd3rd4th5th6th7th8th9th
1+0+2Feat10--------
2+1+3Feat11--------
3+2+3-21--------
4+3+4Feat211-------
5+3+4-221-------
6+4+5Feat3211------
7+5+5-3221------
8+6/+1+6Feat33211-----
9+6/+1+6-43221-----
10+7/+2+7Feat433211----
11+8/+3+7-443221----
12+9/+4+8Feat5433211---
13+9/+4+8-5443221---
14+10/+5+9Feat55433211--
15+11/+6/+1+9-55443221--
16+12/+7/+2+10Feat555433211-
17+12/+7/+2+10-555443221-
18+13/+8/+3+11Feat5555433211
19+14/+9/+4+11-5555443221
20+15/+10/+5+12Feat5555543321

Home     House Rules

Tuesday, December 28, 2021

House Rules - New Magic Rods

This is a listing of magic rods that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mirror Rod: (Book of Eldritch Might II) This shiny silver rod measures about 15 inches long and appears relatively unremarkable. Upon command, it transforms into a 5-foot-square high-quality silver mirror, just right for the scry spell (or for mirror master special abilities). it can remain in mirror form for up to one hour before reverting back to a rod, at which point it must remain a rod for an hour.
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Rod, polymorph any object; Cost: 2,400 shillings; Cost to Create: 1,200 shillings + 96 experience points. Weight: 4 lbs.

Rod of the Winds: (Book of Eldritch Might II) This 3-foot long rod, fashioned from dark blue steel, ends in a loop about 8 inches across; the loop is made from the same material as the rod itself. When you speak the command word, a small and tightly controlled gate to the Elemental Plane of Air opens within the loop. From this gate, a powerful wind gushes forth, causing havoc in a cone 80 feet long and wide. Characters within this cone must make DC 18 Fortitude saves each round or suffer the ill effects of w windstorm (as detailed in Chapter 3: Adventures in the Dungeon Master's Guide). The gate remains open for 1d6 rounds, during which time the wielder can move or redirect the cone. The gate can open four times per day.
  Aura: Overwhelming conjuration; Caster Level: 17th; Prerequisites: Craft Rod, gate, gust of wind; Cost: 81,000 shillings; Cost to Create: 40,500 shillings + 3,240 experience points. Weight: 4 lbs.

Home     House Rules

Monday, December 27, 2021

House Rules - New Magic Staves

This is a listing of magic staves that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Gemstaff: (Book of Eldritch Might II) This gem-studded, golden staff, though only about 4 feet long, is worth 25,000 shillings in gem value alone. It has the following powers:
  • Call of the Topaz (1 charge)
  • Call of the Ruby (1 charge)
  • Call of the Sapphire (2 charges)
  • Call of the Emerald (2 charges)
  • Call of the Diamond (2 charges)
  Aura: Strong enchantment; Caster Level: 13th; Prerequisites: Craft Staff, call of the diamond, call of the emerald, call of the ruby, call of the sapphire, call of the topaz; Cost: 120,000 shillings; Cost to Create: 60,000 shillings + 4,800 experience points. Weight: 4 lbs.

Staff of the Primal Lands: (Book of Eldritch Might II) This gnarled staff looks like an unworked, still-living tree branch. It has the following spell-powers:
  • Bear's Endurance (1 charge)
  • Bull's Strength (1 charge)
  • Cat's Grace (1 charge)
  • Resist Elements (1 charge)
  • Water Breathing (1 charge)
When broken in a retributive strike, it has a special effect rather than an explosive one. Everyone within 30 feet falls victim to a primal release spell, with no saving throw (spell resistance still applies).
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Staff, bear's endurance, bull's strength, cat's grace, primal release, resist elements, water breathing; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 5 lbs.

Home     House Rules

Saturday, December 18, 2021

House Rules - New Specific Magic Weapons

New Magic Weapons

Item
Cost
Weight
Astralsword
26,350 shillings
8 lbs.
Batblade
34,802 shillings
1 lb.
The Bleeding Sword
30,315 shillings
4 lbs.
Bow of the Ceniþ Marches
12,400 shillings
3 lbs.
Deathflail
44,335 shillings
5 lbs.
Devil Tongue
32,615 shillings
4 lbs.
Explorer's Bow
33,375 shillings
4 lbs.
Flayer Flail
3,435 shillings
20 lbs.
Fool's Sceptre
24,312 shillings
4 lbs.
Glass Dagger
11,969 shillings
1 lb.
Harp Bow
3,430 shillings
3 lbs.
Hawk Hatchet
6,308 shillings
2 lbs.
Heir's Dagger
5,702 shillings
1 lb.
Lance of the Stately Charger
50,310 shillings
10 lbs.
Mindthorn
25,320 shillings
2 lbs.
Morningstar of Justice
28,308 shillings
6 lbs.
Obsidian Spear
12,302 shillings
9 lbs. or 6 lbs.
Rending Daggers
26,604 shillings
2 lbs.
Sylvan Halberd
11,315 shillings
12 lbs.
Sword of Acarra
24,350 shillings
8 lbs.
Sword of the Crusader
12,315 shillings
4 lbs.
Sword of the Warlord
19,615 shillings
4 lbs.
Tactitian
30,315 shillings
4 lbs.
Thundermaul
22,336 shillings
12 lbs.
Vigor Blade
16,315 shillings
4 lbs.
Whip of Despair
25,801 shillings
2 lbs.
The following specific weapons usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Astralsword: (Mercenaries) The astralsword is a +2 greatsword whose blade shimmers and winks while wielded. As a standard action, the wielder can aim the sword at a target and activate an identical blade summoned from an astral pocket to fire forth from the sword hilt, leaving the main blade in place. There are a total of 50 blades in the pocket space, when the blades are used up, the sword remains a +2 greatsword. The shimmering astralswordcan be used as a ranged attack and has a range increment of 30 feet. The ranged blade does 1d10 points of piercing damage and threatens a critical as the base weapon.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 26,350 shillings; Cost to Create: 13,350 shillings + 1,040 experience points. Weight: 8 lbs.

Batblade: (Mercenaries) A batblade is as dark as midnight from hilt to tip. Bat-like wings make up the guard and frequently the blade is wave and slim. It acts as a +2 dagger and grants the user the ability to fly at will, per the spell, as if cast by a 5th level caster. It also grants the wielder darkvision with a range of 60 feet as long as it is held. As a standard action, the user may activate a sonar-like ability to grant a +10 circumstance bonus to Spot checks when used to spot an invisible creature. This is a sonic supernatural ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, darkvision, fly; Cost: 34,802 shillings; Cost to Create: 17,552 shillings + 1,380 experience points. Weight: 1 lb.

The Bleeding Sword: (Book of Eldritch Might) This +2 longsword continually drips with black blood. The blood is foul and diseased, and anyone struck with the blade must make a DC 14 Fortitude saving throw or fall victim to the disease devil chills.
  Aura: Moderate necromancy; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 30,315 shillings; Cost to Create: 15,316 shillings + 1,200 experience points. Weight: 4 lbs.

Bow of the Ceniþ Marches: (adapted from the Book of Eldritch Might II) The archers of Ceniþ are renowned for their deadly precision and powerful bows. This +2 composite longbow is a strength bow - self adjusting for the strength of the user, up to a Strength bonus of +10. Thus, the bow always has just the right amount of pull for the user.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: 12,400 shillings; Cost to Create: 6,400 shillings + 480 experience points. Weight: 3 lbs.

Deathflail: (Conjuration) A deathflail acts as a +2 flail and appears to be crafted from the bone and sinew of some great creature, a dragon most sages would argue. It remains pure white, and its haft is usually wrapped in gold or silver cloth. If the wielder brings a living opponent to the dying condition, it necromantically drains the target. If the subject fails a DC 13 Will save, it dies and the wielder gains 1d8 temporary hit points and a +2 enhancement bonus to Strength. These effects last for 10 minutes per Hit Die of the target.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, death knell; Cost: 44,335 shillings; Cost to Create: 22,335 shillings + 1,760 experience points. Weight: 5 lbs.

Devil Tongue: (Mercenaries) A devil tongue is a +2 unholy longsword with a grip of darkened leather. The hilt is a devil's head, it's horns forming the hilt with its mouth open to the blade. As if a horrid, elongated tongue, the wavy blade extends from the devil's mouth, and a small cloud of dark particles forever emanates from the tip. Once per day, on a successful hit, the wielder can will the swoard to unleash a contagion spell on the target. The target must succeed at a DC 16 Fortitude save or contract a disease which strikes immediately with no incubation period. This infects the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom. Which disease is inflicted is determined randomly.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 32,615 shillings; Cost to Create: 16,465 shillings + 1,292 experience points. Weight: 4 lbs.

Explorer's Bow: (Mercenaries) At first glance, an explorer's bow appears to be a simple, hastily made woodsman's bow, frequently with a few knobs and leaves remaining from the branch it was made from. Any ranger or druid worth their salt would know the woodsman runes carefully carved near the grip, denoting it as an explorer's bow. An explorer's bow is a +2 mighty (Strength 16) composite longbow that grants its wielder the Endurance feat, and once per day the power of protection from elements as the spell cast by a 6th level druid may be activated by the wielder. In addition, the wielder may never be truly lost, for any arrow shot from the bow while the word "north" is spoken by the wielder in the Sylvan tongue fall to earth pointing true north. Finally, the bow grants proficiency in it's use to any druid who holds it, and using it does not break their sacred vows.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, bear's endurance, endure elements, find the path; Cost: 33,375 shillings; Cost to Create: 16,875 shillings + 1,320 experience points. Weight: 4 lbs.

Flayer Flail: (Book of Eldritch Might) Made from the head and tentacles of a slain mind flayer, this +1 heavy flail can cast confusion (Will save DC 16 negates) once per day upon a single target struck by its tentacle barbs.
  Aura: Moderate enchantment; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, confusion; Cost: 3,435 shillings; Cost to Create: 1,885 shillings + 124 experience points. Weight: 20 lbs.

Fool's Sceptre: (Magic Item Creation) When this +2 light mace scores a critical hit, the target must succeed at a DC 13 Will save or be confused for one round, as per the spell lesser confusion. In addition, once per day, the wielder of the fool's sceptre can cast confusion, as the spell.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, confusion, lesser confusion; Cost: 24,312 shillings; Cost to Create: 12,312 shillings and 960 experience points; Weight: 4 lbs.

Glass Dagger: (Mercenaries) One of the cruelest blades ever crafted, a glass dagger is a +3 dagger that appears to be made of glass with a line of dark liquid embedded through its axis from hilt to tip. If a successful hit is scored on a target, the dagger causes normal damage, and then vanishes. The would continues to hurt, and cannot be healed by any means short of a heal, limited wish, miracle, or wish spell. The dagger travels with the target in the wound, but on the ethereal plane. On the prime material, it cannot be seen of grapsed, or manipulated, as it is essentially not there. The dagger can only be safely pulled from the wound by grasping where the handle would be and saying a command word. If a dispel magic spell is cast on it, or the target comes in contact with an antimagic region (or another command word is spoken within hearing distance of the blade), the dagger vanishes forever, unleashing a poison spell on the target. The dagger is a control tool, usually being accompanied by a promise to remove the blade from a wound once the target performs a particular task.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 23,635 shillings; Cost to Create: 11,969 shillings + 1,333 experience points. Weight: 1 lb.

Harp Bow: (adapted from the Book of Eldritch Might II) This ornate harp can be played normally and also can be used as a +1 shortbow. Bard enjoy this item because it lets them use the Accompaniment feat while remaining armed.
  Aura: Faint evocation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 5+ ranks in Perform; Cost: 3,430 shillings; Cost to Create: 1,930 shillings + 120 experience points. Weight: 3 lbs.

Hawk Hatchet: (Mercenaries) The hawk hatchet is a favorite of woodsmen and rangers. Its handle is made from the strongest steel and it's blade head it formed into a hawk's head with the beak as the blade. It acts as a +1 throwing axe normally, but its damage ignores any hardness rating when causing damage to a nonliving object.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: 6,308 shillings; Cost to Create: 3,308 shillings + 240 experience points. Weight: 2 lbs.

Heir's Dagger: (Mercenaries) Each heir's dagger is crafted specifically for those of royal blood and it won't enact its special power for any other. An heir's dagger is a normal +1 dagger, but on command it can also detect poison as the spell as if cast by a 3rd level sorcerer.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, detect poison; Cost: 5,702 shillings; Cost to Create: 3,002 shillings + 216 experience points. Weight: 2 lbs.

Lance of the Stately Charger: (Magic Item Creation) This +2 hammering lance adds +20 feet to the mount's base speed for the purpose of determining how far it can charge. In addition, it adds its enhancement bonus to the Armor Class of both the wielder and mount, but only during a charge.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat, phantom steed; Cost: 50,310 shillings; Cost to Create: 25,310 shillings and 2,000 experience points. Weight: 10 lbs.

Mindthorn: (Book of Eldritch Might II) This +2 rapier is jet black, made from an unknown material. It inflicts 1 point of temporary Intelligence, Wisdom, or Charisma damage (wielder's choice) upon any foe it strikes.
  Aura: Faint evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, feeblemind; Cost: 25,320 shillings; Cost to Create: 12,820 shillings + 1,000 experience points. Weight: 2 lbs.

Morningstar of Justice: (Mercenaries) A morningstar of justice could eaily pass for a duke's scepter if not for the magnificent head of spikes at the business end. These are highly prized by Lawful watch guards, peaceful overseers, and pacifist priests the world over. The morningstar acts as a +3 morningstar to any who wield it. In addition, a wielder of Lawful alignment may activate the powers of a zone of truth spell or a hold person spell, at will, as if cast by a 10th level cleric.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, hold person, zone of truth, creator must be Lawful; Cost: 28,308 shillings; Cost to Create: 14,308 shillings and 1,120 experience points. Weight: 6 lbs.

Obsidian Spear: (Mercenaries) An obsidian spear acts as a +1 longspear or +1 spear but with twice the hardness and hit points. In addition, it is perfectly balanced for use as a spear thrown, in melee, or as a quarterstaff-like weapon with its handle end (but only for 1 attack). Thus, the weapon may deal piercing, slashing, or bludgeoning damage as the wielder sees fit.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: 12,302 shillings; Cost to Create: 6,302 shillings and 320 experience points. Weight: 9 lbs. or 6 lbs.

Rending Daggers: (Mercenaries) Known to be a favorite of the savage druids of the Banshee Wood, the mere sight of them has caused more than one explorer to surrender without a fight. Each rending dagger is forged by the wild elf druids and is almost always made from the retooled claws of a great beast. Their tips are slightly curved at the very ends and are perpetually sharp. These +2 daggers are only truly effective when wielded with one in each hand. If the wielder successfully hits with both dagger attacks, he latches on to the opponent's body and tears the flesh. This automatically deals an additional unmodifeied 2d4+4 damage. The cost and weight given are for two rending daggers.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, greater magic fang, summon monster V; Cost: 26,604 shillings; Cost to Create: 13,604 shillings and 1,040 experience points. Weight: 2 lbs.

Sylvan Halberd: (Mercenaries) The rangers and druids of Qualinda first used the mighty sylvan halberds as they battled to hold back the Acarran Empire's refugees from invading their lands. A sylvan halberd acts as a +2 halberd and bestows on its wielder the ability to speak with animals and cast animal friendship as a 10th level druid, three times per day each.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, animal friendship; Cost: 11,315 shillings; Cost to Create: 5,815 shillings and 440 experience points. Weight: 12 lbs.

Sword of Acarra: ((mercenaries) Rare in the extreme, the proud wielder of a famous sword of Acarra will indeed stand out in combat. There are very few left today, there there was a time during the Age of Legends when the tyrant Acarra fam,ily was said to have a number of troops fighting with them. This sword acts as a +2 ancient greatsword and its blade always glows faintly with a blue glow out to a 5-foot radius. As the blade is swung through the air, it leaves behind a fan of blue light that will rejoin with the blade once it is held still. As a full-round action, the wielder may swing the sword in a circular arc fast enough to create a small glowing circle resembling a small shield. This glowing force can be "detached" at will, hovering in the air in front of the user as if they had a free arm with which to hold it. The blue disk will provide the full benefit of a light steel shield. This effect can be dispelled and renewed as desired.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, shield; Cost: 24,350 shillings; Cost to Create: 12,350 shillings and 960 experience points. Weight: 12 lbs.

Sword of the Crusader: (Mercenaries) Heralded as a weapon of respect and station by the cavaliers of Viridia, a sword of the crusader acts as a +2 longsword. In addition, it grants a +10 competency bonus to the wielder's Ride skill, and when used mounted it increases the bonus for being on higher ground from +1 to +2.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, animal friendship, calm animal; Cost: 12,315 shillings; Cost to Create: 6,315 shillings and 480 experience points. Weight: 4 lbs.

Sword of the Warlord: (Mercenaries) Swords of th warlord are longswords with a straight-edged side and a serrated side each. They perform as a +2 serrated longsword and also grant the Leadership feat to the wielder.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mass charm person; Cost: 19,615 shillings; Cost to Create: 9,815 shillings and 760 experience points. Weight: 4 lbs.

Tactician: (Mercenaries) Tactician is the name of the first sword of its kind, a +2 longsword of noble manufacture, the hilt made of two outfaced carvings of the faces to two battlefield leaders, grimacing in thought and determination. The weapon grants the wielder a +2 competence bonus to initiaive and if the wielder takes the Ready action, the charatcer may ready a full-round action rather than a partial action.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divination, haste; Cost: 30,315 shillings; Cost to Create: 15,315 shillings and 1,200 experience points. Weight: 4 lbs.

Thundermaul: (Mercenaries) The thundermaul is a +3 maul with and oversized, but balanced head. It is an impressive weapon, favored by barbarians and crusaders of the Lord of Storms. Once her hour, the hammer can be struck to the ground by the wielder, which causes a deafening thunderclap to sound and the ground the tremble. All targets within 15 feet of the wielder must make a DC 15 Reflex save or fall prone. Regardless of the first result, all targets within 15 feet of the wielder must make a successful DC 15 Will save or be deafened for 1d4 rounds.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, shout; Cost: 22,336 shillings; Cost to Create: 11,336 shillings and 880 experience points. Weight: 12 lbs.

Vigor Blade: (Book of Eldritch Might II) This +1 longsword inflicts 1 point of temporary Strength damage upon the foes it strikes. In a given day, after it inflicts at least 5 points of Strength damage, it can cast bull's strength upon the wielder; the spell lasts for three hours. It can activate the bull's strength ability no more than once per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, bull's strength, ray of enfeeblement; Cost: 16,315 shillings; Cost to Create: 8,315 shillings + 640 experience points. Weight: 4 lbs.

Whip of Despair: (Mercenaries) Also known as the Demon's Whip by the damned souls of the Abyss, the whip of despair is used for prolonged torture sessions and is a common symbol of station for high-ranking denizens of the layers of the infernal realms. Ths whip itself has a large, sturdy grip. The lash is made from the oily black hair of a balor, soaked in vile fluid to strengthen it further. Along it's length, dire shark teeth have been worked into its sinewy vines to further the pain. At it's core, it acts as a +2 whip.

The whip of despair inflicts 1d6+2 slashing damage to a target with a critical threat range of 19-20 and a critical multiplier of x2. A struck target must succeed at a DC 18 Fortitude save or suffer a -2 morale penalty to all attacks, saves, and skill checks for 1 minute and suffers the effects of the fear spell as if cast by a 10th level sorcerer.

When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if the character fails to disarm the opponent.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil; Cost: 25,801 shillings; Cost to Create: 12,901 shillings and 1,020 experience points. Weight: 2 lbs.

Home     House Rules

Wednesday, December 15, 2021

House Rules - New Specific Magic Armor

New Magic Armor

Item
Cost
Weight
Armor of the Sun
7,800 shillings
50 lbs.
Coral Chainmail
6,450 shillings
40 lbs.
Invisible Armor
3,350 shillings
30 lbs.
Jack's Costume
45,710 shillings
10 lbs.
The following specific suits of armor usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor of the Sun: (Mercenaries) Tis shining, gleaming suit of +2 half-plate is decorated with golden raised runes and etchings, one of them usually being the symbol of Belin. Three times per day, the wearer can invoke a prayer to Belin with a command word. The suit then sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the armor is empowered so when brought into an area of magical darkness, it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. The armor of the sun counters and dispels any dakrness spell of equal or lower level, such as darkness.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, daylight; Cost: 7,800 shillings; Cost to Create: 4,275 shillings + 282 experience points.

Coral Chainmail: (Conjuration) Privateers and pirates prize this rare chainmail. It is usually crafted of coral itself and stregnthened a hundredfold by sorcery. At the same time, it has enough give to be worn comfortably as regular +2 chainmail. The moment the armor is submerged in water, it transforms into a seaweed-like suit of +2 leather armor and grants a +10 competency bonus to Swim checks.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, creator must have the Spell Focus (Transmutation) feat; Cost: 6,450 shillings; Cost to Create: 3,450 shillings + 240 experience points.

Invisible Armor: (Mercenaries) This piece of armor acts as a +1 breastplate with the exception that it is completely invisible as per the spell greater invisibility.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, greater invisibility; Cost: 3,350 shillings; Cost to Create: 1,850 shillings + 120 experience points.

Jack's Costume: (Magic Item Creation) This armor functions are +1 nimble, improved, spring-heel padded armor and also grants the wearer the ability to make their eyes glow fiery red once per day. This effect lasts for 5 rounds, duing which the wearer can make one gaze attack as a free action every round. All those affected by this mind-affecting gaze attack must make a DC 14 Will save or cower for 1d4 rounds.
  Aura: Moderate transmutation; Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, cat's grace, fear, jump; Cost: 45,710 shillings; Cost to Create: 22,855 shillings + 700 experience points.

Warded Armor: (Book of Eldritch Might III) This suit of +2 chainmail armor is imbued with the spell warding globes. The armor produces three globes each day. Although they add no extra protection to Armor Class, they do intercept attacks of opportunity and inflict damage on the attacker as described in the spell.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, warding globes; Cost: 32,300 shillings; Cost to Create: 16,300 shillings + 1,280 experience points. Weight: 40 lbs.

Home     House Rules

Sunday, December 12, 2021

House Rules - New Specific Magic Shields

The following specific shields usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Angel's Shield: (Book of Eldritch Might III) This +1 spellcasting large steel shield, shaped like a feathered angel's wing is gilded in gold. Created by Woda's arcane angels, this shield also allows the wielder to use Jevicca's just reversal three times per day.
  Aura: Strong abjuration; Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, Jevicca's just reversal, mage armor, wish; Cost: 56,170 shillings; Cost to Create: 28,170 shillings + 2,240 experience points. Weight: 15 lbs.

Conner's Buckler: (Magic Item Creation) This +2 light fortification buckler has proved the bane of many an escaping fugitive. Twice per day, the buckler may be thrown as a ranged weapon with a range increment of 20 feet. This attack deals 1d6 + Strength modifier nonlethal damage to the target. If this attack results in a successful critical hit, the damage is not modified, but the target must make a DC 16 Fortitude save or be stunned for 1d4 rounds.
  Aura: Light enchantment; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, hold person plus wish or miracle; Cost: 24,330 shillings; Cost to Create: 12,165 shillings + 650 experience points.

Tentacle Shield: (Book of Eldritch Might III) This green shield appears misshapen and lumpy. It is a +3 large steel shield that, upon the use of the command word, grows two writhing tentacles. The wielder can command the tentacles mentally to make disarm attempts with a reach of 5 feet and a bonus of +10. The shield can only make one disarm attempt per round, but doing so requires no action on the wielder's part.
  Aura: Moderate evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, unhand; Cost: 35,170 shillings; Cost to Create: 17,670 shillings + 1,400 experience points. Weight: 15 lbs.

Home     House Rules