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Still Taking Requests (Updated: 4/14 - The Destructor)

Reveille said:
Justin, I have a nother magic item request for you: Ring of Roguish Insight. It should provide a bonus to search and spot checks, noticing secret doors and traps and bonus on evasion.


What power level are you looking for: Low, Medium, High, Epic?
 

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Reveille said:
Justin, I have a nother magic item request for you: Ring of Roguish Insight. It should provide a bonus to search and spot checks, noticing secret doors and traps and bonus on evasion.


I hope this works for you.

Ring of Roguish Insight
This thin, simple copper band grants all wearers a +10 insight bonus to Search and Spot checks. In addition to the abilities granted to all wearers, the rings grants additional abilities to wearers with all of the following: trap finding, sneak attack and evasion.
A wearer with the additional abilities are granted the ability to search up to a 20 ft. radius area as a free action.
The additional abilities are as follows:
Search up to a 20 ft. radius area as a free action no more than once per minute. The wearer can Take 10 on this Search check.​
The ring glows with a yellow light out to 10 ft. whenever a magical trap is within 20 ft. The ring grows warmer (no damage) the closer the wearer gets to a magical trap.​
When a secret/concealed door is within visible line of sight the wearer gains a Spot (DC 5) check as a free action to see it.​
The wearer gains a +2 resistance bonus on all Reflex saving throws. If the wearer has improved evasion this bonus increases to a +5 resistance bonus on all Reflex saving throws.​
The wear gains darkvision out to a range of 60 ft. If the wearer already possess darkvision in increases by 30 ft. to a maximum of double their normal range.​
Ranged sneak attacks have a maximum effective range of 60 ft.​
CL 12th; Prerequisites Forge Ring, detect magic, detect secret doors, divine insight, instant search, jump, resistance, sniper‘s eye, spontaneous search; Market Price 72,000 gp; Cost to Create 36,000 gp, 2,880 xp.

As always, let me know if it's to much or not enough.
 



justinsluder said:
Excellent! So, what have you been using the stuff for?
I might have a one shot game coming up two weeks from Saturday. I plan on using Ursula and dropping the ring into the PCs hands if they are clever enough to find it.
 

Aight, just curious about their "life" after I'm done with them. Good luck with the game. I've been working to much as of late to get together with my group.
 

Crims’sh, male blood knight efreet Ftr 6: CR 16; Large undead (augmented outsider, extraplanar, fire); HD 16d12; hp 104; Init +9; Spd 15 ft., fly 30 ft. (perfect); AC 31 (-1 size, +5 Dex, +7 deflection, +10 armor) touch 14, flat-footed 26; BAB/Grap +16/+29; Atk Large +3 keen scimitar of speed +28 melee (1d8+14, 15-20/x2, plus 1d6 fire) or produce flame +20 ranged touch (1d6+5 fire, x2, 120 ft. max) or scorching ray +20 ranged touch (4d6 fire, x2, 55 ft. max, one ray per round); Full Atk Large +3 keen scimitar of speed +26/+26/+21/+16/+11 melee (1d8+14, 15-20/x2, plus 1d6 fire) and Large +3 keen scimitar of speed +26/+26/+21/+16 melee (1d8+9, 15-20/x2, plus 1d6 fire); S/R 10 ft./10 ft.; SA - bleeding wounds, blood drain, blood slick, change size, fountain of blood, heat, improved grab, poison blood, spell-like abilities; SQ - blood body, bonded armor, DR 10/bludgeoning, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold; AL LE; SV Fort +12, Ref +14, Will +11; Str 29, Dex 21, Con --, Int 12, Wis 15, Cha 15.
Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +23, Listen +18, Move Silently +13, Sense Motive +15, Spellcraft +14, Spot +18.
Feats: Combat Casting, Combat Reflexes, Dodge, Greater Two-Weapon FightingB, Improved InitiativeB, Improved Two-Weapon FightingB, Leadership, Quicken Spell-like Ability (scorching ray), Two-Weapon FightingB, Weapon Focus (scimitar), Weapon Specialization (scimitar)B.
Bleeding Wounds (Ex): Each time Crims’sh damages a living foe with a piercing or slashing attack the resulting wound continues to bleed. The bleeding deals two points of damage each round until the victim either heals at least one point of damage or receives a successful Heal (DC 20) check. Multiple blows result in cumulative damage from blood loss.
Blood Drain (Ex): Any living creature damaged by Crims’sh’s slam attack takes 1 point of Constitution damage in addition to the normal damage. This Constitution damage is subject to the multiplier for a critical hit, just as normal damage would be. In a grapple, Crims’sh deals 1d4 points of Constitution damage to a living foe each round the grapple is maintained. On each such successful attack, Crims’sh gains 5 temporary hit points.
Blood Slick (Ex): Crims’sh constantly drips slippery blood in a 10 ft. radius spread around itself. Any creature that is in this area as the start of its turn must succeed on a Reflex save (DC 20) or fall prone. Furthermore, a creature moving through the area at more than half its normal speed falls prone. To move at half normal speed, the creature must succeed on a Balance check (DC 10). A creature that fails this check by 5 or more falls prone; one that fails by less than 5 makes no progress that round. Crims’sh is immune to the slipperiness of any blood knight’s blood slick.
Bloody Body (Ex): Because his body is entirely composed of blood, Crims’sh can store items within his form. He can retrieve any item stored in its body as a move action or as a free action that is part of a move action. An item to be stored must be of a size and shape that fits within whatever portion of his armor it is placed.
Bonded Armor (Ex): Crims’sh always wears the suit of frost covered full-plate he originally died in. He cannot remove or exchange this armor for another. If the armor is destroyed, Crims’sh is destroyed as well. Crims’sh has a +5 bonus on saving throws made on behalf of his armor.
Change Size (Sp): Twice per day, Crims’sh can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Fountain of Blood (Ex): As a full-round action, Crims’sh can spray blood from his armor in a great cascade. Each creature within a 15 ft. radius is covered in blood and must succeed on a Fortitude save as though it had ingested Crims’sh poisonous blood. The blood fills the area until Crims’sh’s next turn. Creatures entering the spray while it persists are subject to its effects, but a creature can be affected only once per round.
The area covered by the blood spray becomes coated as though by a blood slick and remains slippery for 8 rounds, or until the blood is washed away with a least 5 gallons of water or other liquid, or burned away with normal or magical fire as a full-round action. Creatures and objects within the area that do not have total cover are coated with the blood, and a creature wishing to use, pick up, or cling to an item coated in blood must succeed on a Reflex save (DC 20) to do so.
Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Improved Grab (Ex): To use this ability, Crims’sh must hit a creature of any size with his slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Plane Shift (Sp): Crims’sh can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports himself and up to eight other creatures, provided they all link hands with the Crims’sh. It is otherwise similar to the spell of the same name (caster level 13th).
Poison Blood (Ex): Ingested, Fortitude DC 20, initial 1d6 Con damage, secondary nausea for 1 minute. Any opponent that strikes a blood knight with a bite attack is subject to this attack, as is any creature in the area of the fountain of blood attack.
Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, quickened scorching ray, wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma-based.
Possessions: Large +2 full plate of cold immunity, 2 Large +3 keen scimitars of speed


This is a request from my brother. Enjoy all.
 

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