marsden_online: RPG log icon for this character (Arthur)
A campaign I am playing in at present has among the options for starting gear a weakened Ring of Regeneration, healing one HP/hour (I am unclear if it also does the restoration of lost bodily parts). This has led me to think critically about the SRD standard ring of regeneration and I have come to the conclusion that it is overpriced for what it does. Let's take a look....
Ring of Regeneration

This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell [within a round - M]. In either case, only damage taken while wearing the ring is regenerated.

Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp

I don't even know how they get that price and caster level, by my calculation it should be
7 (spell level) * 13 (minimum caster level) * 2000 = 182,000gp
or even
7 * 15 (given caster level) * 2000 = 210,000
Is it halved because of the "only while wearing the ring" limitation? Or because as discussed below the replacing limbs/organs never really comes into play?

What else could we get for that money? )
~~~
A more realistic cost? )
~~~
How about a real Ring of Trollish Regeneration? )
~~~
Finally (for this post) another quirk which seems to me to be a good candidate for adding to an ongoing healing item (perhaps one which was a prototype or not quite made right) is a slight loss in Constitution (2 points, to make sure the bonus drops). Is the healing going to be worth the ongoing fragility? That might very well depend on the wearer's normal maximum hit points and level.
marsden_online: RPG log icon for this character (Markos)
A few items my Sunday Broken Kingdoms group have just come across, for their reference.

Wand of Lesser Transfer Wounds
This slim wand is made of a pale wood carved to resemble a forearm ending in an outstretched hand.

Wand of Touch of Disruption
This slim wand is made of a dark wood carved to resemble a forearm ending in a clenched hand with one finger extended.

Leather Coat of Sneaking
This magical leather coat was removed from the burnt corpse of the undead named Esolith. It is filthy (with chunks of his flesh still adhering in places) and will need a /very/ good clean and minor repair before it is again fit for use by the living.
(Leather Coat +1, +5 to Sneak skill)

Ring of Ramming (modified Ring of the Ram)
This heavy iron ring is carved with the head of one of the massive mountain sheep the hill tribes use as livestock and mounts.

"The wearer can command the ring to give forth a ramlike force, manifested as a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 3 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The ring has 5 charges per day.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29."

Boots of Stomping (from the Magic Item Compendium)
"When you stomp your feet and activate boots of stomping, you generate a 15-foot-long cone-shaped burst of psychokinetic force that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the area. Creatures that fail a DC 13 Reflex save are thrown to the ground, prone, and take 1d4 points of nonlethal damage.

Boots of stomping function three times per day."

About 200 pairs of these boots were originally commissioned by an Old Kingdom Duke for the front rank of his army. The range and vigour of the effect is said to be increased for each adjacent pair being activated. Unfortunately many were lost or destroyed when in the midst of a major battle the vibrations caused by their use attracted a terrible worm-like beast from deep underground which proceeded to crush or consume the bulk of the forces present.
A number of prototypes and attempts-at-duplication are known to exist - the effect of these may include but are not limited to
- affecting also (or only) the wearer.
- creating their effect in a random direction relative to the wearer
- Creating a Muddy Ground spell effect centred on the wearer
- One particularly powerful pair known as "The Boots of Earthquakes" generated a strong enough force to demolish small buildings nearby and could be felt for some distance ... these were lost when a crack in the earth opened beneath the user and closed over again moments later.

Viper bolts
These 10 +1 crossbow bolts came carefully wrapped in soft leather and are fashioned in an extremely fine likeness of a tiny snake from the tail at the point to the head at the butt. On a hit they transform into a tiny viper which makes one attack on the target struck before falling to the ground and wriggling off (100% non-recoverable).

Tiny Viper +5 To Hit, 1 point of damage, Poison DC 10 1d6 CON Primary, 1d6 CON Secondary.

On the event of a natural 1 being rolled to hit the bolt animates before it is fired and attacks the wielder of the crossbow instead.
marsden_online: RPG log icon for this character (Arthur)
Elemental Sneak attack [General]
When sneak attacking with a spell or weapon dealing elemental* damage you may make your sneak attack damage of that element type. All resistances of the target will apply normally to this damage.
For those who have access to this feat through Use Magic device a UMD check DC 20 is required to successfully use the feat.
DM's option: Sneak attack damage in this form may affect constructs, undead and others usually immune to precision-based damage.
* fire, lightning, acid, cold, positive energy, negative energy
Prerequisites: Sneak attack or similar precision-damage ability, spellcaster level 1st or 5 ranks in Use Magic device

Wand-strike Weapon
These weapons vary in type and design but are usually small and easily concealable. They have a hollow chamber running through the hilt and into the blade in which a small magical item containing an elemental damage spell can be secured. (This is usually a wand although some have been known to function with other items eg a potion of flame breath.)

A weapon of this type grants a user with sneak attack (or similar ability) the use of the Elemental Sneak Attack feat, damage type as appropriate to the item contained within. Each use of the feat drains one charge/use from the item. If the contained item has a command word or similar activation some versions require the user to utter this / UMD activate the item as part of the attack action.

Unlike similar weapons which use the Arcane Sneak Attack feat these deal damage based on the wielder's ability rather than the power of the spell used.

Wand-strike is a +1 equivalent ability
marsden_online: RPG log icon for this character (Kiera)

<<< The very start << Prev || Next >>


Paying an unexpected visit )

The twist )

Aftermath )

Epilogue )
~~~
Stats )
marsden_online: RPG log icon for this character (Arthur)
Shard of Winter Secrets (minor artifact)
Some potent magical weapons require more than a spell to unlock their secrets. A warrior (usually) who perseveres in using one of these weapons discovers that its power grows along with him. A spell such as Identify will reveal only such abilities as the caster might be worthy to use at the time.

These weapons often trade at a fraction of what could be considered their true worth.

The table below outlines the Shards powers as if a character has carried and used it from 1st level. A character picking up the Shard later in their career will "unlock" one ability (starting from the lowest level) for each level they gain plus another for each 5000* XP they gain while using it as their primary weapon until they are on par with the table. To begin attuning to the Shard requires 8 hours of weapon drill using the Shard or use in one threatening combat (CR or EL equal to character level). The Shard will recognise and immediately re-attune to any previous owner (they become the "current" owner) at the level it passed from their possession or their current level whichever is lower.
* subject to more detailed mathematical analysis or GM fiat.

Alternatively a wielder could quest to uncover more of the weapon's secrets sooner (perhaps seeking out and training with a previous owner who doesn't wish to reclaim the Shard).

This long thin blade is slightly jagged and varies between cool and painfully cold to the touch, beyond the ability of any mundane fire or forge to warm. Legend has that it was forged from material bought back from the para-Elemental plane of Ice.
Current Owner's Character Level Ability
1stMasterwork weapon, detects as magical but doesn't identify with any powers, bypasses DR/magic
2ndWielder can cast Ray of Frost from the Shard 3/day (usually the first sign this is really not a standard enchanted weapon)
3rdInflicts 1d6 Cold damage on anyone not attuned to the Shard who picks up the Shard unless it is deliberately passed over by an owner (this ability and it's subsequent additions can be a nasty surprise to PCs who pick up the weapon for the first time).
4thWielder is protected as if by Endure Elements while the Shard is in hand
5th+1 weapon
6thWielder has Cold Resist 10 while the Shard is in hand
7thWielder can cast Ray of Frost from the Shard at will. Wielder can cast Ice Storm from the Shard 1/day at close range (35ft) as a 4th level caster
8thInflicts 1d4 damage to Strength when picked up by anyone it is not attuned to.
9th+1 Weapon of Frost
10thWielder maintains their footing as if wearing Boots of the Winterlands when the Shard is in hand and is protected as if by Endure Elements while it is otherwise on their person
11th+2 Weapon of Frost. Wielder can cast Ice Storm from the Shard 2/day
12thThe Shard bestows a negative level when held by anyone it is not attuned to. In conjunction with the damage dealt this may prove fatal for the weak.
13th+2 weapon (Icy Burst). Wielder has Cold Resist 15 while the Shard is in hand and Cold Resist 5 when it is otherwise on their person
14thWielder can cast Wall of Ice 1/day as a caster of half their character level
15th+2 weapon (Icy Burst, Keen)
16thWielder can cast Cone of Cold from the Shard 1/day as a 9th level caster (9d6 damage, DC 17)
17thThe Shard inflicts 2d12 Cold damage and 2d6 damage to Strength when picked up by anyone it is not attuned to.
18thWielder has Cold Resist 20 while the Shard is in hand and Cold Resist 10 when it is otherwise on their person.
19thWielder can cast Wall of Ice 2/day as a caster of half their character level
20th+3 weapon(Icy Burst, Keen). Wielder can cast Cone of Cold from the Shard 2/day

~~~
Summer Relief
Sometimes the Druids will craft a magical weapon that at first look mimics something more common. Someone on the receiving end of a Summer Relief may well mistake it for a weapon of frost but for the druids of the grasslands the main purpose of these weapons lies in the preservation of those areas where wildfires (especially those sparked by careless adventurers) can wipe out vast areas of an ecosystem in a few hungry hours.

+1 Weapon (often but not always a scimitar)
Chill metal (on an attack successfully hitting touch AC) ~+1 bonus as per Frost
----
4300 gp

Quench (5x20ft cubes) 1/day
5400 gp
----
9,700 gp total (or 15,100 gp depending on how you interpret the multiple different abilities rules), moderate transmutation, craft magical arms and armour
marsden_online: RPG log icon for this character (Arthur)
This enchanted axe* has a (demon)hide-wrapped handle and a blade which might be forged from a dark metal or might be carved from some chitinous shell. The design is described as either darkly beautiful or brutally ugly depending on the nature of the viewer. Inscribed on the blade in an easily readable script are the words "Blood off this blade is dedicated to Dnokx". Where it strikes flesh and blood is transmuted into acidic gore.

* whatever type of axe or axe-like polearm seems appropriate)

The axe radiates moderate conjuration magic and detects as weakly evil. An Identify spell or similar will reveal the following
This is a +1 Corrosive weapon (+1d6 Acid damage) (command word Dnokx) with a couple of other special abilities.
- for every 10 points of damage (round up) dealt to a fleshy target adjacent combatants take 1 point of acid splash damage (alternative - for every dice of damage dealt, so more on a critical, but I prefer character strength to impact on the amount of splatter damage)
- in the hands of someone knowledgeable about Dnokx (Knowledge Planes DC 15 or actively researching in game) the axe grants Acid Resistance 5 when wielded

Value ~8,300 (+2 Axe) + 3000 (limited acid resistance) = 11,300 gp

Analyze Dweomer (or personal experience :-> )will uncover these additional powers
- In the hands of a minion or devotee of Dnokx (or someone making a DC23 Knowledge: Planes check) the axe becomes a +3 acidic burst (+2d10) weapon.
- In the hands of Dnokx itself, the weapon becomes +5 and gains Anarchic and Mighty Cleaving.

- Whenever the name of Dnokx is spoken to activate the weapon it opens a conduit between the axe and the demon who then draws power from the pain it inflicts, and later uses that power to try and influence (corrupt) the wielder.

They exact power of Dnokx in a campaign is up to the DM
- the demon may be bound (willingly or unwillingly) into the axe
- it may just be starting it's rise to power in the Abyss and have invested a great deal of effort and resources getting the one axe created on the Material plane
- it could be a powerful demon lord who has created the axe for a particular scheme, or who equips favoured underlings with them as a matter of course both to gain power and constantly maintain influence
- ...

Naturally if the axe spends much time active in the campaign Dnokx should grow in power appropriately.
marsden_online: RPG log icon for this character (Kiera)

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My sister has been captured, judged and will be imprisoned for the rest of her natural life, as executing her would only be an escape from punishment for the crimes committed in this realm. But her capture was not by my hand and this gives me cause to re-evaluate my place in events.
reflection )
reconciliation )
personal items )
marsden_online: RPG log icon for this character (Arthur)
These bulky adamantine rings of (usually) dwarven construction have instructions for use clearly engraved in runes, either in two parallel lines or one line on the outer and one line on the inner of the ring.
One line will read "Proclaim [command word] and stand well back"
The other will read "Do not use in enclosed spaces"
On command the ring triggers the effect of an Earthquake spell (PHB225) with a 3 round delay, centered on the current location of the the ring.
Strong evocation; CL 15th; Forge Ring, Earthquake; Price: 216,000 gp; Create: 108,000 gp, 8640xp

More limited versions of this item are often created in iron or steel, for example:
Ring of Earth Breaking 3/day, only usable by dwarves; Price 90,720gp; Create: 45,360gp, 3639xp
Ring of Earth Breaking 1/day; Price 43,200xp; Create: 21,600xp, 1728xp

The process for creating these rings is fairly robust, such that a number of slightly flawed rings are in circulation and these are the ones most likely to be found in treasure hordes and thus the hands of adventurers. The most common flaws* range from a non-standard (or random) time delay to the earthquake always being centered on the ring itself. It is a move equivalent action to remove and drop the ring, and these rings while not usually damaged by being at the center of an earthquake are rarely recoverable afterwards.
Flaws, if present, are not usually mentioned in the engravings on the ring and are often missed or misinterpreted as part of the normal functioning of a ring when examining it with Identify or Analyze Dweomer.

* See Cursed items, DMG272-273

Note: As the DMG points out, pricing rings is tricky. I -might- drop the price for the ring not having a range (past how far you can run in 3 rounds). OTOH, Earthquake-at-will is pretty much an artifact level effect.
marsden_online: (Evil GM)
Hereditary Sword (aka Bloodline Sword)
These weapons are crafted so as to be attuned to the descendants of a certain individual or family, and to all others serve as no more than a masterwork sword. Exact abilities vary as with any other magical weapon (and not all Hereditary weapons are swords).

Some families are larger than others (and Hereditary weapons don't usually distinguish between legitimate and illegitimate family members), so some older Hereditary swords turn up in the history books more often than others. Some do have greater restrictions on their wielder - the oldest female child, or the heir designate for example.

Each Hereditary sword is a unique item, but because of their use in identifying members of a bloodline some forgeries attuned to other individuals or requiring an activation of some form have been forged over the years. These rarely have more than the minimum abilities required to propagate the disguise.

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