An Item a day

dedicated said:
A crafty player could just put it under his eyelid or on the roof of his mouth. Imagine trying to find that!
Eyelids are thin enough that I as DM would rule that one's eyes glowed to Detect Magic. Looking in a captive's mouth for small items is fairly standard. A magical tattoo in either location would pose a serious health risk to anyone that was having it forcibly removed. Tattooing MI's onto your skin is not a great idea if capture is possible. It's easier and safer to use as undergarments.

That said, we need another item...hmmm. spur of the moment, on the fly, by the seat of my pants...


Sword of the Accidental Legend (Nebbish's Sword)

This finely crafted longsword has been wielded by dozens of ancient kings, heroes, and even a villain or two. All who wielded it ended their lives in either glory or ignominy, not one who possessed it was less than a legend. It first appeared in souther Aerdy, where then peasant farmer Thaddeus, Champion of Pelor wielded it and led a rebellion against Agmar the Butcher, one of Aerdy most reviled tyrants of legend. It was looted from Thaddeus' tomb by bandits, and fell into the hands of Rastigar the Black, highwayman extraordinaire, who terrorized the Shield Lands briefly, until he was slain by adventurers. The Nyr Dyv Watchers, the adventurers who claimed the sword, boldly proclaimed a campaign against the green wyrm Chlordrammnon, and vanished into the Gnarley Forest. The blade was not seen for almost 100 years, until it showed up in Greyhawk at auction. It was never sold, for the bold and legendary thief Shalazar Silkstride pildered nine of the choicest items offered for sale from under the noses of the guards upon the wares, and wound up in the hands of Shulguz Greentooth, a notorius half-orc pirate captain. The sword is thought lost with his ship when the Sea Princes navy finally cornered him and burnt Spear of Grummsh to the waterline. If it does surface again, it is certain to write yet another page in the annals of legend.

This nameless mithril +5 Keen Defending longsword is intelligent (I17, W10, Ch17, Ego 19, AL: True Neutral, communicates by telepathy only; Minor Powers: wielder gains use of the following feats while holding the sword: Martial Weapon Proficiency (Longsword), and up to three of: Dodge, Mobility, Spring Attack, Combat Expertise, and Whirlwind Attack (<-Major Power) (if user has some or all of these, no other benefits apply). The sword has the special purpose of defeating/slaying all but the wielder, and constantly grants him a +2 luck bonus to saves, attacks, and skill and ability rolls.

The sword makes heroes out of zeroes, and lives to make legends. It has no concept of mortality or fear, and will seek to encourage its possessor to do the greatest available deed of heroism, glory, or reckless thirst for power, usually in accord with the wielder's alignment and inclinations. If an ego struggle results because this course of action is refused, the sword will seek a new user by leading the old one into battle with a superior force.

(CL20th, Craft Magic Arms and Armor, Craft Psionic Arms and Armor, Tenser's Transformation, Divine Might, Heroism, Speed of Thought, Fate of One, and Combat Precognition. Market Price 320,000gp, Cost to Create: 160,000gp, 6,400xp.
 
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Ugh, no new entries? Oookaaay...

Death's Door-wardens
First appearing in Keoland, these small tablets have saved the lives of many Keolandish troops sorely injured in battle. Seafoam green in color, if ingested by a healthy human, they have no discernable effect, other than a sudden attack of gas that passes almost as fast as it comes on (d6 minutes onset, lasts one round). The tablet is intended to be broken in the mouth or near the nose of a fallen soldier or comrade (if held in mouth, may be bitten down on as a free action in response to an attack that deals damage dropping the target below 0hp, if broken near the nose, is a standard action that draws an AoO). If this is done before death, it acts as a Heal check with a +10 competence bonus for the purpose of stabilizing the victim.

(Requires: CL1, Craft Alchemy, Heal skill 6 ranks. Market Price 2gp, Cost to Create 1g, 1xp)
 

saddle of mount healing
this magical ability can be placed on any saddle. It allows the mount's owner (for this purpose a stolen or borrowed mount counts as being owned) to heal their mount as the heal mount paladin spell once per day.

cost either 5,200, 7,800 or 10,400 gp (depending on whether it would count as a slotted item, uncustomary space limitation, or no space limitation; I'm not exactly sure)
 

Poision needles
when flicked from your hand a poision needlemultiplies into a poison dripping hail of needles as per the poison needles spell, when they hit a target (normal ranged attack; range 50ft) the needles deal 5d4 damge and have one of the poison effects listed under the poison needles spell

cost 1000 gp each (one time item)

blade of whirling

This is a proplety that can be added to any melee slashing weapon (or gem on said slashing weapon :D ). This blade can be hurled in a 60 ft line and you get 1 attack against each creature in the line. This is treated as a normal melee atack, except, you can choose to substitute your intelligence(if made by a wizard or other intelligence based spellcaster) or charisma (if made by a sorceror or other charisma based spellcaster) for your strength modifier to attack and damage rolls; the weapon deals damage as you would in melee, including any bonuses from ability scores or feats. The weapon immediatly and unerringly returns to your hand after attempting the last of its attacks.

Price +12,000
 
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(quarter)Staff of many spells
this staff-like object allows the weilder to cast any 0th,1rst,2nd, or 3rd level spell, from the player's handbook sorc/wizard spell list, known without using a spell slot.
(basically a staff with unlimited charges:D)
cost 905,625
 
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Bolos of earthbinding

These bolos magaically hamper the flight of anything they hit. They can be thrown as a ranged touch attack, range increment 10'. The target must make a Fort save (DC 13) or be prevented from flying, falling to the ground as if under a feather fall. Even if the save is sucessful the targets flight speed is slowed by 50' (cannot reduce speed to under 10'). Each bolo can only be used once.
500 gp base price, wt 2 lbs - freqently coming in bundles of 2-5

this is one one of my favorate dragon fighting spells - dragon riders could make most other fliers nearly immobile with it.

and the staff of many spells? really? this looks epic- perhaps even strong epic, how did you get pricing?
 

Dragonsaddle
This enchanted leather seat will, upon utterance of the command word, adhere to the back or neck of any willing dragon, or to an unwilling dragon that fails a Fort DC18 save. A second command word will cause it to adhere to any Small, Medium, or Large rider seated within it (it expands and contracts to fit any in this range) as well, guaranteeing them the ability to remain in their seat even during maneuvers that leave them upside down. It grants a +5 equipment bonus to Ride checks made while a-dragon-back.
If the dragon ceases flying (due to death, paralysis, unconsciousness, etc...) the saddle detaches from the dragon and drops under the effect of a Feather Fall spell, duration 10 rounds. This is automatic, however it can be triggered while the dragon is able to fly via a command word, for emergency dismounts.

Market price ought to be around 20,000gp, but I'm not gonna calculate it.
 

Stumbleducks Hot Sauce

This smallish square glass bottle contains a opaque liquid, a strong red in colour. When exposed to air the hot sauce heats rapidly to a temperature of (?very hot, im not exactly sure?). If pour across a apropriate floor (no holes, not porous etc) it will cover a 5 ft square. Any creture lacking sufficent foot protection is burned and takes damage and effects as a cantrips would. Thick soled boots will protect the wearer, though possibly being ruined doing so. Thiner shoes will not protect. The sauce will ignite any reasonably flamable object with sufficient contact. The hot sauce remains dangerously hot for half an hour, after which it gradualy cools. The sauce is in fact edible (provided it is allowed time to cool), giveing it the most useful ability to both cook and season your food. Once cooled it has hot spicey taste, yet still remaining slightly warm from before. If thrown as a splash weapon, the sudden contact with air causes a more violent heating, sending small sauce coated shards of glass in all directions. dealing (?d?) piercing and fire damage to all cretures in (?maybe 5 ft ?) radius.


I like this, its an unfinished idea, hence the holes in the description. Also it has more uses such as a weapon coating which I'd to consider. Who knows what players would think of.
 

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