Tuesday, January 4, 2011

General Rules: Feats - Implant Gambit

Implant Gambit [Item Creation] (from the Book of Eldritch Might III)
You put a secret "trick" into an item that you create.
   Prerequisite: Spellcaster level 12th+, any item creation feat.
   Benefit: You can add a "gambit into the powers of a magic item that you create using another feat. The item must be one that you create, must have a market price of at least 1,000 shillings, and you must put the gambit in place during the item's initial creation. Implanting a gambit requires the caster to spend more money and experience as detailed below and adds a day of creation time.

A "gambit" in this sense is one of the following:
  • Fail-Safe: You put a special command into the item that allows you - and only you - to say a word (using a standard action) that permanently drains it of all power. The gambit adds 1,000 shillings and 40 experience points to the item's creation cost.

  • Back Door: You put a special command into the item that allows you - and only you - to control it even when it falls into the hands of another. You must be within 25 feet and have the item in line of sight. Using this gambit requires a standard action and a successful DC 20 Concentration check. The item must be a command or spell-trigger item. This adds 5,000 shillings and 200 experience points to the item's creation cost.

  • Recall: You put a special command into the item to return it to your hand when you desire it. The item must be on the same plane as you are, and if it is currently within someone's grasp (and not sitting unattended or stowed in a pack), the character holding the item gets a Will save to hold onto it (DC 15 + your Charisma modifier). This adds 15,000 shillings and 600 experience points to the item's creation cost.

  • Conditional Fail-Safe: You put a special function into the item that permanently drains it of all power if a specific condition arises. Conditions could include "if a character of evil alignment hold the item for more than 1 round" or "if the item enters the land of Polthia" or - in the case of an intelligent item - "if the item so wishes". This gambit adds 10,000 shillings and 400 experience points to the item's creation cost.

  • Conditional Recall: You put a special function into the item that returns it to your hand if a specific condition arises. Conditions could include "if a character of evil alignment holds the item for more than 1 round" or "if the item enters the land of Polthia" or - in the case of an intelligent item - "if the item so wishes". This gambit adds 20,000 shillings and 800 experience points to the item's creation cost.

   Special: You can put more than one gambit into an item, adding the costs of all gambits to the original price and a day per gambit to the creation time.

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