kreynolds
First Post
Lizard said:Magic items: Bland, bland, bland. This is where the book really failed to stir me. I want unbelievably ubercool unique items of ungoldy power, not thising thatting blade theothering.
Epic items? Epic items?! EPIC ITEMS!?! How's this for epic items!?!...
Armband of Frost: This powerfully enchanted armband is composed entirely of hizagkuur, giving the metal a silvery-gray appearance. It fits snuggly around the wearer’s bicep and adjusts itself to fit perfectly. Upon placing the item on one’s arm, the armband glows a bright blue and burns it’s way into the flesh, disappearing altogether. The armband leaves behind a dark blue tattoo of the same shape. The wearer immediately suffers 120 points of cold damage (no save).
If the wearer survives the assault, they are now gifted with the ability to launch rays of cold from their eyes as a supernatural ability. Both rays strike the same target as a ranged touch attack (up to 120 feet), dealing 120 points of cold damage. A successful Fortitude save (DC 34) will halve this damage. The eye rays may be used at will every other round and are activated by mental command as a free action, triggering no attacks of opportunity. Spell resistance does not affect the rays.
Creatures of the fire subtype suffer double damage on failed saving throw. Creatures of the water subtype suffer no further ill effects except standard damage. If the rays are able to completely remove all hit points from a creature or object they are frozen solid and may be shattered within 1 minute via a melee attack that deals at least 1 point of damage. If the rays are fired upon a body of water, the liquid freezes to a depth of 6 inches over an area equal to 2,000 square feet (20 10x10 squares). The ice will melt normally.
The armband also converts all cold damage sustained by the wearer into healing hit points. This is also a supernatural ability and is constantly active. This effect overrides any cold resistance the wearer may have.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Energy Absorption, Eyes of Pain, Imbuement, Otiluke’s Freezing Sphere, Ray of Frost; Market Price: Topic for another thread gp.
...want another one!?!...
Daggerstorm Glove: This single, fine leather glove functions as a glove of daggers, though up to ten daggers may be stored and there is no limit to how many daggers may be thrown in a single round. Also, the wearer of the glove is not limited to using the daggers in the order they were placed within. The dagger of choice is always the dagger thrown, allowing the wearer to throw the stored daggers in any order they wish.
A daggerstorm glove also grants the wearer one additional attack per round at the wearer’s highest attack bonus when throwing a dagger, as per the speed enhancement. This extra attack does not stack with haste or haste-like effects.
However, the most powerful property of the daggerstorm glove is that it magically duplicates all thrown daggers. When a dagger is thrown, the glove creates a duplicate of the weapon composed of force. No other effects are duplicated, such as other weapon enhancements or spells placed upon the daggers. The force dagger duplicates require a separate attack roll and use the same attack bonus of the dagger duplicated.
The force dagger duplicates have the same statistics of a normal dagger in regards to range increments, critical threat range, and the critical multiplier. Each force dagger duplicate inflicts 1d4+1 points of force damage and they are not subject to spell resistance or damage reduction.
Although it is highly beneficial to possess two of these gloves, the creation process yields only one.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, haste, magic missile, shrink item, teleport without error; Market Price: Topic for another thread gp.
...how about another!?!...
Tiger Amulet: This beautifully designed amulet features a nearly priceless cat’s eye gemstone surrounded by dozens of small emerald fragments. The amulet bestows damage reduction 10/-- upon the wearer while worn.
Activated as a standard action, the amulet proves to be far more valuable. First, the amulet grants a +12 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, and a +6 enhancement bonus to Constitution.
The wearer then undergoes physical changes. Long fangs grow in their mouth and large claws extend from their fingers, granting the wearer natural attacks with both claws and a single bite. You attack with your claws at your full base attack bonus and your bite at only 2 from your full attack bonus (as if you had the Multiattack feat). Your claws deal 1d8 points of damage each (1d6 if you are Small), and your bite deals 2d6 (2d4 if you are Small).
You also gain the benefits of the Blind-Fight and Power Attack feats as well, and a +15 natural armor bonus. The tiger amulet does not take up a worn item slot.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, bite of the weretiger, stoneskin; Market Price: Topic for another thread gp.
...and for the grand finale!!!...
Weave Chariot: Gargantuan vehicle; Concentration +10; Spd 120 ft. (good); Overall hp 180 (hardness 40); Overall AC 20 (-5 unattended object, -4 size, +4 armor, +15 deflection); Atk (12d6, ram); Face 40 ft. by 25 ft.; Height 10 ft.; Crew 1 (plus 4 passengers); Weight 7,000 lb.; Cargo 2 tons; Cost Topic for another thread gp.
This unusual magic device is somewhat wedge-shaped and composed of smooth lines and gently curving surfaces. It is actually a magical chariot capable of holding up to four passengers. The chariot is named so because it seethes with powerful magic. It is capable of traveling at speeds of up to 120 feet per round. The chariot must move at least 10 feet to reach full speed.
Controlling the vehicle requires a Concentration check (+10 bonus from ease of use) and is a move-equivalent action.
Five plush and comfortable chairs set into three rows adorn the otherwise bland interior. The first chair makes up the front row and sits just behind the forward viewing portal of the chariot. Two large emerald gems are inset into the armrests of the chair and serve as the controls for the chariot. Three more passenger seats are located behind the first, with one additional seat behind those. This rear seat, however, is not stationary and swivels on a stand, allowing the occupant to face in any direction, as well as view the outside through the rear-viewing portal. While inside the chariot, the driver and rear passenger both benefit from ¾ cover in regards to attacks from the front or the rear, and 9/10 cover in regards to attacks from the sides of the chariot. Passengers in the center row of the chariot benefit from ½ cover in regards to attacks from the sides and 9/10 cover in regards to attacks from the front or rear of the chariot. The sides of the chariot, the entrances, are open to the outside. There are no doors or hatches.
The frame of the chariot is constructed of solid adamantine. The frame has a hardness of 40 and 80 hit points. The surface of the metal has been brushed to avoid light reflection and glare. The chariot constantly hovers 1 foot from the ground, though this does not aid in manually moving the vehicle, as sufficient force is still required to move 7,000 pounds.
A nondimensional trunk is located in the rear of the chariot. It can hold up to 2 tons of cargo. Items with dimensions less than 10 feet in any direction will fit inside the nondimensional trunk.
The body of the chariot is also heavily protected by magic. It is immune to fire, acid, and sonic attacks and has cold and lightning resistance 30. The armor carries a +4 enhancement, thus only +4 weapons or better can cause any damage. A powerful deflection field covers the skin of the chariot, granting it a +15 bonus to AC.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, fly, hardening, haste, wish; Market Price: Topic for another thread gp.
...any of those epic enough for ya'?
