Wednesday, May 20, 2020

House Rules - New Wondrous Items

New Wondrous Items

Item
Cost
Weight
Anklet of Translocation
1,400 shillings
- lbs.
Arcanist's Gloves
500 shillings
- lbs.
Banner of Allegiance
12,500 shillings
1 lb.
Bracelet of Foe Charms
19,500 shillings
- lbs.
Belt of One Mighty Blow
1,500 shillings
1 lb.
Boots of Agile Leaping
600 shillings
2 lbs.
Boots of Landing
500 shillings
1 lb.
Bracers of Quick Strike
1,400 shillings
1 lb.
Brooch of Stability
1,000 shillings
- lbs.
Brute Gauntlets
500 shillings
- lbs.
Chain of Supernatural Might
30,000 shillings
15 lbs.
Candle, Exorcism
100 shillings
- lbs.
Candle, Greater Revelation
300 shillings
- lbs.
Candle, Revelation
150 shillings
- lbs.
Cloak of the Living
100,000 shillings
1 lb.
Cloak of Predatory Vigor
1,400 shillings
2 lbs.
Crucible of Conjuration
52,000 shillings
2 lbs.
Essence Crystal
91,000 shillings
- lbs.
Food, Communion
200 shillings
- lbs.
Headband of Reflected Arrows
7,800 shillings
- lbs.
Helm of Alacrity +1
4,000 shillings
3 lbs.
Helm of Alacrity +2
16,000 shillings
3 lbs.
Helm of Alacrity +3
36,000 shillings
3 lbs.
Helm of Alacrity +4
64,000 shillings
3 lbs.
Helm of Alacrity +5
100,000 shillings
3 lbs.
Horn of Echoes
27,500 shillings
- lbs.
Horn of Khil
29,000 shillings
- lbs.
Incense, Faith Shield
300 shillings
- lbs.
Incense, Oblivion
800 shillings
- lbs.
Lens of Focus
20,000 shillings
- lbs.
Lute of Charms
6,000 shillings
2 lbs.
Mantle of Mastery
25,000 shillings
1 lb.
Mantle of Sanctuary
2,500 shillings
1 lb.
Oil, Annointment
200 shillings
- lbs.
Orb of the Damned
150,000 shillings
1 lb.
Orb of the Heavens
150,000 shillings
1 lb.
Pipes of Protection
35,000 shillings
3 lbs.
Raptor's Mask
3,500 shillings
- lbs.
Robe of Retaliation
6,500 shillings
2 lbs.
Slate of Remembrance
42,000 shillings
1 lb.
Slave Bore
3,500 shillings
- lbs.
Theurgical Talisman, Ash
2,500 shillings
- lbs.
Theurgical Talisman, Birch
900 shillings
- lbs.
Theurgical Talisman, Elder
2,000 shillings
- lbs.
Theurgical Talisman, Hawthorn
4,000 shillings
- lbs.
Theurgical Talisman, Ironwood
3,500 shillings
- lbs.
Theurgical Talisman, Mistletoe
3,000 shillings
- lbs.
Theurgical Talisman, Oak
800 shillings
- lbs.
Theurgical Talisman, Rowan
2,000 shillings
- lbs.
Theurgical Talisman, Willow
800 shillings
- lbs.
Vestments of Tzuggtmoy
1,000 shillings
1 lb.
Vile Token
27,500 shillings
- lbs.
Wink Brooch
600 shillings
- lbs.

This is a listing of wondrous items 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.

Anklet of Translocation: (Magic Item Compendium) An anklet of translocation allows you to make short dimensional hops. When it is activated, you ca instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation of wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions two times per day. Activating the anklet is a swift action.
  Aura: Moderate conjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, dimension door; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: -.

Arcanist's Gloves: (Magic Item Compendium) When you activate arcanist's gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn. Arcanist's gloves require a swift action to use and function two times per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, fox's cunning; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Banner of Allegiance: (Conjuration) A silver staff with a crossbar on one end, the banner of allegiance has a long silk pennant attached to the crossbar. By silent act of will, the holder can change the pennant to bear his personal sigil or family crest. If the bearer does not have one, the banner will not function, but this is easily rectified by simply creating one for use. The banner does not care if the crest it shows if official or not, merely that the bearer identifies with it personally.

When the bearer of the pennant casts a summon spell that conjures multiple creatures, the magic of the banner activates. Each summoned creature appears with the summoner's crest displayed upon it. The glowing mark is clearly visible and fills the creatures with a sense of camaraderie. For the duration of the summoning, all creatures summoned have a +1 morale bonus to attacks and saving throws. Thebanner of allegiance can affect multiple summoned groups at once, so long as they all originate from the same bearer. If the bearer loses contact with the banner, the marks all vanish and the bonus ends immediately. EVen if contact is regained, the mark does not return to existing creatures.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, bless or Inspire Confidence as a class ability; Cost: 12,500 shillings; Cost to Create: 6,250 shillings + 500 experience points. Weight: 1 lb.

Bracelet of Foe Charms: (Conjuration) Appearing as agolden chain-link bracelet with seven hoops for charms, this item strongly resembles a bracelet of friends. This item is made with no charms on it to begin with. When commanded to do so by an arcane spellcaster as a standard action, the bracelet of foe charms surrounds the hand that wears it in a golden glow. This glow can be used once as a touch attack and forces any Huge or smaller living creature struck to make an immediate DC 18 Will save. Failure causes the target to vanish and a tiny golden stauette of them appears in one of the charm hoops.

Targets can remain indefinitely as charms, but only seven charms can exist at one time. A charm can be pulled from the bracelet and used to conjure the creature that it represents in the same way as a bracelet of friends. Once used in this way, the hoop for that charm disappears and cannot be regained. When a target reappears by the use of its charm, it is considered to be a summoned creature and remains under the bracelet wearer's control for 7 rounds. After that time, the creature becomes free-willed again and loses the summoned status. It does not, however, return anywhere, and may be remarkably annoyed with the wearer.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, planar binding, polymorph any object; Cost: 19,500 shillings; Cost to Create: 9,750 shillings + 780 experience points. Weight: -

Belt of One Mighty Blow: (Magic Item Compendium) Activating a belt of one mighty blow is a swift action and grants extra damage on your next melee attack made before the end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. A belt of one mighty blow functions once per day.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 1,500 shillings; Cost to Create: 750 shillings + 60 experience points. Weight: 1 lb.

Boots of Agile Leaping: (Magic Item Compendium) While wearing boots of agile leaping, you can add your Dexterity modifier (instead of your Strength modifier) to Jump checks. If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cat's grace; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: 2 lbs.

Boots of Landing: (Magic Item Compendium) While wearing boots of landing, you land on your feet, no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, feather fall or catfall; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: 1 lb.

Bracers of Quick Strike: (Magic Item Compendium) When you activate bracers of quick strike, you can make one extra attack with any weapon you are holding if you already made a full attack action on this turn. This attack is made at your full base attack bonus plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack such as the Rapid Shot feat, a speed weapon, or the haste spell. Bracers of quick strike function once per day and are activated as a swift action. You must wear bracers of quick strike for 24 hours before you can access their abilities. if you take them off, they become inactive until worn for an additional 24 hours.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 1 lb.

Brooch of Stability: (Magic Item Compendium) This brooch is useful in dangerous battles. When your hit points are reduced to -1 or lower, you automatically become stable (assuming the damage was not enough to kill you). A brooch of stability functions once per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure light wounds; Cost: 1,000 shillings; Cost to Create: 275 shillings + 22 experience points. Weight: -.

Brute Gauntlets: (Magic Item Compendium) Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round.
  • 1 charge: +2 morale bonus.
  • 2 charges: +3 morale bonus.
  • 3 charges: +4 morale bonus.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Chain of Supernatural Might: (Book of Eldritch Might II) This heavy iron chain wraps around the hand and arm. It confers a +2 armor bonus to Armor Class and increases damage inflicted by unarmed or natural attacks with the arm it wraps by +2. Most importantly, it increases by +2 the saving throw DCs of all the user's supernatural abilities.
  Aura: Moderate conjuration and transmutation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, greater magical flow enhancement, mage armor, magic fang; Cost: 30,000 shillings; Cost to Create: 15,000 shillings + 1,200 experience points. Weight: 15 lbs.

Candle, Exorcism: (Demon Hunter's Handbook) Exorcism candles are sacred candles made from a combination of bee's wax and fat taken from the corpse of an intelligent being. Exorcism candles are, as the name might imply, used in conjunction with the prayers and rituals required to successfully perform an exorcism. When an exorcism candle is burned for a minimum of 1 hour during the performance of an exorcism, it adds a +2 sacred or profane bonus to the next Knowledge: Religion check the presiding demon hunter performs. The benefits from multiple exorcism candles do not stack, but exorcism candles can be used multiple times during the performance of an exorcism. A single exorcism candle can only be used once, with the benefits fading if not used within a day.
  Aura: Moderate conjuration; Caster Level: 10th; Prerequisites: Craft Wondrous Item, protection from evil or protection from good; Cost: 100 shillings; Cost to Create: 50 shillings + 2 experience points. Weight: -.

Candle, Greater Revelation: (Demon Hunter's Handbook) Greater revelation candles are sacred candles made from a combination of bee's wax and animal fat taken from celestial or fiendish animals that have been soaked in rare and expensive oils and herbs. When burned for an hour is provides the user the ability to commune with an upper plane exactly as if they had cast the spell themselves. Using a greater revelation candle to cast commune does not require the expenditure of experience points. A greater revelation candle can be used only once and must be burned for a full hour before casting commune. The benefits of multiple greater revelation candles do not stack and are lost if the user does not cast commune within a day of burning.
  Aura: Moderate transmutation; Caster Level: 12th; Prerequisites: Craft Wondrous Item, commune; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: -.

Candle, Revelation: (Demon Hunter's Handbook) Revelation candles are sacred candles made from a combination of bee's wax and animal fat taken from celestial or fiendish animals that have been soaked in rare and expensive oils and herbs. Incredibly expensive and used only in conjunction with the casting of commune spells, a revelation candle provides three benefits. First, it adds an effective +1 caster level when casting commune. Second, it opens the caster;s mind to better understand the divine language of their god, so answers given by the deity can be up to 10 words long. Finally, it reduces the experience point cost of casting commune to 50. A revelation candle can be used only once and must be burned for a full hour before casting commune. The benefits of multiple revelation candles do not stack and are lost if the user does not cast commune within a day of burning.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Wondrous Item, owl's widsom; Cost: 300 shillings; Cost to Create: 150 shillings + 12 experience points. Weight: -.

Cloak of the Living: (Book of Eldrtitch Might II) This gray cloak, when worn by an undead humanoid, makes it appear to th senses as an average, living humanoid of the appropriate type (a vampiric dwarf appears to be a dwarf, a human skeleton appears human, and so on). This illusion proves effective not only against all normal senses, but also against all divinations. The undead creature does not registaer under a detect undead spell, for example. A cloak of the living even foils true seeing. Undead wearing this cloak can still be turned.
  Aura: Strong illusion; Caster Level: 15th; Prerequisites: Craft Wondrous Item, mind blank, permanent image; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 1 lbs.

Cloak of Predatory Vigor: (Magic Item Compendium) A cloak of predatory vigor helps you channel the power of your combat frenzy into rejuvenating energy. While in a rage or frenzy, you can activate this cloak as a swift action to heal damage to yourself equal to your Hit Dice. This effect functions two times per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure moderate wounds; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 2 lbs.

Crucible of Conjuration: (Conjuration) This magical tool, resembling a small cauldron and mathcing stand, holds a heating or cooling source as the user requires. Crucibles of conjuration are usually made of fine steel or mithral, with jewels inset around the rim of the cauldron and the stand. The crucible's stand holds a large quartz crystal hat generates extacly as much heat or cold as commanded and maintains that temperature for any length of time stipulated. As such, it is an excellent tool for any alchemy, and adds a +2 circumstance bonus to any Craft: Alchemy checks.

The true power of the crucible becomes evident when used by a spellcaster with the Brew Potion or Craft Wondrous Item feat. Once per day, the crucible of conjuration can be used to create a special oil. This oil is imbued with the power of a summon monster spell the user wishes to cast into the crucible. This process takes one full hour and costs 500 shillings per spell level of the summon. The creator must also pay 50 experience points per level of thesummon spell.

The oil created by the crucible is bottled immediately after being and can be used as a grenade-like missile in the same manner as holy water. Any creature or creatures that could be summoned by imbued spell appear as close to the point of impact as possible. If the oil strikes an appropriate target, the creature can take afree grapple attack upon appearing.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, summon monster IX; Cost: 52,000 shillings; Cost to Create: 26,000 shillings + 2,080 experience points. Weight: 2 lbs.

Essence Crystal: (Vigil Watch: Secrets of the Asaatthi) This platinum chain is set with a blue-white crystal, used in the life transfer spell to store the souls of sentient creatures. The stone grows darker in color the more souls are placed into the crystal, and drains in color as each soul's life force is drained to ignore the natural effects of aging in the wearer. An essence crystal is usually found uncharged. When the wearer casts life transfer, the crystal gains a number of charges equal to the Hit Dice of the victim of the spell. By expending a charge, the wearer is immune to the effects of natural aging for a full year. The wearer resumes aging as normal if the essence crystal is removed. The crystal has hardness 5 and 25 hit points.
  Aura: Strong necromancy; Caster Level: 13th; Prerequisites: Craft Wondrous Item, life transfer; Cost: 91,000 shillings; Cost to Create: 45,500 shillings + 3,640 experience points; Weight: -.

Food, Communion: (Demon Hunter's Handbook) Communion food is used when a former demon worshiper or demon-possessed mortal wishes to repent their deeds. The exact form of the communion food depends upon the nature of the deity the clergy serve. Communion food is given to the one seeking atonement, and if eaten during the performance of an atonement spell, the cost of casting is reduced to 200 experience points. Communion food can also be used by a caster seeking their own atonement and reduces the costs as above. Though it is food, the magical nature of communion food preserves it, so that it endures centuries without spoiling.
  Aura: Moderate divination; Caster Level: 10th; Prerequisites: Craft Wondrous Item, augury; Cost: 200 shillings; Cost to Create: 100 shillings + 8 experience points; Weight: -.

Headband of Reflected Arrows: (Book of Eldritch Might II) This headband of woven gold threads bears small crossed arrow symbols all around the outside. Three times per day it causes an arrow, crossbow bolt, or other ranged weapon directed at the wearer to turn around and go after the attacker. The same bonuses used to attack the wearer apply against the attacker. Thus, if an archer looses an arrow with a +13 bonus at the wearer, resolve a +13 attack against the archer instead, with damage inflicted normally upon a successful hit. The wearer need not be aware of the assault and cannot decide when to reflect an attack - the headband simply functions against the first three ranged weapon attacks made towards the wearer.
  Aura: Strong abjuration; Caster Level: 13th; Prerequisites: Craft Wondrous Item, protection from arrows, spell turning; Cost: 7,800 shillings; Cost to Create: 3,900 shillings + 312 experience points; Weight: -.

Helm of Alacrity: (Book of Eldritch Might II) These golden helms give wearers a fraction of a second's warning when a blow is coming, aiding their ability to defend themselves. Each helm adds an insight bonus to the wearer's Armor Class.
  Aura: Moderate abjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, freedom of action, the caster must have a caster level equal to or greater than four times the helm's bonus; Cost: 4,000 shillings (+1 helm), 16,000 shillings (+2 helm), 36,000 shillings (+3 helm), 64,000 shillings (+4 helm), or 100,000 shillings (+5 helm); Cost to Create: 2,000 shillings + 160 experience points (+1 helm), 8,000 shillings + 640 experience points (+2 helm), 18,000 shillings + 1,440 experience points (+3 helm), 32,000 shillings + 2,560 experience points (+4 helm), or 50,000 shillings + 4,000 experience points (+5 helm); Weight: 3 lbs.

Horn of Echoes: (Conjuration) A silver horn chease in gold, the horn of echoes is blown for two full rounds just before casting a summon monster III spell. The spell is affected as if the epll echoing call I had been cast. Unlike the spell of the same name, this call cannot be dispelled once it begins. Using a horn of echoes does not require a Perform check, but if the user wishes to, success at a DC 20 Perform check after one round of blowing the horn obviates the need for a second round. A horn of echoes can be used as often as desired, but every use after the first during the same day carries a cumulative 10% chance that it will shatter and become useless.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, echoling call I, creator must have 5+ ranks in Perform; Cost: 27,500 shillings.; Cost to Create: 13,750 shillings + 1,100 experience points; Weight: -.

Horn of Khil: (Fury in the Wastelands: The Orcs of Tellene) Carved from the horn of a fell beast, this standard size signal horn is crudely engraved with scenes of violence and death. Sacred ot Khil, the horn instills frenzy into all orcs that hear its deep, booming call. When blown, all orcs within 50 feet immediately rage, with the sole exception of the horn blower. This is identical to the 1st level barbarian brutal strikes class ability except that the rage lasts for 5 rounds. This rage counts against the daily uses of the rage ability for a barbarian character. The horn can be blown as many times per day as the owner wishes, but any given orc can be affected no more than once in a 24-hour period.
  Aura: Moderate transmutation; Caster Level: 9th; Prerequisites: Craft Wondrous Item, bear's endurance, bull's strength; Cost: 29,000 shillings.; Cost to Create: 14,500 shillings + 1,160 experience points; Weight: -.

Incense, Faith Shield: (Demon Hunter's Handbook) This powerful, magical incense is infused with sacred energies and made from powdered angel's wings. When burned, it provides all within its radius of a effect with a +2 sacred bonus to all saving throws to resist the spells, spell-like abilities, and supernatural abilities of evil outsiders. A single package of faith shield incense burns for 10 minutes and fills a 10-foot radius.
  Aura: Moderate conjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, bless; Cost: 300 shillings; Cost to Create: 150 shillings + 12 experience points; Weight: -.

Incense, Oblivion: (Demon Hunter's Handbook) Oblivion incense is a powerful demonic narcotic which has the ability to erase the memories of all good beings who inhale its vapors. Those of good alignment who enter its 20 foot radius of effect must succeed at a DC 15 Will save or lose all memory of the previous 24 hours, including all spells prepared during that time. Inaddition, those who fail to save will not remember any events that occur duirng the next 24 hours, meaning they cannot prepare spells during this time.
  Aura: Moderate enchantment; Caster Level: 9th; Prerequisites: Craft Wondrous Item, mindfog; Cost: 800 shillings; Cost to Create: 400 shillings + 32 experience points; Weight: -.

Lens of Focus: (Book of Eldritch Might III) The small crystalline lens of focus, held in a gold frame with a small gold handle, magnifies ray spells cast through it. When a user casts any ray spell through the lens, the spell grants a +2 bonus to its ranged touch attack roll. If the ray inflicts damage, the amount increases by 50 percent.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Craft Wondrous Item, spellmaster; Cost: 20,000 shillings; Cost to Create: 10,000 shillings + 800 experience points. Weight: -.

Lute of Charms: (Book of Eldritch Might II) This magical lute allows the bearer to use charm person at will. Further, the DC of the spell is based upon the character's Perform check:
Perform Check ResultSpell DC
10 or less11
11 - 1513
16 - 2015
21 - 2517
26 or more19
As the lute is a masterwork quality instrument, it provides a +2 bonus on all Perform: Stringed Instrument checks when played.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, charm person; Cost: 6,000 shillings; Cost to Create: 3,000 shillings + 240 experience points. Weight: 2 lbs.

Mantle of Mastery: (Conjuration) This fine mantle, normally worn over normal clothing or robes, imparts remarkable powers over bound outsiders and summoned creatures to the spellcaster that dons it. As a full round action, the wearer can try to exert mastery over any single summoned or called creature within 30 feet through an opposed Will save against it. The creature can be one of the wearer's own conjurations or someone else's, though he receives a +2 circumstance bonus to the save if he conjured the target in question. A failed mastery attempt turns the creature against the wearer immediately.

If the check succeeds for the wearer, the target is considered his for the duration of the spell that conjured it. This acts as dominate monster and can function regardless of the target type. If the creature exists for an indefinite duration (such as a creature conjured through lesser planar binding), the domination lasts for one hour and must be rechecked if the wearer wishes to retain control thereafter.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, dominate monster, lesser planar binding; Cost: 25,000 shillings; Cost to Create: 12,500 shillings + 1,000 experience points. Weight: 1 lb.

Mantle of Sanctuary: (Conjuration) A spellcaster clad in a mantle of sanctuary does not need to fear attack from creatures that escape from his own containment diagrams or cagic circles. Instead of attacking the wearer, such beings are immediately empowered to return home and forced to do so through the power of the mantle. Escaped beings get no saving throw and spell resistance does not apply to avoid this effect unless the escaped being has more Hit Dice than the wearer's caster level. If so, they may make a Will save with a DC of 20 + 1 per day of captivity. If the wearer of the mantle attacks the creature during its escape or beforehand, he receives no protection at all and must suffer the attacks of the escaped being as normal.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, magic circle or sanctuary; Cost: 2,500 shillings; Cost to Create: 1,250 shillings + 100 experience points. Weight: 1 lb.

Oil, Annointment: (Demon Hunter's Handbook) Annointment oil is a magical oil which can be smeared across the forehead of a divine caster. When this is done, the oil grants the recipient two benefits. First, it adds a +1 sacred or profane bonus to the save DC of the next divine spell they cast. Second, it adds a +1 sacred or profane bonus to their caster level check to pierce any spell resistance the target of that spell has. Once smeared on a recipient's forehead, the oil evaporates after one hour if not used before.
  Aura: Moderate divination; Caster Level: 10th; Prerequisites: Craft Wondrous Item, divine favor; Cost: 200 shillings; Cost to Create: 100 shillings + 8 experience points; Weight: -.

Orb of the Damned: (Conjuration) A sphere of coalesced darkness pf glowing blood, the eight-inch-wide orb of the damned serves as a link to a fiendish being from the lower planes. This fiend cannot manifest directly on the mortal plane except through a physical host - the holder of the orb. The GM determines the exact personality of this fiend, but when the orb is used it merges spiritually; this creates an amalgam of its own personality and that if the user.

Once per day for up to one round per Hit Die, the holder of the orb can take on the half-fiend template. When this occurs, the orb disappears into the merged being. This combination cannot be dispelled, but a banishment or similar effect ends the duration of the merger instantly and causes the orb to manifest again. As a side effect of the powerful energies of the orb, it constantly radiates a bane effect while solid and explosed to darkness of any kind.

Regardless of form, the orb's user always manifests wings (as described in the half-fiend template), and has their alignment shifted toward evil along that axis. This is a permanent change that only occurs the first time the orb is used, though further exposure and willing use of the orb may cause further alignment shifts.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, greater planar binding, magic jar; Cost: 150,000 shillings; Cost to Create: 75,000 shillings + 6,000 experience points; Weight: 1 lb.

Orb of the Heavens: (Conjuration) A glowing sphere of seemingly solid light, the eight-inch-wide orb of the heavens serves as a link to a celestial being from the upper planes. This celestial cannot manifest directly on the mortal plane except through a physical host - the holder of the orb. The GM determines the exact personality of this celestial, but when the orb is used it merges spiritually; this creates an amalgam of its own personality and that if the user.

Once per day for up to one round per Hit Die, the holder of the orb can take on the half-celestial template. When this occurs, the orb disappears into the merged being. This combination cannot be dispelled, but a banishment or similar effect ends the durationof the merger instantly and causes the orb to manifest again. As a side effect of the powerful energies of the orb, it constantly radiates a bless effect while solid and explosed to light of any kind.

Regardless of form, the orb's user always manifests wings (as described in the half-celestial template), and has their alignment shifted toward good along that axis. This is a permanent change that only occurs the first time the orb is used, though further exposure and willing use of the orb may cause further alignment shifts.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, greater planar binding, magic jar; Cost: 150,000 shillings; Cost to Create: 75,000 shillings + 6,000 experience points; Weight: 1 lb.

Pipes of Protection: (Book of Eldritch Might II) These magical pan pipes, when played, offer up a sphere of magical protection based on the player's desire. The sphere forms a 5-foot radius around the pipes' player and lasts as long as she plays. Using them properly calls for DC 15 Perform check. A new check is required every 10 minutes, with the DC increasing by +1 each time. A character can take only move-equivalent actions while playing the pipes. Each type of protection can be used once per day:
  • Protection from Flame: No open flame can exist within the sphere. It hedges out fire (including beings of the fire subtype) and objects hotter than 100 degrees Fahrenheit (such as lava) from outside, as if the sphere were a wall of force.
  • Protection from Frost: The temperature within the sphere remains 70 degrees Fahrenheit no matter what forces or spells are used against it. it hedges out cold and ice (like a cone of cold) and creatures of the cold subtype.
  • Protection from Undead: Undead cannot exist within the sphere (they are immediately thrust out) and cannot enter.
  • Protection from Poison: All poison, including poison gas, loses its potency within the sphere. Creatures within with a natural venom regain their poisonous ability once outside the sphere for 1d3 rounds.
  Aura: Strong abjuration; Caster Level: 14th; Prerequisites: Craft Wondrous Item, control undead, neutralize poison, protection from energy; Cost: 35,000 shillings; Cost to Create: 17,500 shillings + 1,400 experience points. Weight: 3 lbs.

Raptor's Mask: (Magic Item Compendium) A raptor's mask grants you a +5 bonus on Spot checks and renders you immune to effects that would leave you blinded or dazzled. A raptor's mask is part of the Regalia of the Phoenix.
  Aura: Faint divination; Caster Level: 5th; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, glitterdust, possession of a piece of the Regalia of the Phoenix; Cost: 3,500 shillings; Cost to Create: 1,750 shillings + 140 experience points. Weight: -.

Robe of Retaliation: (Magic Item Compendium) A robe of retaliation allows you to react to attacks with a burst of magical power. If you are struck by a creature wielding a melee weapon or a natural weapon, you can activate the robe as an immediate action and sacrifice an arcane spell of 1st-level or higher to deal damage to your attacker equal to 1d6 points per level of the spell sacrificed. This ability functions three times per day.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, fire shield; Cost: 6,500 shillings; Cost to Create: 3,250 shillings + 260 experience points. Weight: 2 lbs.

Slate of Remembrance: (Conjuration) Created originally by a mage with a serious tendency to hold grudges, thos one-square-foot black slate board is bound in a frame with ash wood and silver corners. When any outsider successfully damages the person carrying the slate with a weapon, unarmed attack, or spell, the slate records the being's most commonly used name in indelible ink using very elaborate handwriting. There is only room on the slate for one name, and if another outsider does the bearer damage, the previous name is erased in favor of the new one.

By holding the slate and speaking the name on it, the bearer can cast whichever version of planar binding it takes to summon that outsider to him. As this is a calling spell, the bearer would be prudent to have a magic circle and containment diagram ready. Once the name on the slate is used, it erases itself completely and is ready to be used again.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, greater planar binding, true seeing; Cost: 42,000 shillings; Cost to Create: 21,000 shillings + 1,680 experience points. Weight: 1 lb.

Slave Bore: (Vigil Watch: Warrens of the Ratmen) The slave bore resembles a small corkscrew, crafted of silver and iron and dipped in the blood of the victim's potential master. The target of this device's foul magic usually is trussed up with a scarlet cord and made to wear a black velvet hood with a small forehead opening. A gag prevents the victim from biting his tongue during the painful ritual to come. The wielder then screws the bore into the victim's head.

When the bore is put into place, the victim immediately loses 2d4 Intelligence and 2d4 Wisdom and will lose 1d6 Constitution if he fails a DC 12 Fortitude save. While the bore is in place, the victim must make a Will save each day. The first day, the DC is 15, and it increases by +1 every day thereafter. Each day the victim resists successfully, his Constitution score drops by 1. If this score reaches 0, the victim dies. Should the victim fail his Will save, he becomes the slave of the individual whose blood is on the bore; the victim must obey his master's every command without question. These verbal commands may be delivered only by the slave's master, and must be comprehensible to the victim. The unfortunate slave has no chance to resist, remaining a slave until rescued or slain. So complete is the master's control, the slave will not even eat or drink unless commanded to do so. The Intelligence, Wisdom, and Constitution losses are permanent as long as the bore remains in place.

Another individual can remove the bore with a heal, limited wish, miracle, or wish spell, or someone can physically remove it from the victim's head. This latter procedure is extremely hazardous and requires a DC 25 Heal check. If the Heal check fails, the victim loses 1d6 points of Constitution and the healer may try again. If the bore is removed without killing the victim, his abilities slowly return to normal per the normal rules for ability damage. If the victim dies, the bore may be removed and the victim brought back to life with resurrection or similar spells.
  Aura: Moderate enchantment; Caster Level: 12th; Prerequisites: Craft Wondrous Item, dominate person; Cost: 3,500 shillings; Cost to Create: 1,750 shillings + 140 experience points; Weight: -.

Theurgical Talisman: (Conjuration) These tiny wooden objects were originally created by druidic ritual, but arcane spellcasters have learned the art of their construction as well. Crafted to augment summoning spells, theurgic talismans can be very potent when used wisely, but they have the potential to disrupt arcane spellcasting if not handled carefully. Perhaps owing to their original intent, these talismans do not disrupt divine summoning spells at all.

To use a theurgical talisman, the caster holds it firmly in one hand and casts any summon monster or summon nature's ally spell. The talisman vanishes upon completion of the spell and its effects imbue the monsters that arrive with a spell effect or special ability. In all cases, this effect ends when the duration of the summon spell ends. The entries for each particular talisman show different types of talismans, the effects they have, and the DC of the Concentration check required to keep from losing an arcane summon spell. If the Concentration check fails, the talisman is not lost unless the roll was a one.
  • Ash: All creatures summoned gain undead bane on all of their natural and weapon attacks, gaining a +2 bonus to attack and damage rolls against undead, and dealing an extra +2d6 damage on each successful attack. Concentration DC 20.

  • Birch: All creatures summoned gain the ability to smite evil once, adding extra damage equal to their Hit Dice (maximum +20) to their damage roll. This talisman cannot be used if the summoning is an evil spell. Concentration DC 18.

  • Elder: All creatures summoned gain Fast Healing 5. Concentration DC 20.

  • Hawthorn: All creatures summoned gain Improved Sunder as a bonus feat, and gain a +5 enhancement bonus to attack and damage rolls. If the use of this talisman fails, the creatures are summoned, but turn on the caster and his allies. Concentration DC 25.

  • Ironwood: All creatures summoned gain stoneskin as if cast by a 9th level caster. Concentration DC 25

  • Mistletoe: The summoning spell summons one additional creature. Concentration DC 22.

  • Oak: All creatures summoned gain a +4 enhancement bonus to their Strength, as per the spell bull's strength. Concentration DC 15.

  • Rowan: All creatures summoned gain energy resistance 12 against one energy type (acid, col, electricity, fire, or sonic). The energy type is chosen by the caster when the talisman is used. Concentration DC 18.

  • Willow: All creatures summoned gain a +4 enhancement bonus to their Dexterity, as per the spell cat's grace. Concentration DC 15.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, summon monster V or summon nature's ally V; Cost: 2,500 shillings (ash), 500 shillings (birch), 2,000 shillings (elder), 4,000 shillings (hawthorn), 3,500 shillings (ironwood), 3,000 shillings (mistletoe), 800 shillings (oak), 2,000 shillings (rowan), 800 shillings (willow>); Cost to Create: 1,250 shillings + 100 experience points (ash), 250 shillings + 20 experience points (birch), 1,000 shillings + 80 experience points (elder), 2,000 shillings + 160 experience points (hawthorn), 1,750 shillings + 140 experience points (ironwood), 1,500 shillings + 120 shillings (mistletoe), 400 shillings + 32 experience points (oak), 1,000 shillings + 80 experience points (rowan), 400 shillings + 32 experience points (willow); Weight: -.

Vestments of Zuggtmoy: (Hive of Villainy) These vestments appear as nothing more than a rotting, moth-eaten, mildewed cloak that has no appreciable value. Close inspection uncovers arcane symbols threaded into the fabric. There is a slight stench to the cloak, and those wearing it suffer a -1 penalty to all actions due to dizziness, stomach cramps, and nausea. Worshipers of Zuggtmoy are immune to this effect.

The vestments provide immunity to any spore attack and a +1 natural armor bonus. The wearer can cast speak with plants (mushrooms and fungi only) once per day, cast at 10th level.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, speak with plants, tree shape; Cost: 1,000 shillings; Cost to Create: 500 shillings + 40 experience points. Weight: 1 lb.

Vile Token: (Conjuration) A small clay or wood disc engraved with foul runes of evil, the vile token can be a terrible bane to any conjuror. If broken while in the presence of any summoned or called being, the token inflicts a hideous curse of corruption upon it. The being targeted may make a DC 19 Reflex save to avoid this fate; success indicates that it was able to return to its home plane before the corruption could take hold. In this case, the spell that summoned or called it is instantly negated with no further effect, although the caster may still owe service to the formerly called creature.

If the creature does not make the save, it twists into a corrupted mockery of its former self, becomes chaotic evil, and immediately attacks its controller. The corrupt creature is no longer under the conjuror's control and does not vanish when the duration of it's spell expires. If the summoned creature is slain or dismissed, the effects of the token end for it. If the creature was a called being, the token is permanent and can only be undone through the use of a wish or similar magic.

Further effects of the corruption are up to the Dungeon Master. Generally, the powers and abilities will change the suit the new alignment as best fits the campaign world.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, unhallow, plus miracle or wish; Cost: 27,500 shillings; Cost to Create: 13,750 shillings + 1,100 experience points. Weight: - lbs.

Wink Brooch: (Magic Item Compendium) Many a diplomat wears a wink brooch to court to gain an edge in conversation. When activated, this brooch grants you a +2 competence bonus on a single Bluff or Diplomacy check attempted before the end of your turn. This ability requires a swift action to use and functions three times per day.
  Aura: Faint enchantment; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, charm person; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: -.

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Tuesday, May 19, 2020

House Rules - Crafting Equipment

Crafting Equipment

Item
Cost
Weight
Anvil
25 shillings
20 lbs.
Bowyer/Fletcher's Tools
20 shillings
2 lbs.
Bowyer/Fletcher's Tools, Masterwork
70 shillings
2 lbs.
Forge, Portable
300 shillings
100 lbs.
Hammer, Forging
7 pennies
2 lbs.
Leatherworker's Tools
70 shillings
175 lbs.
Leatherworker's Tools, Masterwork
130 shillings
175 lbs.
Printing Press, Fixed
1,000 shillings
400 lbs.
Printing Press, Movable Type
1,600 shillings
500 lbs.
Smithy
600 shillings
1,250 lbs.
Smithy, Masterwork
1,200 shillings
1,250 lbs.
This is a collection of mundane crafting equipment. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page. There are a handful of items on the Alchemical Equipment list that may be of interest to some craftsmen, such as the bellows or kiln.

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.

Bowyer/Fletcher's Tools: (Quintessential Fighter) This tool kit contains all the tools required for a character to create bows, crossbows, arrows, and bolts.

Bowyer/Fletcher's Tools, Masterwork: (Quintessential Fighter) This tool kit contains all the tools required for a character to create bows, crossbows, arrows, and bolts. The tools are finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Bowmaking checks and all Craft: Weaponsmithing checks to make crossbows and bolts.

Hammer, Forging: (Path of the Magi) Unlike the standard wood-handled hammer, the forging hammer is made of a solid piece of steel to resist the heat of the forge. Craft: Blacksmithing DC 10.

Leatherworker's Tools: (Quintessential Fighter) This includes all of the tools necessary for a craftsman to soak, tan, boil, wax, and sew leather armor and equipment. These tools are essential for both construction and repairing such items.

Leatherworker's Tools, Masterwork: (Quintessential Fighter) This includes all of the tools necessary for a craftsman to soak, tan, boil, wax, and sew leather armor and equipment. These tools are essential for both construction and repairing such items. The tools are finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Leatherworking checks.

Printing Press, Fixed: (Path of the Magi) This large device, filling an area of roughly ten cubic feet, is used to reproduce exact copies of engraved wooden blocks. Every page in a text myst be carved individually from a block of wood, which is then painted with ink and pressed into paper by the giant screw on top of the press. Magical texts, such a spellbooks and scrolls, cannot be duplicated with a printing press. Craft: Blacksmithing DC 20 and Craft: Carpentry DC 20.

Printing Press, Movable Type: (Path of the Magi) Like its more basic cousin, the movable type printing press act by painting the wooden block and pressing it into a sheet of paper with a large screw. Unlike the fixed version, this printing press has thousands of small bits of wood carved into letters, which are strung together in a slotted block. After a page has been run, the small letter peices of wood are removed and rearranged, greatly speeding the printing process. Magical texts, such as spellbooks and scrolls, cannot be duplicated with a printing press. Craft: Blacksmithing DC 20 and Craft: Carpentry DC 20.

Smithy: (Quintessential Fighter) This is required to forge metal armor and weapon, a smithy includes a furnace, anvil, and all tools and molds necessary.

Smithy, Masterwork: (Quintessential Fighter) This is required to forge metal armor and weapons. A smithy includes a furnace, anvil, and all tools and molds necessary. The tools and other equipment are all finely crafted and of superior quality, granting a +2 circumstance bonus on all Craft: Blacksmithing checks, Craft: Weaponsmithing checks, and Craft: Armorsmithing checks made to create metal equipment.

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House Rules - Mundane Weapon and Armor Enhancements

Mundane Weapon and Armor Enhancements

Item
Cost
Weight
Armor-Piercing
+50% of base weapon cost
-
Basket Hilt
+15% of base weapon cost
-
Bent Grip
+15% of base weapon cost
-
Bow Sling
1 shilling
-
Bow Stabilizer
100 shillings
2 lbs.
Confessor's Armor
+200 shillings
-
Dwarven Forged Armor
+900 shillings
-
Elven Forged Armor
+600 shillings
-
Emblazoned Shield
+150 shillings
-
Hidden Blade
+15 shillings
1 lb.
Hidden Blade, Springing
+80 shillings
2 lbs.
Hidden Compartment
+15 shillings
- lbs.
Hollow Hilt
+15 shillings
-
Hollow Hilt, Masterwork
+45 shillings
-
Holy Water Sprinkler
+20 shillings
-
Laminated Steel
+900 shillings
-
Serrated Blade
+300 shillings
-
Serrated Weapon
+300 shillings
-
Shielded Grip
+25% of base weapon cost
-
Strengthened
+50% of base weapon cost
+50% of base weapon weight
Weighted
+100% of base weapon cost
+50% of base weapon weight
Wizard's Armor
+200 shillings
+5 lbs.
This is a collection of mundane weapon enhancements. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these are mudane modifications that can be used to alter and enhance weapons or armor. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

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.

Mundane Weapon Improvements

Armor-Piercing: (Path of the Sword) This may be applied only to light weapons that deal piercing damage. The weapon has been modified to slip between pieces of armor. Against any opponent with an armor bonus to Armor Class, this weapon grants a +1 bonus to attack rolls. This bonus does not apply to an opponent that only has a natural armor bonus to Armor Class.

Basket Hilt: (Path of the Sword) This is a complex grip that wraps around the wielder's hand. It can only be used on Medium-sized weapons or less that are to be wielded with one hand. The basket hilt grants the wielder a +2 bonus to resist disarm attempts.

Bent Grip: (Player's Guide to Fighters and Barbarians) A bent grip allows great control over a weapon, though at some cost of power. This grip has a number of flanges and a significant curve, allowing it to fit easily in the hand. Bent grips function properly on any light sword and on one-handed piercing swords. This grip may not be fitted on other weapons. Weapons with a bent grip gain a +1 enhancement bonus to their threat range (which does not stack with enchantments that also improve the threat range). The bent grip is commonly used in Enslem and the Gorovlic Isles.

Bow Sling: (Quintessential Fighter) The bow sling is a simple attachment that may be added to any greatbow, longbow, or shortbow, including composite versions of those weapons. Consisting of little more than a cured leather strap attached to an archer's hand, the sling will stop a bow from being accidentally dropped. A character with a bow sling gains a +4 circumstance bonus to all rolls made to avoid being disarmed of his bow. Using a bow strap makes it more difficult to drop the bow intentionally, and it requires a move-equivalent action to do so.

Bow Stabilizer: (Quintessential Fighter) Stabilizers are weights mounted on the front of a bow to keep the weapon stable during long-ranged shots. They increase the range increment of any bow by +20 feet. They may only be fitted to greatbows, longbows, and shortbows, including the composite versions of those weapons.

Hidden Blade: (Path of the Magi) This can only be added to masterwork quarterstaff, fitting it with a hidden blade. The blade is revealed by twisting off one end of the staff, revealing a space large enough to conceal a blade as large as a rapier or longsword.

Hidden Blade, Springing: (Path of the Magi) This can only be added to a masterwork quarterstaff, fitting it with a spring-loaded blade. The blade springs forth from one end of the staff. The blade cannot be longer than a shortsword.

Hidden Compartment: (Path of the Magi) This can only be added to a masterwork quarterstaff or masterwork club, fitting it with a secret compartment large enough to hold a potion bottle. If the staff or clu is used in combat, any glass objects in the compartment break on a roll of a natural 1. The compartment's opening mechanism can be activated either by twisting a specific area or by pushing a hidden button.

Hollow Hilt: (Path of the Sword) A weapon with a hollow hilt has a small compartment in the hilt, grip, or shaft, which can store 4 cubic inches worth of material in a Small weapon, or 6 cubic inches of material in a Medium weapon.

Hollow Hilt, Masterwork: (Path of the Sword) This is a small compartment in the hilt, grip, or shaft of a weapon, just as above, only applied to a masterwork weapon. The compartment can store 6 cubic inches worth of material in a Small weapon, or 8 cubic inches of material in a Medium weapon.

Holy Water Sprinkler: (Demon Hunter's Handbook) A holy water sprinkler is an enhancement that can be placed on any club, flail, mace, or morningstar. The head of the weapon is partially hollowed out so as to allow for small quantities of holy water, On a successful hit, the holy water sprinkler delivers an extra point of damage from splashing holy water on any evil outsider or undead it strikes. On a successful critical hit, the holy water sprinkler delivers 2d4 extra damage as through the target was hit with a direct hit with holy water. When a holy water sprinkler is used against undead, roll to confirm critical hits as normal, but only for the purposes of increasing holy water damage. A holy water sprinkler can deliver a total of 8 successful splash damage strikes or a single critical hit strike before needing to be refilled. If a holy water sprinkler delivers 4 splash damage strikes before a critical hit it rolled, then a critical hit only inflicts 1d4 additional holy water damage. Refilling a holy water sprinkler is a move-equivalen action that draws attacks of opportunity.

Laminated Steel: (Mercenaries) Laminated steel weapons can be created by weaponsmiths with at least 7 ranks in the Craft: Weaponsmith skill. This type of weapon is made using a forging process where multiple layers of steel are interspersed with layters of a softer, more pliable metal such as nickel. These layers are then welded and folded several times. The end effect is a weapon that is both flexible and extremely hard. This process may be applied to any slashing weapon. Weapons must be created with this method; they cannot be modified to add this quality once they have been forged. A laminated steel weapon gains +1 to all damage rolls and its critical multiplier is increased by +1. For example, a laminated steel longsword deals 1d8+1 damage and has a x3 critical mulitplier. In addition, the weapon gains +5 to its hardness. The DC to craft a laminated steel weapon is 23.

Serrated Blade: (Quintessential Fighter) Some weaponsmiths intentionally forge their weapons to have wickedly serrated edges, designed to cause the maximum amount of damage whenever they strike. Only the very finest weaponssmiths have the skill to hone blades to such sharpness as to have any appreciable effect. Only masterworked slashing weapons may be given a serrated edge, either while they are being forged, or as a later modification. A slashing weapon with a serrated blade will grant a +1 bonus to all damage rolls made with it. A weapon may only have one type of serrated enhancement.

Serrated Weapon: (Mercenaries) A special type of edged weapon can be forced by a skilled weaponsmith wherein the blade of the weapon is serrated to increase its cutting power. This can be done with any kind of slashing weapon. Weapons must be created with a serrated edge; they cannot be modified to have a serrated edge once they have been forged. A serrated weapon has its critical threat range increased by +1. For example, a serrated longsword has a critical threat range of 18-20 instead of 19-20. The DC to craft a serrated weapon is 20. A weapon may only have one type of serrated enhancement.

Shielded Grip: (Player's Guide to Fighters and Barbarians) One of a number of protected grips, such as shell or basket hilts, the shielded grip is used in a variety of bladed weapons - including daggers, rapiers, and longswords. If a weapon with a shielded grip is employed in battle, and the wielder is using Combat Expertise, the Armor Class bonus gained through the use of that feat is increased by +1. This bonus increases to +2 if the Combat Expertise proficient character is using two shielded grip weapons, but only if they posses the Two-Weapon Fighting feat. Additionally, a shielded grip grants a +1 circumstance bonus for the purpose of resisting disarm attempts.

Strengthening: (Path of the Sword) The weapon is made of stronger, thicker materials. This makes it considerably heavier, but also harder to break. A strengthened weapon has its hardness increased by 1 and its hit points increased by 25% (rounded up). This increases the weight of the weapon by 50%.

Weighted: (Path of the Sword) This improvement may only be applied to weapons that deal bludgeoning damage. The head of the weapon is designed to be extremely heavy by adding extra metal, wrapping it in steel bands, and so on. This increases the weapon's damage by +1 and increases the weight of the weapon by 50%.

Mundane Armor Improvements

It is possible to commission easily distinguished or customized pieces. Below you will find an outline of several of these enhancements, their costs, and the benefits of taking the time to be unique.

Confessor's Armor: (Demon Hunter's Handbook) Confessor's armor is a modification that can be added to any suit of medium or heavy armor except hide armor. Confessor';s armor is covered with holy symbols of all sorts and inlaid with sacred liturgy and arcane symbols that represent esoteric concepts of good, holiness, and honor. When armored in confessor's armor, the wearer gains a +2 sacred bonus to all grapple checks made against evil outsiders, because the symbols weaken them and burn them on contact (although they deal no actual damage). In addition, the wearer gains a +2 sacred bonus to all Knowledge: Religion checks made to perform an exorcism.

Dwarven Forged Armor: (Mercenaries) This armor is forged by skilled dwarven armorsmiths. Any type of medium armor, heavy armor, or shield can be dwarven-forged. Armor or shields must be created as dwarven-forged. An item cannot be modified to be dwarven-forged once it has been completed. Dwarven-forged armor and shields are considered to be masterwork quality (although all of the benefits normally associated with masterwork armor are subsumed into the bonuses provided by being dwarven-forged). Dwarven forged armor provides an additional armor bonus of +2 and reduces the armor check penalty by -1, but the arcane spell failure chance for the armor is increased by +10%. For example, a suit of dwarven forged full plate provides an armor bonus of +10, has an armor check penalty of -5, and an arcane spell failure chance of 45%. To craft dwarven forged armor, the creator must be a dwarf with at least 5 ranks in the Craft: Armorsmithing skill. The DC for crafting dwarven forged armor is 20.

Emblazoned Shield: (Quintessential Cleric) Divine casters that use shields may have their holy symbol embedded into the surface of their shield. This allows them to display their symbol without requiring them to drop or sling their shield, reducing their exposure to damage during hostile encounters. Any size shield other than a buckler may be emblazoned.

Elven Forged Armor: (Mercenaries) This armor is forged by skilled elven armorsmiths. Any type of light armor, medium armor, or shield can be elven-forged. Armor or shields must be created as elven-forged armor. An item cannot be modified to be elven-forged once it has been completed. Elven-forged armor and shields are considered to be masterwork quality (although all of the benefits normally associated with masterwork armor are subsumed into the bonuses provided by being elven-forged). Elven forged armor increases the maximum Dexterity bonus of armor by +1, reduces the armor check penalty by -1, and reduces the arcane spell failure chance by 10%. For example, a suit of elven-forged chainmail provides an armor bonus of +5, has a maximum Dexterity bonus of +3, an armor check penalty of -4, and an arcane spell failure chance of 20%. To craft elven forged armor, the creator must be an elf with at least 5 ranks in the Craft: Armorsmithing skill. The DC for crafting elven forged armor is 20.

Precisely Fitted Armor: Armor can be tailored to a specific individual. Such armor must be crafted of masterwork quality and tailored specifically the the character as part of its construction. The character who wears the armor must be measured precisely before the work can commence, and then the cost of the armor is increased by 50%. Precisely fitted armor has some minor, but useful benefits, as follows:
  • Hasty donning time is reduced by one round if the armor is light armor, by two rounds if the armor is medium armor or heavy armor other than half-plate or full-plate, and by one minute if the armor is half-plate or full-plate.
  • The precise fit enables you to move more easily within it, reducing the apparent weight by 10% for purposes of load calculation. This weight reduction also applies to Swim checks.
  • Well-made armor simply looks better. You gain a +1 circumstance bonus to Bluff and Diplomacy checks in circumstance in which the target of the check would be favorably impressed by someone in high-quality armor.
Embossed and Decorated Armor and Weapons: Both armor and weapons can be covered with decorations, fine enameled designs, intricate embossed patterns, and so on. This does nothing for the functionality of the armor or weapon, but it does make the equipment extremely distinctive. Characters who are nobles, high-ranking military commanders, or successful merchants might desire such equipment to demonstrate their status and wealth. Decorated and personalized items grant the following benefits:
  • The items are much easier to locate if stolen. Add a +2 circumstance bonus to any Gather Information checks related to tracking down lost or stolen items that have been decorated.
  • Those likely to be impressed by wealth, especially ostentatious displays of wealth, are going to be favorably disposed towards a character wielding decorated arms and armor. Such a character gains a +2 circumstance bonus to Bluff and Diplomacy checks against such individuals.
The one major drawback to such items is that extensive field use can mar the fine craftsmanship. Any time a character sustains more than 50% of his hit points in damage, decorated armor has been marred and must be repaired. Likewise, if a character scores more than two critical hits with a decorated weapon in a single combat, it is also considered marred and must be repaired.

Decorated items cost a minimum of double the cost of masterwork items of the same type (although they are not necessarily masterwork - if a character wants a decorated masterwork item, they must pay the cost for masterwork quality as well). If the character insists on particularly costly decorations - for example, an image of the character slaying a green dragon to be placed on a large shield, with the dragon made from precisely cut emeralds, and the character formed of rubies - the price can be as high as the DM thinks is reasonable.

Wizard's Armor: (Quintessential Wizard) Wizard's armor is created by taking a typical armor design and modifying it to allow for greater freedom of movement and improved ability to complete arcane gestures without interference. An existing suit of armor may not be modified in this manner. Instead, wizard's armor must be created from scratch. To calculate the cost and effectiveness of wizard's armor, select a base armor type, such as chainmail and determine the costs and attributes of a masterwork version. Then, increase the cost by 200 shillings, decrease the armor bonus by 2, drop its weight by 5 pounds, and reduce its arcane spell falure chance by 10%. A suit of wizard's armor is considered to be the same armor type as the base armor. For example, wizard's chainmail is Medium armor.

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Monday, May 18, 2020

Campaign Design - Diseases

Diseases

This is a collection of additional diseases that are not found in the Player's Handbook or Dungeon Master's Guide.

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.

Black Pox: Blood begins to pool up and rot within the black pox victim, forming large pustules that ooze thick, black, septic blood. Very virulent and often fatal in a few short days, this is probably one of the most feared contagions on the Three Worlds. Thankfully, once you've had the pox, you become immune to it - one way or another. Contact, Fortitude DC 21, incubation 1 day, damage 1d3 Strength, 1 Dexterity, and 1d3 Constitution. For each ability damaged, the victim must make another Fortitude save. Each failed save means that 1 point of temporary damage delivered to that ability becomes permanent.

Gray Wasting: The flesh of those afflicted with gray wasting becomes very dry, even to the point of flaking off in large pieces, and their hair tends to fall out. They cannot eat - anything victims consume they immediately disgorge - and rapidly lose weight over the course of a week or two. Even after fighting off the gray wasting, its deleterious effects remain until victims have had a period of bed rest equal to a number of days of their illness. Any day during the recovery period in which a victim does not have complete bed rest adds a day to the recovery time. Injury, Fortitude DC 19, incubation 1d3 days, damage 1d3 Constitution.

Flower Fever: The flower fever is rarely fatal and seems more like a very bad cold or flu, debilitating the host for a week or two with weakness, congestion, headaches, and vomiting. In addition, the victim begins to exude a strange and pleasant floral aroma that encourages others to inhale deeply, serving to spread this airborne contagion. Inhalation, Fortitude DC 14, incubation 1 day, damage 1d2 Constitution.

Lung Rot: This infection actually attacks the liver, not the lungs. Bile begins flooding the victim's system causing extreme jaundice. The victim also begins to cough and vomit up massive amounts of this bright green bile - thus the erroneous association with the lungs. Unfortunately, it takes months for lung rot symptoms to manifest, and by then it is long past the time for preventative cures. Inhalation, Fortitude DC 17, incubation 1d6 months, damage 2d4 Strength. Any time the victim suffers more than 4 points of Strength damage, apply an additional 1 point of permanent Strength damage as well.

Scarlet Shaking Pox: The victim of scarlet shaking pox develops huge red blemishes and becomes stricken with uncontrollable muscle spasms. This condition worsens as the disease progresses, uif iften takes several months to kill a victim. Though symptoms persist for the entire duration of the disease, the victim suffers damage slowly - once per week. No natural healing is possible - the victim cannot make natural saving throws to avoid damage after they fail the initial save against infection, though the disease can be treated magically, with herbs, and medicinally (use only the healer's heal check roll for the saving throw. Without treatment, this disease always ends in death. Contact, Fortitude DC 23, incubation 1d2 weeks, damage 1d6 Dexterity. For each ability damaged, the victim must make another Fortitude save. Each failed save means that 1 point of temporary damage delivered to that ability becomes permanent.

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House Rules - Scribing and Spellbooks

Scribing and Spellbooks

Item
Cost
Weight
Jewelbook, 100 facets
90 shillings
-
Jewelbook, 150 facets
110 shillings
-
Jewelbook, 200 facets
130 shillings
-
Moltvellum, 1 sheet
3 pennies
-
Moltvellum Book, 100 pages
17 shillings
2 lbs.
Ribbonscroll, 100 folds
22 shillings
⅓ lb.
Ribbonscroll, 150 folds
30 shillings
½ lb.
Ribbonscroll, 200 folds
45 shillings
1 lb.
This is a collection of equipment generally used as books or scrolls, or as substitutes for books or scrolls, or in the creation of books and scrolls. Although most of the items listed here may be used for arcane writings and magical scrolls, they can also be used for more mundane purposes.

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.

Item Descriptions

Jewelbook: These "books" are common among dwarves, often being used as spellbooks. Using shaping (gemcutting) and Craft Wondrous Item, text is inscribed in the jewel's facets. When the jewel is handled in a particular way, turning the facets just so, a page of text appears, visible only to the wielder. A jewelbook requires a gem worth at least 45 shillings with 100 total facets (inside and out). A jewelbook can have more facets - and therefore more pages - at an additional 1 shilling per 5 facets.

A jewelbook can be read only with a successful DC 25 Decipher Script check or read magic. Inscribing a new page of text in a jewelbook costs 75 shillings for materials and effort. If used as a spellbook, inscribing a spell costs 150 shillings per page.

Creating a jewelbook requires the crafter to have 4+ ranks of Craft: Gemcutting, the Craft Wondrous Item feat, and the ability to cast shaping (gemcutting). It requires raw materials worth half the cost of the finished jewelbook consisting of an appropriate gemstone, and 1/25 the total shilling cost in experience points. For example, creating a 150 facet jewelbook requires a gem worth 55 shillings and 4 experience points.

Moltvellum: This material is made from molted lizardfolk skin using shaping (alchemy) and treating it with special substances to create moltvellum. After being treated this way, it is effectively nothing but fine parchment. particularly important documents or records are written on this material. Moltvellum can be used to make scrolls and spellbooks.

Ribbonscroll: Made of silk, linen, or vellum (including moltvellum), a ribbonscroll looks like a decorative sash. it is, in fact, a useful writing surface. The material of a ribbonscroll has intricate folds, each the equivalent to a page, allowing it to store many more "pages" than is apparent. Only by unfolding it in a precise way is the information visible in a coherent fashion. A ribbonscroll weighs one-tenth the amount of a book of an equivalent page count. it is resistant to water and soiling, and rips and other minor damage can be repaired without losing text.

A successful DC 20 Spot check or DC 15 Search check discerns that a ribbonscroll is more than just a decorative sash. Reading individual ribbonscroll folds requires no skill other than knowing the language used. Making sense of the total context requires a successful DC 20 Decipher Script check.

If used as a spellbook, inscribing a new spell in a ribbonscroll costs 150 shillings per page.

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Thursday, May 7, 2020

Campaign Design - Military Organization in the Freeholds

Military Organization in the Freeholds

Standing armies are essentially unheard of in the Freeholds. In addition to being expensive to maintain, a ruler or noble who keeps a large fighting force on hand without an obvious threat to defend against is likely to be viewed with suspicion by his neighbors. Consequently, most of the lords and kings of the Freeholds rely upon a small cadre of household troops that are supplemented in times of need with a call to a lord's feudal subordinates and a citizen militia.

One of the most important offices in a Freehold is the folcgesiþ, the warleader or marshal of the kingdom. This is a position appointed by the ruling monarch, usually from his own household - it is fairly common for an æðeling to also be the nation's folcgesiþ - but it is not uncommon for the office to be held by a sibling or cousin of the monarch, or more rarely one of the æorls or þegns of the realm. In wartime, the folcgesiþ is the ðengel's commander in the field, assuming that the ðengel doesn't command his armies himself. He is assumed to speak with the ruler's voice, and act with the ruler's hands, and consequently in military matters all others in the realm are supposed to defer to the folcgesiþ's authority. When not leading armies in the field, the primary responsibility of the folcgesiþ is to ensure the readiness of his sovereign's troops, by recruiting and providing for his household troops, ensuring that the various noble Houses are able to fulfill their feudal military obligations, and by keeping watch on the readiness of the fyrdd. In practice, these responsibilities mean that the folcgesiþ often ends up acting as the senior official in a kingdom on almost all administrative matters.

For the most part, a king or landholding noble will maintain only enough troops to garrison key castles and fortresses and handle everyday problems such as bandits, counting on his ability to expand his forces in times of need. These household troops are referred to as the folgoþ and are commanded by the húscnehts acting as both an officer corps and an elite component. These troops are generally professional soldiers, skilled at arms and equipped as well as their liege can afford. In many cases, household troops will supplement their provided equipment whenever possible, under the reasonable assumption that better armor and weapons will improve their chances for survival when they are called upon to fight. When answering the call of their liege, a House will usually bring their húscnehts and a portion of their household troops to fulfill their obligations.

In times of great danger, such as when a Freehold is invaded, its rulers can call upon the fyrdd, a citizen militia composed of all of the free men in the kingdom.Fyrddmen are expected to provide their own equipment, although many ruling Houses have taken it upon themselves to create armories stocked with basic supplies to ensure that their fyrddmen are adequately provided for. Although there is no hard and fast rule concerning what a fyrddman must arm himself with, the basic assumption is that every fyrddman will be equipped with a bow and spear and wear some sort of light armor, usually leather. Many commoners have the Fyrddman feat, which provides them with the basic skills needed to fulfill their obligations. Although some might think that the obligations of being a fyrddman would grate upon the populace, it is an important mark of social status, and as a result, most denizens of the Freeholds eagerly claim the role. Even so, most ruling nobles are reluctant to call out the fyrdd except in the most serious circumstances, as keeping the farmers and artisans of the nation in the field for battle for any length of time can be crippling for their land's economic health.

When a king or noble calls upon his vassals and assembles his forces for war, the resulting assembly is called a herefolc, or sometimes an innhere, although the second only applies to a purely land-based force. When an army is composed entirely of húscnehts, it is often referred to as an ísenhere, or iron-clad army, due to the fact that all such individuals are almost always armored in steel armor. On those rare occasions in which the fyrdd is also called up to fight alongside the herefolc, the resulting panoply is referred to as a þrymm, which is roughly translated as "host".

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Campaign Design - Nobility in the Freeholds

Nobility in the Freeholds

The Freeholds are governed by means of oaths of service given in return for grants of land and authority. Like the Rhadynnic Isles, the Freeholders organize their affairs by Houses - with allegiance being counted from family to family rather than individual to individual. A ruling House will accept an oath of fealty, called a hyldájj, from the head of a House who symbolically pledges the loyalty of his entire family to his suzerain, and who receives lands to hold and authority to mete justice, collect taxes, and otherwise act in his lord's name. This form of allegiance is called helde, and the head of the subordinate House is called a heldeman. Most heldemen pledge not only their loyalty, but also specific promises to their feudal superior, usually taking the form of a promise to provide a set amount of funds, goods, and soldiers on an annual basis. The hyldájj. is not a one-way oath - in addition to providing property and power, the suzerain also promises to defend his subordinate so long as they hold to their oath of service.

In common parlance, the land held by a heldeman is referred to as their læn of fiefdom. The land held by a ruling House that they directly control is called their innland. Land that a House has control over but has parceled out to subordinate houses by means of a hyldájj oath is referred to as utland. Technically, all of the land in a Freehold is under the control of its ruling House, but they only directly control their innland.

The fundamental title in the Freeholds from which all other ranks of nobility flow is the ðengel or King. There are currently nine recognized kings in the Freeholds. In the days of the Rhadynnic Sky Empire, the rulers of the Freeholds owed allegiance directly to the Bronze Throne, and not to any one of the Great Houses. Since the whelming of Llydaw and the fall of House Llud, there is no longer any power that bestows the title of ðengel upon the rulers of the Freeholds, and since the Bronze Throne of Beli Mawr is currently vacant and there appears to be no realistic chance it will be occupied any time soon, no higher authority. In recent years the generally accepted marker that one is entitled to call oneself a King in the Freeholds is recognition by and admission to the High Council.

Most of the royal houses in the Freeholds have long pedigrees, dating back to the days of the Sky Empire and beyond, but a few are of much more recent vintage as the chaos following the whelming of Llydaw has provided opportunities for the bold and determined. Ðengel Girion of Cadfor is the first of his house, having conquered the lands he rules over the last few decades. Ðengel Seluc of Nuþralia owes his position to the wars waged by his father Kiarr Hewædsonne to seize control of the territory Seluc now rules from the nation of Polþia. A sufficiently strong and willful individual could conceivably drive off the evil denizens of places like Loring or the Hills of Brann-Galedd and claim a kingship for themselves.

In the distant past, the title æðeling explicitly meant "prince" in the Freeholds and was applied to the eldest son of a ruling ðengel, but that usage is now regarded as archaic. In current parlance, the æðeling of a Freehold is the designated heir to the mantle of rulership, whoever that might be. The title evolved in this direction as the rules of succession became more flexible, mostly as the result of the influence of the Rhadynnic Great Houses.

The most powerful noble outside of the royal house is the æorl, sometimes referred to an an ældorman. This is generally a hereditary title, held by a particular house designated by the ðengel of the Freehold, although a house can technically be removed from the position. As ældorman are often quite powerful, both politically and militarily, this step is usually only taken in extraordinary circumstances. In general, an æorl is a critically important figure in a given kingdom, and owes his fealty directly to the king, with no intervening authority between them. A king relies upon his ældormen to manage territory, ensure justice, and provide troops in time of war. This dependency means that a kingdom with too many ældormen almost inevitably has a weak king, and consequently most of the kingdoms in the Freeholds have three or fewer ældormen.

The next rank below the æorl's are the þegns, the most minor of landholding hereditary nobles. Like an ældorman, a þegn holds lands granted to his House in return for service. Unlike æorls, who can only derive their authority directly from a ðengel, a þegnhood can be created by an æorl. Although many þegns owe their fealty directly to the king of their Freehold, many are subordinated to one or another æorl. In most respects, a þegn's House is much he same as an æorl's House, just on a slightly smaller scale. One must note that although most þegns hold smaller læns and exert lesser influence than æorls, this is not a hard and fast rule. There are a number of notable þegns who have acquired an outsized level of power and influence for their Houses.

Finally, the lowest rank of "nobility" is the cneht, also referred to as knights. This is a non-hereditary title, bestowed upon an individual, usually as a reward for faithful service or recognition of superior achievement. This is also a title that many æorls and þegns hold in addition to their hereditary title. Unlike other ranks of nobility, a cneht does not swear their oath on behalf of their House, but only on behalf of their person. In broad strokes, there are two types of cneht: The ordinary landholding cneht, who is granted a læn in exchange for an oath of loyalty and service, and the húscneht or "household knight", who who holds no land but serves as a key element of a feudal lord's retinue. Nobles of all higher ranks may create cnehts, although there is a general order of precedence among cnehts based upon who bestowed the rank upon them, with a cneht created by an æorl having more prestige than a cneht created by a þegn, and a cneht created by a ðengel commanding greater respect than either. In practice, this distinction is mostly ceremonial, and usually only truly matters when determining who has priority of command on the battlefield.

Although not a rank of nobility, a common appellation used for well-placed individuals who serve as advisors to a ruler is þéodwita, which roughly means "wise counselor" or "man of counsel". Many such individuals are also æorls, þegns, or cnehts, but they do not have to be, and otherwise untitled people are sometimes given this honorific due to their service.

In formal usage, nobles will list out the succession of authorities from whence they derive their titles using the term helde, and sometimes the name of the læmn using the term fram. For example, Æorl Sihtrc of Eor would formally give his name as Æorl Sihtrc fram Eor helde Seluc fram Nuþralia, indicating that his demesne is Eor and he holds it by grant from Ðengel Seluc of Nuþralia. Similarly Cneht Elidyr, a húscneht of House Kindelan would formally write his name as Cneht Elidyr helde Þegn Eanion fram Gwenith helde Ðengel Girion fram Cadfor, showing that he holds his rank as a result from a grant from Þegn Eanion of Gwenith who holds his title as a result of a grant from Ðengel Girion of Cadfor. This sort of formal usage is not commonly employed, its use being reserved primarily for ceremonial functions, official documents, and legal proceedings. For everyday use, most nobles will simply use their title and given name or sometimes even simply the name of their læn. For example, Þegn Eadred of Varin would generally be referred to as Þegn Eadred, or simply called Varin.

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