BisectedBrioche
2008-01-18, 09:41 PM
I'm just posting these for the hell of it. The basic idea is that there were some very powerful civilisations who made single use items (potions, caltrops, alchemist's fire, etc) which bordered on the level of minor artifacts. Of course since said civilisations inevitably suffered from their inevetiable hubris, doom and general failure (naturally resulting in their almost complete disappearence from recorded history) these technically are minor artifacts (on the reasoning that anything which can only be used once shouldn't really be considered a major artifact). They could turn up anywhere (albeit rarely) and will usually be saved for a real emergency by owners who are aware of their nature.
Arcane Bomb
An Arcane Bomb resembles a small dark glass sphere. Looking closley at one will show either a small flame, a crackling electric spark or a shard of ice. Merely seeing this will make the veiwer feel warm, cold or a strange tingle. They are in fact a more powerful version of alchemist's fire. When the glass is ruptured (only possible due to a deliberate action because of then enchantments cast on the devices) then a 20ft. cube (with the burster in the middle of the bottom face) is filled with either fire, ice or bolts of electricity. Everyone in this area (except whoever threw or smashed it, who is protected) takes 10d10 damage of the appropriate type. The remains of the item are completly anihilated by the blast.
Bravery Barrier
These appear to be normal caltrops, although they do have a somewhat meanacing air about them. Once placed, anyone who sees the caltrops will avoid coming within 10 feet of the square in which they are placed (as if they had been affected by an antipathy spell). Anyone who steps on the caltrops is overwhelmed by a feeling of horror, as if the worst event they could imagine had come to pass. They must make a DC 20 will save (wisdom based) or immediatly retreat to a safe place and cower for 2d12 hours (treat them as helpless). After this they are treated as shaken until they have rested or for the next hour (whichever comes first). They will last until they have been stepped on 3 times, after which they will magically rust away in moments and leave nothing but dark red/brown stain.
Potion of Monstrous Power
Once this potion is inbibed the drinker transforms into a powerful creature for 1 day or until the drinker cancels the effect. This creature varies from drinker to drinker however the result always has the following traits;
Their dex, str and con scores are increased by a factor of 1d4.
They grow 1d4-1 size categories (any changes in stats stack with others)
Wis and Int stay the same, chr is reduced to 10 (unless it is already lower)
The Aboration subtype
New abilities based on the following table (they gain any abilities which the have the apropriate traits for based on their skills before any of the above changes);
{table=head]Existing Ability|Gained Ability
BAB of 7 or more|Bite attack or 2 claw attacks if they do not already have both
BAB of 15 or higher|Bite and claw attacks, treated as epic for the purpose of damage reduction
Natural Armour of 13 or better|Damage reduction 10/-
Swim speed or 5+ ranks in swim|Swim speed equal to existing swim speed + highest movement speed (double the swim speed if it is the highest)
Flight speed or 5+ ranks in jump|Some means of flight (if they do not already have one) and a flight speed equal to their current speed plus their highest movement rate (double their flight speed if this is their highest rate of movement)
Burrow Speed or 5+ ranks in climb|A burrow speed equal to their current speed plus their highest movement rate (double their burrow speed if burrow is their highest rate of movement)
Arcane Spellcaster level of 5 or higher|All currently known arcane spells are available as spell like abilities and may be cast a number of times equal to HD - 2(spell level)
Divine Spellcaster level of 5 or higher|All currently known arcane spells are available as spell like abilities and may be cast a number of times equal to HD - 2(spell level)
5+ ranks in intimidate|Gain Frightful Presence (as per the draconic ability) in a 60ft. radius around themself.
5+ ranks in bluff or diplomacy|Charm 4 times per day as a spell like ability
5+ ranks in sense motive|Permenant Detect Alignment and Deathwatch effects
5+ ranks in disguise|Change shape as per the doppleganger ability, except the creature may assume the shape of any creature within one size category of it.
5+ ranks in search|perminent Detect magic
5+ ranks in heal|Fast healing, 10 points
5+ ranks in listen|Blind sense and the effects of the blind fight feat
5+ ranks in spot|True Seeing, perminent effect[/table]
Necrotoxin
This is a powerful poison which deals 1d6 con damage (both secondary and primary) with a save DC of 25 (fort save, con based). Any creature killed by it will rise as an undead based on their HD 1d4 hours later;
{table=head]HD|Undead
<10|Ghast
11-15|Wight
15-20|Vampire
21+|Nightwalker[/table]
The poison can be applied via a weapon or ingestion and only works if someone other than the victim uses it. The undead is under the control of the poisoner.
Antimort Potion
This potion will restore a corpse to life as per the spell True Resurrection (as long as it is a applied to some part of the corpse, even if it is just ashes or a tiny pice of flesh). If it is applied to an undead creature then it is instantly destroyed and resurrected (again, as per True Resurrection) as if it never was undead.
Arcane Bomb
An Arcane Bomb resembles a small dark glass sphere. Looking closley at one will show either a small flame, a crackling electric spark or a shard of ice. Merely seeing this will make the veiwer feel warm, cold or a strange tingle. They are in fact a more powerful version of alchemist's fire. When the glass is ruptured (only possible due to a deliberate action because of then enchantments cast on the devices) then a 20ft. cube (with the burster in the middle of the bottom face) is filled with either fire, ice or bolts of electricity. Everyone in this area (except whoever threw or smashed it, who is protected) takes 10d10 damage of the appropriate type. The remains of the item are completly anihilated by the blast.
Bravery Barrier
These appear to be normal caltrops, although they do have a somewhat meanacing air about them. Once placed, anyone who sees the caltrops will avoid coming within 10 feet of the square in which they are placed (as if they had been affected by an antipathy spell). Anyone who steps on the caltrops is overwhelmed by a feeling of horror, as if the worst event they could imagine had come to pass. They must make a DC 20 will save (wisdom based) or immediatly retreat to a safe place and cower for 2d12 hours (treat them as helpless). After this they are treated as shaken until they have rested or for the next hour (whichever comes first). They will last until they have been stepped on 3 times, after which they will magically rust away in moments and leave nothing but dark red/brown stain.
Potion of Monstrous Power
Once this potion is inbibed the drinker transforms into a powerful creature for 1 day or until the drinker cancels the effect. This creature varies from drinker to drinker however the result always has the following traits;
Their dex, str and con scores are increased by a factor of 1d4.
They grow 1d4-1 size categories (any changes in stats stack with others)
Wis and Int stay the same, chr is reduced to 10 (unless it is already lower)
The Aboration subtype
New abilities based on the following table (they gain any abilities which the have the apropriate traits for based on their skills before any of the above changes);
{table=head]Existing Ability|Gained Ability
BAB of 7 or more|Bite attack or 2 claw attacks if they do not already have both
BAB of 15 or higher|Bite and claw attacks, treated as epic for the purpose of damage reduction
Natural Armour of 13 or better|Damage reduction 10/-
Swim speed or 5+ ranks in swim|Swim speed equal to existing swim speed + highest movement speed (double the swim speed if it is the highest)
Flight speed or 5+ ranks in jump|Some means of flight (if they do not already have one) and a flight speed equal to their current speed plus their highest movement rate (double their flight speed if this is their highest rate of movement)
Burrow Speed or 5+ ranks in climb|A burrow speed equal to their current speed plus their highest movement rate (double their burrow speed if burrow is their highest rate of movement)
Arcane Spellcaster level of 5 or higher|All currently known arcane spells are available as spell like abilities and may be cast a number of times equal to HD - 2(spell level)
Divine Spellcaster level of 5 or higher|All currently known arcane spells are available as spell like abilities and may be cast a number of times equal to HD - 2(spell level)
5+ ranks in intimidate|Gain Frightful Presence (as per the draconic ability) in a 60ft. radius around themself.
5+ ranks in bluff or diplomacy|Charm 4 times per day as a spell like ability
5+ ranks in sense motive|Permenant Detect Alignment and Deathwatch effects
5+ ranks in disguise|Change shape as per the doppleganger ability, except the creature may assume the shape of any creature within one size category of it.
5+ ranks in search|perminent Detect magic
5+ ranks in heal|Fast healing, 10 points
5+ ranks in listen|Blind sense and the effects of the blind fight feat
5+ ranks in spot|True Seeing, perminent effect[/table]
Necrotoxin
This is a powerful poison which deals 1d6 con damage (both secondary and primary) with a save DC of 25 (fort save, con based). Any creature killed by it will rise as an undead based on their HD 1d4 hours later;
{table=head]HD|Undead
<10|Ghast
11-15|Wight
15-20|Vampire
21+|Nightwalker[/table]
The poison can be applied via a weapon or ingestion and only works if someone other than the victim uses it. The undead is under the control of the poisoner.
Antimort Potion
This potion will restore a corpse to life as per the spell True Resurrection (as long as it is a applied to some part of the corpse, even if it is just ashes or a tiny pice of flesh). If it is applied to an undead creature then it is instantly destroyed and resurrected (again, as per True Resurrection) as if it never was undead.