An Item a day

If you want it to not stack with Shadow Armor, or a Cloak of Elvenkind, just change the circumstance bonus to a competence bonus, and thus, they'll automatically not stack, and you won't need the special caveat.
 

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domino said:
If you want it to not stack with Shadow Armor, or a Cloak of Elvenkind, just change the circumstance bonus to a competence bonus, and thus, they'll automatically not stack, and you won't need the special caveat.

I suppose that would be the case in 3.5, but this item was made before 3.5 came out (and some here may be able to guess my opinion on most of the 3.5 changes :mad: ). In 3rd Edition, both of the named items grant circumstance bonuses, which make MUCH more sense IMHO.

From the 3E DMG:
Circumstance: A bonus or penalty based on situational factors, which may apply either to a check or the DC for that check. Circumstance modifiers stack with each other, unless they arise from essentially the same circumstance. Example: robe of blending.
Competence: When a character has a competence bonus, he actually gets better at what he's doing, such as with the spell guidance.
Since the +15 bonus to Hide checks is not arising from the cloak actually making the wearer better at hiding–but instead arises from the circumstances having to do with being a dark, foggy mass surrounded by shadows–it is a cirumstance bonus that does not stack with other circumstance bonuses arising from essentially the same factor.

I know this is a bit of a digression from the thread topic, but can anyone provide an intelligent reason why this or the other two items SHOULD be a competence bonus, instead of circumstance?
 

The Amulet of Beasts
+ 1 NAC, +2 Str, 1/day Bite of the Wolf (1d8) duration 1 hour

This amulet bears the head of a snarling wolf.
Crafted by a psion, it gives the wearer the attributes of a beast - thicker skin, the jaws of a wolf or bear. The wearer will find themselves sniffing and growling unless he is keeping tight control of himself. The orginal owner of the amulet envyed the beasts, but had little empathy for them. He prowled the lands for many years before finally having been caught by a dragon. The dragon still keeps the amulet on hand.

Costs:
NAC +1 (2k)
command word - 1,800 x1x1 /5 (560k)
+2 Strength (4k) x2 multiple different abilities 8k

base value 10,560 gp
 

genshou said:
I suppose that would be the case in 3.5, but this item was made before 3.5 came out (and some here may be able to guess my opinion on most of the 3.5 changes :mad: ). In 3rd Edition, both of the named items grant circumstance bonuses, which make MUCH more sense IMHO.

I know this is a bit of a digression from the thread topic, but can anyone provide an intelligent reason why this or the other two items SHOULD be a competence bonus, instead of circumstance?
Yeah, I thought that they would be circumstance bonuses as well. But I guess they wanted to leave the circumstance bonus open for things like hiding in an already shadowed place. I had to double check that they were competence bonuses myself.
 

The Gray Mask of Animal Forms

This gray-brown wooden mask allows the wearer to assume the form of the creature whose face is depicted thereon, as per the druid's wildshape ability.

Once the mask is removed or the duration of the transformation expires, the mask assumes a new shape: roll d% to determine what shape:
01-30 Bat
31-60 Rat
61-75 Cat
76-90 Weasel
91-00 Badger
This power of this mask may be used up to ten times per week.

Moderate Conjuration CL 3 Summon Nature's Ally II, Price 900 gp
 

Arbiter of Wyrms said:
The Gray Mask of Animal Forms

This gray-brown wooden mask allows the wearer to assume the form of the creature whose face is depicted thereon, as per the druid's wildshape ability.

Once the mask is removed or the duration of the transformation expires, the mask assumes a new shape: roll d% to determine what shape:
01-30 Bat
31-60 Rat
61-75 Cat
76-90 Weasel
91-00 Badger
This power of this mask may be used up to ten times per week.

Moderate Conjuration CL 3 Summon Nature's Ally II, Price 900 gp
I'm curious as to how you determined that price. Because it seems AWFULLY low.
 

domino said:
I'm curious as to how you determined that price. Because it seems AWFULLY low.
Yeah, I didn't actually determine the price according to any kind of formula, and I didn't actually create this item. I'm working on boosting the PCs power before I unleash what would otherwise be a TPK, and I decided that I wanted the Druid to get an early taste of her wildshaping ability, so I tweaked the Gray Bag of Trick from the DMG, stole the price, Caster Level, and requisite spell wholesale. It should probably be a transmutation spell, as in polymorph any object or shapechange, and should therefore be rediculously expensive, but it's not all that powerful, actually, and instead of giving you a minion with which to draw fire, it cripples the PCs combat.

I'll probably rework this extensively before introducing it, and then tweak it a bit more after she gets the item. I'd like to give the option to upgrade the item to a Rust or Tan Mask, and maybe put in a risk of lycanthropy too. I just thought of this thread and decided to post what might inspire others to come up with something more gooder.
 


Silver Ring of Intervention

Just getting back into the swing of things after many years, I like to design a general magic item for each person in the campaign. Possibly a family Heirloom or something of the like. here is my first Idea.


"...Take this ring my son, it has saved me many a time...It will protect you..."





Silver Ring of Intervention:



This simple ring is of the finest silver and is otherwise non-distinct, if detect magic is cast on it, it will radiate a faint Abjuration and seem to be a +1 ring.



[font=&quot]Once per week if the wearer of this ring receives a damaging blow that would reduce him/her to 0 hit points or lower the ring will activate. The player and DM roll percentile dice; the player must then decide to take his roll or the roll of the DM. The choice is final and the hps are applied. (I track player hps in my game, so a player never knows how much damage is taken until a high enough heal check is done. Otherwise a player will feel lightly, moderately or heavily wounded)

[/font] 1-5% nothing happens

6-45% Cures 1D8+HD (max 20)

46-70% Cures 2D8+HD (max 20)

71-85% Cures 3D8+HD (max 20)

86-95% Cures 4D8+HD (max 20)

96-100% Completely Heals Wearer

I added the +HD to the heal spell because I like the item to sorta grow in power as the character does.
 

Svisionguy said:
Silver Ring of Intervention:



This simple ring is of the finest silver and is otherwise non-distinct, if detect magic is cast on it, it will radiate a faint Abjuration and seem to be a +1 ring.



[font=&quot]Once per week if the wearer of this ring receives a damaging blow that would reduce him/her to 0 hit points or lower the ring will activate. The player and DM roll percentile dice; the player must then decide to take his roll or the roll of the DM. The choice is final and the hps are applied. (I track player hps in my game, so a player never knows how much damage is taken until a high enough heal check is done. Otherwise a player will feel lightly, moderately or heavily wounded)

[/font] 1-5% nothing happens

6-45% Cures 1D8+HD (max 20)

46-70% Cures 2D8+HD (max 20)

71-85% Cures 3D8+HD (max 20)

86-95% Cures 4D8+HD (max 20)

96-100% Completely Heals Wearer

I added the +HD to the heal spell because I like the item to sorta grow in power as the character does.
Ah, a very nice idea! I like to see items that grow in power as does the character.

Welcome to ENWorld, by the way!
 

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