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Items found in a Necromancers Laboratory
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<blockquote data-quote="Clay_More" data-source="post: 705627" data-attributes="member: 9813"><p>Here are some other Necromantic items, including the non-magical Restraining Table. Please, gimme some comments and a little ideas about what spells / cost there should be as requirement. Also, Im not sure the creature-bonusses are correct for Orb of Everpounding. Well, check it out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Restraining Table</p><p>The Restraining Table is actually not a magical item. It is a piece of equipment used by Necromancers and anatomists seeking to operate on living people. The table includes solid, iron constraints designed to hold down the strongest of men. Since most subjects brought unto the Restraining Table are unwilling, the table has been designed to have double or triple constraints in order to keep the victim in place. Anyone trying to escape the restraints of a Restraining Table can either attempt a strength check against a DC of 30 or an Escape Artist check against a DC of 40. It they succeed a Strength or Escape Artist check, they are able of freeing one arm. They can then choose to use that arm to free themselves, which will give them a +10 bonus to their Strength or Escape Artist checks, or they can engage in unarmed combat with anyone trying to operate on them. It is a full round action to attempt to break free from the table. If a person succeeds in another Strength or Escape Artist check, they free both their arms. Any further Strength or Escape Artists check will have a +15 bonus. If they succeed a third check, they will be able of freeing themselves completely. </p><p>Price: 600 gp.</p><p></p><p>Fatiguing Table</p><p>The Fatiguing Table is the same as a Restraining Table. The only difference is that the Fatiguing Table has been enchanted with a permanent Ray of Enfeeblement effect which affects anyone restrained to the table. Every round while someone is completely restrained to the table, they have to roll a fortitude save against a DC of 17 or loose 1d4+1 points of strength. The strength loss only lasts for as long as the subject is restrained. As soon as they free even one hand, the effect wears of. The table will continue to drain the target until he has only 1 point of strength left. </p><p>Requirements: Ray of Enfeeblement</p><p>Price: 10.000 gp ? </p><p></p><p>Orb of Everpounding</p><p>The Orb of Everpounding is primarily used by necromancers who have a ready supply of living subjects. The orbs are found in different sizes and a made to hold the heart of a living creature. When a heart is placed within an Orb of Everpounding directly from a living subject, the heart will not stop beating as long as it is within the orb. The heart within the orb will retain some of the properties that it had in life and will transfer these to any undead in which it is put. If the Orb of Everpounding is to have any effect, it needs to be placed in the chest cavity of the target undead. Most Orb’s of Everpounding are so-called Lesser Orbs of Everpounding. They only work on Skeletons and Zombies. The more renowned orbs are the Greater Orbs of Everpounding, which work on any corporal undead, including liches , but not including vampires. Each orb has 8 hit points and a hardness of 4. Any attacks directed against an undead carrying an Orb of Everpounding doesn’t harm the orb. Only if the undead is destroyed is any excess damage transferred to the orb. Spells and effects which cause sonic damage harms both the undead and the orb. The orb suffers the same damage as the undead, after eventual resistances and saving throws have been calculated. The orbs come in different sizes. A large orb can hold the heart of a large creature, a medium-sized orb can hold the heart of a medium-sized creature etc. The benefits for carrying an orb is different, according to what kind of heart is found within the orb. An undead creature can only hold an orb with the same size as itself. A medium-sized undead cannot hold a large orb.</p><p></p><p>Creature / Benefit</p><p>Orc / Half-orc: Undead gains +2 strength</p><p></p><p>Human: Undead gains +1 intelligence, 4 bonus skills points and 1 feat. Both the skill points and the feat must be selected from something the owner of the heart knew.</p><p></p><p>Elf: Undead gains +2 dexterity and weapon focus with all bows and longswords</p><p></p><p>Dwarf: Undead gains 6 bonus hitpoints</p><p></p><p>Gnome: Undead gains one 1. Level illusion spell as spell-like ability, once pr. day</p><p></p><p>Hafling: Undead gains +2 dexterity and weapon focus with slings</p><p></p><p>Troll: Undead gains +2 strength and Fast Healing 1</p><p></p><p>Ogre: Undead gains +4 strength and 6 bonus hitpoints</p><p></p><p>Ogre-Mage: Undead gains +4 strength, 6 bonus hitpoints and Fly 30 ft. (Clumsy)</p><p></p><p>Dragon Undead gains Resistance 10 against the element from which the dragon comes. The undead also gains +4 to strength and intelligence. </p><p></p><p>It is up to the DM to consider what effects any other creatures might have. A zombie which gains a +2 dexterity bonus may sacrifice that bonus to gain normal actions, instead of merely being allowed to take partial actions. Since a zombie has little ability to choose for itself, the choice is made by whomever commands the zombie. The market price for an Orb of Everpounding is for an empty orb. Orbs that already have a heart within them cost more, according to which heart is located therein. An empty Orb of Everpounding is composed of two hemispheres. After a heart has been removed from a living host and placed inside one of the hemispheres, the other sphere is attached to the first one and the two hemispheres connect, creating an orb. After a heart has been placed inside the orb, it cannot be removed without ruining the orb. </p><p>Each decade, the heart will begin to run dry of blood. Only by draining a living creature completely of blood and refilling the orb can the heart continue to pound. The creature needs to be of the same race as the owner of the heart. If the heart is no refilled with blood, it will stop functioning and the undead will loose the abilities it gained from the orb. </p><p>If a person is captured and his heart is removed, he can still be resurrected with the Resurrection or True Resurrection spell. Yet, as long as is heart is within the orb, he will suffer a penalty according to the bonus granted to the undead carrying the orb. An orc will loose 2 points of strength, a human will loose 4 skills points, a feat and one point of intelligence. An elf will loose 2 points of dexterity as well as it’s racial ability to use bows and longswords. If the heart is destroyed, the original owner will loose 1 permanent level and the other penalties he suffered for having his heart removed will be permanent as well. It is though possible for a person to reclaim his heart. If he is able of locating the undead creature carrying his heart, he can slay it and remove the Orb of Everpounding. If he then places the orb within his own chest, the orb will slowly vanish and the heart will be absorbed by the person. All penalties suffered for lacking his heart will be cured and he will suffer no further ill effects. Yet, most necromancers try to destroy any bodies from which they have stolen a heart, as to avoid the complication of someone tracking them in an attempt to reclaim their heart.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 705627, member: 9813"] Here are some other Necromantic items, including the non-magical Restraining Table. Please, gimme some comments and a little ideas about what spells / cost there should be as requirement. Also, Im not sure the creature-bonusses are correct for Orb of Everpounding. Well, check it out :) Restraining Table The Restraining Table is actually not a magical item. It is a piece of equipment used by Necromancers and anatomists seeking to operate on living people. The table includes solid, iron constraints designed to hold down the strongest of men. Since most subjects brought unto the Restraining Table are unwilling, the table has been designed to have double or triple constraints in order to keep the victim in place. Anyone trying to escape the restraints of a Restraining Table can either attempt a strength check against a DC of 30 or an Escape Artist check against a DC of 40. It they succeed a Strength or Escape Artist check, they are able of freeing one arm. They can then choose to use that arm to free themselves, which will give them a +10 bonus to their Strength or Escape Artist checks, or they can engage in unarmed combat with anyone trying to operate on them. It is a full round action to attempt to break free from the table. If a person succeeds in another Strength or Escape Artist check, they free both their arms. Any further Strength or Escape Artists check will have a +15 bonus. If they succeed a third check, they will be able of freeing themselves completely. Price: 600 gp. Fatiguing Table The Fatiguing Table is the same as a Restraining Table. The only difference is that the Fatiguing Table has been enchanted with a permanent Ray of Enfeeblement effect which affects anyone restrained to the table. Every round while someone is completely restrained to the table, they have to roll a fortitude save against a DC of 17 or loose 1d4+1 points of strength. The strength loss only lasts for as long as the subject is restrained. As soon as they free even one hand, the effect wears of. The table will continue to drain the target until he has only 1 point of strength left. Requirements: Ray of Enfeeblement Price: 10.000 gp ? Orb of Everpounding The Orb of Everpounding is primarily used by necromancers who have a ready supply of living subjects. The orbs are found in different sizes and a made to hold the heart of a living creature. When a heart is placed within an Orb of Everpounding directly from a living subject, the heart will not stop beating as long as it is within the orb. The heart within the orb will retain some of the properties that it had in life and will transfer these to any undead in which it is put. If the Orb of Everpounding is to have any effect, it needs to be placed in the chest cavity of the target undead. Most Orb’s of Everpounding are so-called Lesser Orbs of Everpounding. They only work on Skeletons and Zombies. The more renowned orbs are the Greater Orbs of Everpounding, which work on any corporal undead, including liches , but not including vampires. Each orb has 8 hit points and a hardness of 4. Any attacks directed against an undead carrying an Orb of Everpounding doesn’t harm the orb. Only if the undead is destroyed is any excess damage transferred to the orb. Spells and effects which cause sonic damage harms both the undead and the orb. The orb suffers the same damage as the undead, after eventual resistances and saving throws have been calculated. The orbs come in different sizes. A large orb can hold the heart of a large creature, a medium-sized orb can hold the heart of a medium-sized creature etc. The benefits for carrying an orb is different, according to what kind of heart is found within the orb. An undead creature can only hold an orb with the same size as itself. A medium-sized undead cannot hold a large orb. Creature / Benefit Orc / Half-orc: Undead gains +2 strength Human: Undead gains +1 intelligence, 4 bonus skills points and 1 feat. Both the skill points and the feat must be selected from something the owner of the heart knew. Elf: Undead gains +2 dexterity and weapon focus with all bows and longswords Dwarf: Undead gains 6 bonus hitpoints Gnome: Undead gains one 1. Level illusion spell as spell-like ability, once pr. day Hafling: Undead gains +2 dexterity and weapon focus with slings Troll: Undead gains +2 strength and Fast Healing 1 Ogre: Undead gains +4 strength and 6 bonus hitpoints Ogre-Mage: Undead gains +4 strength, 6 bonus hitpoints and Fly 30 ft. (Clumsy) Dragon Undead gains Resistance 10 against the element from which the dragon comes. The undead also gains +4 to strength and intelligence. It is up to the DM to consider what effects any other creatures might have. A zombie which gains a +2 dexterity bonus may sacrifice that bonus to gain normal actions, instead of merely being allowed to take partial actions. Since a zombie has little ability to choose for itself, the choice is made by whomever commands the zombie. The market price for an Orb of Everpounding is for an empty orb. Orbs that already have a heart within them cost more, according to which heart is located therein. An empty Orb of Everpounding is composed of two hemispheres. After a heart has been removed from a living host and placed inside one of the hemispheres, the other sphere is attached to the first one and the two hemispheres connect, creating an orb. After a heart has been placed inside the orb, it cannot be removed without ruining the orb. Each decade, the heart will begin to run dry of blood. Only by draining a living creature completely of blood and refilling the orb can the heart continue to pound. The creature needs to be of the same race as the owner of the heart. If the heart is no refilled with blood, it will stop functioning and the undead will loose the abilities it gained from the orb. If a person is captured and his heart is removed, he can still be resurrected with the Resurrection or True Resurrection spell. Yet, as long as is heart is within the orb, he will suffer a penalty according to the bonus granted to the undead carrying the orb. An orc will loose 2 points of strength, a human will loose 4 skills points, a feat and one point of intelligence. An elf will loose 2 points of dexterity as well as it’s racial ability to use bows and longswords. If the heart is destroyed, the original owner will loose 1 permanent level and the other penalties he suffered for having his heart removed will be permanent as well. It is though possible for a person to reclaim his heart. If he is able of locating the undead creature carrying his heart, he can slay it and remove the Orb of Everpounding. If he then places the orb within his own chest, the orb will slowly vanish and the heart will be absorbed by the person. All penalties suffered for lacking his heart will be cured and he will suffer no further ill effects. Yet, most necromancers try to destroy any bodies from which they have stolen a heart, as to avoid the complication of someone tracking them in an attempt to reclaim their heart. [/QUOTE]
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