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An Item a day

Jdvn1 said:
"Criticism," I believe.

How are these stones used? Is it effective whenever you carry them on your person (like a pocket or backpack even) or are they worn around the neck, or what?

Same as the ionic stones in the DMG. They circle the head at 1d3 feet, and then can be willingly removed my the weilder. Or somthin' like that.:confused:
 

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Dog_Moon2003 said:
Well, here's another item, a simple one:

Night Light
This is a small, white orb. With a command word, it sheds light as the light spell. A second command word turns it off. Though not obvious, there is a tiny little button on the bottom of the orb. When this is pressed, it stays where it is, defying gravity as an Immovable Rod. When it is pressed, it can be moved.
Light transmutation and evocation; CL 5th; Craft Wondrous Item, levitate, light; Price: 6,000gp.

How about this? Modifying the stones a little.
Body Rings
Body rings are minor rings that go on different places of the body. They do not take up any of the normal spaces since their enchantments are generally considered minor. However, only one ring can be placed on the brow, tongue, ear, nose, finger [a normal ring, not a piercing], and toe [a normal ring, not a piercing].

Ring of Accuracy
This ring is placed on the finger. It does not count towards the normal only having two rings on the finger since its enhancement is so minor. It gives a +1 bonus on attack rolls. This does not affect BA or give bonuses to anything other than trying to strike an opponent [aka, does not work on tripping attempts, grapple checks, etc.]

Ring of Motion
This ring is placed on the finger and grants a +2 bonus on Sleight of hand check.

Earring of Listening
This ring is placed in the ear. It gives a +2 bonus on listen checks.

Earring of Motive Sensing
This earring grants a +2 bonus on Sense Motive checks.

Tongue Ring of Diplomacy
This ring is placed in the tongue. It gives a +2 bonus on diplomacy checks.

Tongue Ring of Bluffing
This earrings grants a +2 bonus on Bluff.

Tongue Ring of Language
This tongue ring allows the wearer to speak one additional language, though it must be a verbal language. He cannot read the language however.

Brow Ring of Language
Placed above the eye, this ring allows the wearer the read and understand a single language. He cannot speak it or understand it verbally, however.

Earring of Language
This earring allows the wearer to understand a spoken language, though he cannot speak it or read it. Combined with the Tongue Ring of Language, he can speak and understand a verbal language if both are of the same language.

Brow Ring of Language Deciphering
Placed above the eye, this ring grants a +2 bonus on decipher script checks.

Nose Ring of Smelling
Placed in those, this grants the wearer a +2 bonus on Survival checks when Tracking using scent.

Brow Ring of Vision
Placed above the eye, this ring grants a +2 bonus on Spot checks.

Toe Ring of Balance
This toe ring grants a +2 bonus on Balance checks.

Toe Ring of Jumping
This toe ring grants a +2 bonus on Jump checks.

Ring of Climbing
This ring can be either a toe ring or a normal ring which grants a +2 bonus on Climb checks.

Ring of Swimming
This ring can be either a toe ring or a normal ring which grants a +2 bonus on Swim checks.

Brow Ring of Appraisal
Placed above the eye, this ring grants a +2 bonus on Appraisal checks.

Brow Ring of Searching
Placed above the eye, this ring grants a +2 bonus on Spot checks.

Navel Ring of Food
Placed in the navel, this allows the wearer to skip a single meal each day without any ill effects.

Tongue Ring of Alchemy
When testing a potion or poison, this tongue ring grants the wearer a +2 bonus on alchemy checks.

Naval Ring of the Stomach
This prevents the character from having upset stomachs. Works when the characters eat too much or eats food that he doesn't agree with. Doesn't work on poisoned food, however.


Well, my original idea was to take the stones that palleomortis mentioned and have them absorbed into where they were supposed to work, but this idea came to mind. I'm surprised at how many I actually typed in. I was expecting to only have like five. Well, they're all pretty cheap, I might work on typing up their prices later. Let me know if this is a bad idea or whatever.



:uhoh: Ok, quick question, how long did all this take?;) GOOD STUFF!!! thanx.
 

Jdvn1 said:
That is pretty powerful. It'd be an artifact, at least. These things usually involve some sort of save or attack roll or something. There has to be some way to counter it, some mitigating factor.

Any suggestions?:heh:
 

palleomortis said:
Same as the ionic stones in the DMG. They circle the head at 1d3 feet, and then can be willingly removed my the weilder. Or somthin' like that.:confused:
Oh, ioun stones. Didn't catch that.
 

palleomortis said:
Any suggestions?:heh:
Try to find some spell that might do something kind of similar... it'll probably be one of the save or die spells. Or, failing that, it might be an epic spell. That would make the save DC at least 25. Now, the stone might work a variety of ways. If it's controlled by the user, it might not have a save DC at all, just require a ranged touch attack. If it's closer to a spell effect, it'd be a save DC. If it's a spell that makes the beat shoot out, it might be Reflex. If the spell first examined the creature to find its weak spot, it might be a Will save first to resist the examination.

I'd guess it's probably an artifact or an epic item. If it's an artifact, it's the only one. If it's an epic item, it'd be Caster Level 21, at least, and require True Ressurection and maybe Implosion.

Let's say using the stone is a full-round action (not just a command word, but a command phrase) and maybe require something of the caster. Maybe xp expenditure ("life force") or something.
 

palleomortis said:
STONE OF CONTINUAL LIFE

This is a small blood red peble that seems to have an unuasual weight. It is told to have once been a pearl, but slowly hardended and is now the toughness and weight of adamantium. This stone, when the correct command word is spoken, raises from the hand of the weilder and plumets through the forhead of the opponent desired by the weilder. The stone kills the enemy upon contact, and continues throught the skull and out of the baack of the head of the victum undamaged, despite any armor. Also, the stone can reserect one time for every ten people that fall victum to it. However, the stone can only be used one a week, and can only kill humanoid creatures of M size.

Pricing for a non epic item:
Resurrection 7 * 13 * 1800 = 163800 + 10,000 * 50 (some daily limit)
Destruction 7 * 13 *1800 = 163800 (range 60 ft, Fort save DC 20, 10d6 if save sucessful)

Modifiers
useable once a week cost /10 (estimate) 32760
multiple diff powers Higher cost x2 = 49140
no slot total cost x2 = 98,280 base price, 49140 gp + 3930 xp to craft, 13th lvl caster
Materials 10,000 * 50 (some daily limit) /10 power limitation (just guessing now) =50,000


Totals
Base price = 148,300. Cost to craft 99,150 gp + 3930 XP

Even toning it doen to a raise dead/slay living item will be costly.

EDIT: the power limitation on Ressurection only applies to the cost of the spell itself, not the materials (I think)
In this case the materials cost is 500,000. Go the artifact route instead.
 
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Ok, So really quick, how do you come by these formulas for this stuff? Is it in the DMG? (And a questin I just wanted to ask someone, what is AoO?)
 



palleomortis said:
Ok, So really quick, how do you come by these formulas for this stuff? Is it in the DMG? (And a questin I just wanted to ask someone, what is AoO?)

It is in the DMG behind the descriptions of magic items, it is also online here:
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm

Attack of Oppertunity = AoO

No new magic items to post though. My Campaign is just using variations on old ones, and each is PC and world specific.
If the thief plays his cards right:
Teachers Cloak -
This cloak is recently made but bears a symbol from an ancient academy which was destroyed 700 years ago. The cloak provides minor protection from student pranks, but its chief power is to add authority to the wearer - the cloak will add +2 to all Charisma based skill rolls. Addtionally it provides a +1 reistance bonus to all saves.

The cloak was worn by the first mortal in 700 years to be hired as a teacher at the Academy. The fact that he was hired by a skeletal mage has never bothered him. He had the school device sown into his cloak, but acceptance among the intelligenceia was slow in coming. Finally his contract was certified by the Keeper of the First Vail and the school device changed slightly. Suddenly everyone acknowledged his postion as the only living teacher. Wheather or not he will be sucessful in reestablishing the school has yet to be seen.

Base Price 4,500
 

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