Difference between revisions of "Custom Items"

From RPGnet
Jump to: navigation, search
(Alchemical Items)
Line 37: Line 37:
 
*Divination. Chance of success increased by 4%.
 
*Divination. Chance of success increased by 4%.
 
*Trance. Range doubles to 240'.
 
*Trance. Range doubles to 240'.
 +
 +
'''Firesand'''
 +
 +
This alchemically treat dust will, if thrown into an existing fire of bonfire size of smaller, cause it to flare briefly to 150% its normal diameter and thrice its height, sending multicolored sparks flying in all directions. Creatures within the radius must make a Save v. Breath or take 1d6 points of damage and if it is done in relative darkness (such as around a campfire at night) all within thirty feet have a 1-3 in 6 chance of being semi-blinded for one minute. Semi-blinded characters can't read and suffer a -2 penalty to any throws requiring vision.
 +
 +
Firesand is sold in doses that cost 10 gp/dose and must be stored in a specially prepared pouch. The pouch counts as one item towards encumbrance. If firesand gets wet it becomes useless. Firesand can be thrown 10/20/30.

Revision as of 10:35, 5 February 2016

The Wilderlands of Absalom

Magic Items

Mirror of ScryingThese mirrors were once common in ancient Betor, used primarily at their numerous outposts for maintaining peace and order. Once per day the possessor of one of these mirrors can look into it and view an area equal to one hex surrounding the owner, for a period of ten minutes and from an apparent height of 1 mile. During this time they may choose one location (one child hex) to zoom in on and view it from an apparent height of 200 ft. In addition, a magic-user may expend a spell to use the mirror as a two way communication device, similar to the mirror. Both parties must be mages, or have a mage activate it, and in order to use it thusly they must both expend spell slots from their repertoire. Each level of spell expended grants ten minutes of communication with one individual, and cannot be used to "switch" calls.

This mirror is keyed to Wolf Keep.

Abstract Effect: The mirror allows an individual to control one more 6-mile hex than her stronghold size would otherwise allow, due to the ability to literally see what is transpiring in her realm. The mirror must be used daily, for a period of at least thirty days, before this is accomplished, and if it were to break, be rendered inactive or simply not used the additional hex will slip out of the owner's control.

Masterwork Items

  • Masterwork weapons gain one of the following qualities for a base cost of 500 gp: +1 to hit, +1 to damage, +20/40/80' (ranged weapons only), +2 to Saves (such as from Sundering or other applicable effects). Qualities can be stacked, but not in a linear cost. Each additional quality adds 250 gp to the cost. Therefore, a masterwork sword with a +1 to hit and +1 to damage would cost 1250 gp, as opposed to 1000.
  • Masterwork armor can be purchased with the following qualities, each at a cost of 750 gp: +1 to AC (note that this quality adds to the encumbrance of the suit), -1 to encumbrance (minimum 1 stone), +3 to Saves. As with masterwork weapons, qualities can be stacked, with an additional 500 gp added to the cost per quality. Therefore, a suit of plate that has a +1 to AC and a -1 to encumbrance would cost 2000 gp, and would be as encumbering as a normal suit of plate.
  • Existing masterwork items that the adventurers use for at least one level can be imbued with magical energy. The process gains the following benefits:
    • Provided it has been used during a full level (i.e. the adventurer goes from 4th to 5th while wearing the same suit of masterwork armor) the item counts as being one unit (10,000) gp of precious materials for the purpose of the magic research throw. Every additional level wielded counts as an additional "unit".
    • For every great deed the adventurer has performed using the item (surviving an attack which would kill a lesser mortal, slaying a great beast singlehandidly -- such as Karag did) it gains one more "unit" of precious metals.
    • For every bonus the item has reduce the base cost of the magic item by 1% (so, if a masterwork sword was +1 to hit *and* damage the base cost would be reduced by 2%).
    • Any magical bonuses automatically supplant bonuses granted by the masterwork quality.

Fire Arrows

Made by twisting rags around a normal arrow and soaking it in military oil, fire arrows must be lit before firing. Due to the added bulk the arrow is fired at -2 to hit and has its range decreased by 1 increment (arbalest --> long bow --> crossbow --> shortbow --> sling). If the attack is the exact same as needed to hit the target's AC the arrow extinguishes in flight. Upon hitting, an unlit fire arrow inflicts 1d4 hp, while a lit fire arrow inflicts 1d4 damage plus 1d4 fire damage. To make life easier for myself and to eliminate making a bunch of saving throws, I'm going to say that if the physical damage and the fire damage are the *same* the oil burns for another round, inflicting another 1d4 points of fire damage. For instance, if a fire arrow hits a troll and the 2d4 result is 3, 3 the arrow would do 6 damage, half of which is fire damage, and continue to burn for one more round, inflicting an addition 1d4 damage.

One flask of military oil can make five fire arrows.

Alchemical Items

Bluestem

Bluestem tea, if drunk, either acts as the Delay Disease spell or if used in conjunction with the spell (Player's Guide) will treble the duration of the spell to 72 hours. A target only benefits once in their lifetime from such a tea. The cerves have two doses of this, with each dose having an equivalent trade value of 20 gold.

Koriko

Those inhaling the smoke of the koriko grass must make a Save v. Poison. Those failing become violently ill for 1d6 hours, unable to take any actions. Those who succeed are still unable to move faster than a slow walk or make any physical attacks for one hour. For those who are not incapacitated by the smoke there is a 1-4 in 6 chance that the following spells gain these benefits:

  • Augury. Chance of success increased by 3%, can see into the future ten turns instead of the normal 3.
  • Commune. May ask one additional question.
  • Divination. Chance of success increased by 4%.
  • Trance. Range doubles to 240'.

Firesand

This alchemically treat dust will, if thrown into an existing fire of bonfire size of smaller, cause it to flare briefly to 150% its normal diameter and thrice its height, sending multicolored sparks flying in all directions. Creatures within the radius must make a Save v. Breath or take 1d6 points of damage and if it is done in relative darkness (such as around a campfire at night) all within thirty feet have a 1-3 in 6 chance of being semi-blinded for one minute. Semi-blinded characters can't read and suffer a -2 penalty to any throws requiring vision.

Firesand is sold in doses that cost 10 gp/dose and must be stored in a specially prepared pouch. The pouch counts as one item towards encumbrance. If firesand gets wet it becomes useless. Firesand can be thrown 10/20/30.