Three New Items

DMEntropy

First Post
Ring of the Mariner
The original of these useful rings is lost in antiquity. They are most commonly fashioned from silver with mother-of-pearl or coral inlays. Their relative inexpense as a magic item made them quite popular amongst nobility and merchants who were often shipboard. Wearing the ring for 24 hours will activate the powers. If removed the ring must be worn for 24 hours before it functions again. The powers of the ring are:

Sea Legs - Immunity to seasickness

+5 competence bonus to Profession: Sailor checks.

Water Breathing for up to 15 minutes per day. This time can be divided up as the wearer wishes. Activating and deactivating this power is a free action. This power automatically activates if the wearer is unconcious underwater.

Faint Alteration; CL 11; Water Breathing, 5 ranks in Profession-Sailor, Forge Ring; 3,000gp.


Torc of Unlife
Anyone wearing this torc will have their ability to rebuke or command undead greatly improved. All attempts to rebuke undead receive a +2 profane bonus. The total number of undead the wearer can control is doubled as well. This torc uses a necklace slot for magic items.

Moderate Necromancy; CL 13; Command Undead, Rebuke Undead ability; 7,500gp.



Master Key
These enchanted keys will open any lock with a DC equal to or lower than their rating. Each such usage will consume 1 charge. If the lock DC is 10 lower than the key's rating then no charge is consumed by its use. The key falls apart into crumbles of rust after the last charge is used. Keys are created with 50 charges.

Key DC 20; Faint Alteration; CL 7; Knock, Craft Wondrous Item, 5 ranks in Open Lock; 2,000gp.

Key DC 25; Faint Alteration; CL 11; Knock, Craft Wondrous Item, 10 ranks in Open Lock; 4,000gp.

Key DC 30; Faint Alteration; CL 15; Knock, Craft Wondrous Item, 15 ranks in Open Lock; 8,000gp.
 
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The first two look good. The third one seems pretty crazy. With that magic item a character can totally replace an important skill for a rogue. It would be like having a ring that allows automatic success of spellcraft checks of 20, 25, or 30 DC. Think how crazy that would be. A lot of game balance gets thrown out of whack.

I mean a magic key that opens doors is really cool. But I would tend to think it might be better as a single use item. Maybe it disolves after opening the lock. Even as a single use item it would be sought after by rogues who would keep it for a rainy day.

Oh, and you might want to say that the torc takes up a necklace spot for those who don't know what a torc is.
 

I really like the first two. I can take or leave the Master Key however. I like the idea, but Northman has a point. If you modeled it on the Quall's Feather Token I could handle it a lot better.

As is, I wouldn't vote against it, but I do think it should see some changes before being approved.
 

I am kind of surprised about the reaction to the Master Key. I actually see it as a more limited version of the Chime of Opening. That item has no limit on the DC of the lock opened and can even dispel Arcane Lock and Hold Portal spells.

Please look at the Chime of Opening and compare it directly to the Master Key and then let me know what you think again.

I have added the necklace slot description to the torc. Good thinking NM.
 

DMEntropy said:
I am kind of surprised about the reaction to the Master Key. I actually see it as a more limited version of the Chime of Opening. That item has no limit on the DC of the lock opened and can even dispel Arcane Lock and Hold Portal spells.

Please look at the Chime of Opening and compare it directly to the Master Key and then let me know what you think again.

I have added the necklace slot description to the torc. Good thinking NM.
I see your point. The Chime of Opening can only be used 10 times, compared to 50, but is more potent for only 3,000gp. I'm inclined to let the key go in the guide, having reconsidered.
 


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