jaker2003
Explorer
I've been thinking, that alone should frighten you. There are eleven core classes, and of those only 3 (Barbarian, Fighter, and Monk) lack spellcasting ability. Potentially, the remaining eight character classes should be brimming with magic items. Paladins devote their lives to wiping out evil, and furthering good causes, but I've never seen a case where paladins created magic items. I've tried to correct this deficiency. I have three magic items listed below and I would greatly appreciate any feedback. Oh, and I'm terrible with pricing, just a fair warning.
Gloves, Healer's: These thin leather gloves have embroidered on the back of both a single teardrop of red blood. These lightweight gloves grant a +5 competence bonus on Heal checks. The wearer gains the ability to Lay on Hands as a 5th-level paladin. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL10th; Craft Wondrous Item, cure light wounds, owl's wisdom; Price 10,000gp.
The next two are weapon special abilities (my favorite).
Blessed: A blessed weapon has been imbued with holy power to strike true against evil foes. All critical hit rolls against evil foes are automatically successful, so every critical threat is a critical hit.
Faint transmutation; CL5th; Craft Magic Arms and Armor, bless weapon; Price +1 bonus. This has been revised in post 16.
Dripping: A dripping weapon has a sheen of Holy Water. A dripping weapon deals an additional 2d4 damage to evil outsiders and undead from holy water. The holy water damage is multiplied with weapon damage on a successful critical hit. The holy water evaporates quickly, so puddles do not form and the holy water cannot be stored for later use.
Moderate conjuration [good]; CL 8th; Craft Magic Arms and Armor, create water, bless water; Price +2 bonus
Gloves, Healer's: These thin leather gloves have embroidered on the back of both a single teardrop of red blood. These lightweight gloves grant a +5 competence bonus on Heal checks. The wearer gains the ability to Lay on Hands as a 5th-level paladin. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL10th; Craft Wondrous Item, cure light wounds, owl's wisdom; Price 10,000gp.
The next two are weapon special abilities (my favorite).
Faint transmutation; CL5th; Craft Magic Arms and Armor, bless weapon; Price +1 bonus.
Dripping: A dripping weapon has a sheen of Holy Water. A dripping weapon deals an additional 2d4 damage to evil outsiders and undead from holy water. The holy water damage is multiplied with weapon damage on a successful critical hit. The holy water evaporates quickly, so puddles do not form and the holy water cannot be stored for later use.
Moderate conjuration [good]; CL 8th; Craft Magic Arms and Armor, create water, bless water; Price +2 bonus
Last edited: