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<blockquote data-quote="Tequila Sunrise" data-source="post: 3176711" data-attributes="member: 40398"><p>So what truly unique items have you made for your campaign? I'm not talking about stuff like the Amulet of Immunity to Everything (+5 luck AC, +5 competance, +5 deflection, +5 natural, +5 profane, +5 shield, +5 resistance to saves, +5 luck, immunity to energy, death, drain...) that are just compilations of abilities that are in the DMG and the various splatbooks. As an example, and because I like to show off, I'll provide my own favorite invention:</p><p></p><p><strong>The Improved Deck of Many Things</strong> (because really, who wants to search thru a card deck for just the right cards that the DMG requires?) I designed the Improved Deck to make it easy to get something good from the deck (but not really good), while making it possible but unlikely to get something really good or really bad. I imagine one of the neutral deities being its creator, Boccob, Olidammara or Wee Jas, because the Deck is such a great manifestation of balance.</p><p></p><p>The Deck of Many Things is a major artifact; it radiates all schools of magic at 20th caster level. You may only draw one card from the Deck of Many Things, ever. After drawing, you may choose to use your card, discard it or give it to another.</p><p></p><p><strong>Chalices</strong></p><p>Ace to 10: +1 Inherent bonus to a mental score of your choice</p><p>Knave, Knight, Queen, King: +2 Inherent bonus to a mental score of your choice</p><p><strong>Pentacles</strong></p><p>Ace to 10: 2,500 pp</p><p>Knave, Knight, Queen, King: 5,000 pp</p><p><strong>Swords</strong></p><p>Ace to 10: +1 Inherent bonus to a physical score of your choice</p><p>Knave, Knight, Queen, King: +2 Inherent bonus to a physical score of your choice</p><p><strong>Wands</strong></p><p>Ace to 10: 5,000 XP</p><p>Knave, Knight, Queen, King: 10,000 XP</p><p></p><p><strong>0, the Fool:</strong> Make a wish that is within the defined options of that spell. The DM secretly rolls a percentile dice; on 1-50 your wish is perverted or backfired anyway; on 51-100 your wish is granted.</p><p><strong>I, the Magician:</strong> You gain an inherent modifier to your intelligence equal to 2d6-7.</p><p><strong>II, the High Priestess:</strong> You gain an inherent modifier to your wisdom equal to 2d6-7.</p><p><strong>III, the Empress:</strong> You gain an inherent modifier to your dexterity equal to 2d6-7.</p><p><strong>IV, the Emperor:</strong> You gain an inherent modifier to your strength equal to 2d6-7.</p><p><strong>V, the Hierophant:</strong> You gain an inherent modifier to your wisdom equal to 2d6-7.</p><p><strong>VI, the Lover:</strong> You gain an inherent modifier to your charisma equal to 2d6-7.</p><p><strong>VII, the Chariot:</strong> You gain an inherent modifier to your dexterity equal to 2d6-7.</p><p><strong>VIII, Justice:</strong> Choose a creature (even an undead or nonliving creature); on 1-50 you apply a geas/quest of your choosing to the creature; on 51-100 you are subjected to a geas/quest of the creature’s choosing. This effect cannot be ended without completion of the given task, short of divine intervention.</p><p><strong>IX, the Hermit:</strong> You gain an inherent modifier to your intelligence equal to 2d6-7.</p><p><strong>X, the Wheel of Fortune:</strong> Choose any item or group of items in your possession up to a value of 125000 gp. 1-50: you loose this item or items; 51-100: this item or item is duplicated.</p><p><strong>XI, Strength:</strong> You gain an inherent modifier to your strength equal to 2d6-7.</p><p><strong>XII, the Hanged Man:</strong> You gain an inherent modifier to your constitution equal to 2d6-7.</p><p><strong>XIII, Death:</strong> Choose a creature (even an undead or nonliving creature); on 1-50 your target is slain; on 51-100 you are slain instead. The slain individual cannot be raised, short of divine intervention.</p><p><strong>XIV, Temperance:</strong> You gain an inherent modifier to your constitution equal to 2d6-7.</p><p><strong>XV, the Devil:</strong> You gain an inherent modifier to your charisma equal to 2d6-7.</p><p><strong>XVI, the Tower:</strong> You gain or loose (2d6-7) X 5,000 XP.</p><p><strong>XVII, the Star:</strong> You may ask three questions as a commune spell; roll for each. On 1-50 the answer is absolutely true; on 51-100 the answer is false or misleading.</p><p><strong>XVIII, the Moon:</strong> You gain or loose (2d6-7) X 5,000 XP.</p><p><strong>XIX, the Sun:</strong> Choose any item or group of items in your possession up to a value of 125000 gp. 1-50: you loose this item or items; 51-10: this item or item is duplicated.</p><p><strong>XX, Judgment:</strong> Choose a creature (even an undead or nonliving creature); on 1-50 your target’s alignment changes to its polar opposite; on 51-100 your alignment changes to its polar opposite. This alignment changed cannot be reversed short of divine intervention.</p><p><strong>XXI, the World:</strong> You gain an inherent modifier to each ability score equal to 2d6-7; designate each ability score before each roll is made.</p><p></p><p>So what items have you made, improvements on already-existing items or not, artifact or not, that are creative deviations from the magical enchantments found in the DMG and splatbooks?</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 3176711, member: 40398"] So what truly unique items have you made for your campaign? I'm not talking about stuff like the Amulet of Immunity to Everything (+5 luck AC, +5 competance, +5 deflection, +5 natural, +5 profane, +5 shield, +5 resistance to saves, +5 luck, immunity to energy, death, drain...) that are just compilations of abilities that are in the DMG and the various splatbooks. As an example, and because I like to show off, I'll provide my own favorite invention: [B]The Improved Deck of Many Things[/B] (because really, who wants to search thru a card deck for just the right cards that the DMG requires?) I designed the Improved Deck to make it easy to get something good from the deck (but not really good), while making it possible but unlikely to get something really good or really bad. I imagine one of the neutral deities being its creator, Boccob, Olidammara or Wee Jas, because the Deck is such a great manifestation of balance. The Deck of Many Things is a major artifact; it radiates all schools of magic at 20th caster level. You may only draw one card from the Deck of Many Things, ever. After drawing, you may choose to use your card, discard it or give it to another. [B]Chalices[/B] Ace to 10: +1 Inherent bonus to a mental score of your choice Knave, Knight, Queen, King: +2 Inherent bonus to a mental score of your choice [B]Pentacles[/B] Ace to 10: 2,500 pp Knave, Knight, Queen, King: 5,000 pp [B]Swords[/B] Ace to 10: +1 Inherent bonus to a physical score of your choice Knave, Knight, Queen, King: +2 Inherent bonus to a physical score of your choice [B]Wands[/B] Ace to 10: 5,000 XP Knave, Knight, Queen, King: 10,000 XP [B]0, the Fool:[/B] Make a wish that is within the defined options of that spell. The DM secretly rolls a percentile dice; on 1-50 your wish is perverted or backfired anyway; on 51-100 your wish is granted. [B]I, the Magician:[/B] You gain an inherent modifier to your intelligence equal to 2d6-7. [B]II, the High Priestess:[/B] You gain an inherent modifier to your wisdom equal to 2d6-7. [B]III, the Empress:[/B] You gain an inherent modifier to your dexterity equal to 2d6-7. [B]IV, the Emperor:[/B] You gain an inherent modifier to your strength equal to 2d6-7. [B]V, the Hierophant:[/B] You gain an inherent modifier to your wisdom equal to 2d6-7. [B]VI, the Lover:[/B] You gain an inherent modifier to your charisma equal to 2d6-7. [B]VII, the Chariot:[/B] You gain an inherent modifier to your dexterity equal to 2d6-7. [B]VIII, Justice:[/B] Choose a creature (even an undead or nonliving creature); on 1-50 you apply a geas/quest of your choosing to the creature; on 51-100 you are subjected to a geas/quest of the creature’s choosing. This effect cannot be ended without completion of the given task, short of divine intervention. [B]IX, the Hermit:[/B] You gain an inherent modifier to your intelligence equal to 2d6-7. [B]X, the Wheel of Fortune:[/B] Choose any item or group of items in your possession up to a value of 125000 gp. 1-50: you loose this item or items; 51-100: this item or item is duplicated. [B]XI, Strength:[/B] You gain an inherent modifier to your strength equal to 2d6-7. [B]XII, the Hanged Man:[/B] You gain an inherent modifier to your constitution equal to 2d6-7. [B]XIII, Death:[/B] Choose a creature (even an undead or nonliving creature); on 1-50 your target is slain; on 51-100 you are slain instead. The slain individual cannot be raised, short of divine intervention. [B]XIV, Temperance:[/B] You gain an inherent modifier to your constitution equal to 2d6-7. [B]XV, the Devil:[/B] You gain an inherent modifier to your charisma equal to 2d6-7. [B]XVI, the Tower:[/B] You gain or loose (2d6-7) X 5,000 XP. [B]XVII, the Star:[/B] You may ask three questions as a commune spell; roll for each. On 1-50 the answer is absolutely true; on 51-100 the answer is false or misleading. [B]XVIII, the Moon:[/B] You gain or loose (2d6-7) X 5,000 XP. [B]XIX, the Sun:[/B] Choose any item or group of items in your possession up to a value of 125000 gp. 1-50: you loose this item or items; 51-10: this item or item is duplicated. [B]XX, Judgment:[/B] Choose a creature (even an undead or nonliving creature); on 1-50 your target’s alignment changes to its polar opposite; on 51-100 your alignment changes to its polar opposite. This alignment changed cannot be reversed short of divine intervention. [B]XXI, the World:[/B] You gain an inherent modifier to each ability score equal to 2d6-7; designate each ability score before each roll is made. So what items have you made, improvements on already-existing items or not, artifact or not, that are creative deviations from the magical enchantments found in the DMG and splatbooks? [/QUOTE]
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