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    Ogre in the Playground
     
    Devil

    Join Date
    Feb 2013
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    Germany
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    Male

    Default Re: Tzardok's Miscellaneous Homebrew Repository

    To keep the thread from sinking while I keep procrastinating the implementation of Beni's suggestions ... and working on my project ... and everything else ... Have a few more Pale inspired items. I am not at all sure regarding the pricing, so feedback will be eagerly awaited.

    Diverse Pale Items

    Bug-Out Booze: This foul-smelling alcoholic spirit was originally invented by goblins to escape dangerous situations, but the recipe has since spread to other creatures with a tendency to mischief and no care for fine drinks.
    When drinking a bottle of bug-out booze, the user disappears in time, like through the power time hop. One minute later, if the location the user was in is unobserved by intelligent beings, the drinker reawakens in the same spot, none worse for wear besides a horrid hangover. If the location is observed, the drinker stays disappeared until it isn't anymore or 10 minutes have passed, depending on what happens first.
    Moderate psychoportation; ML 10th; Craft Universal Item, 8 ranks in either Profession (Brewing) or Craft (Alchemy), Detect Hostile IntentXPH, Time HopXPH; 750 gp.

    Escape Rope: This otherwise unremarkable piece of rope has an otherwordly shimmer to it. It's long enough to be worn as a belt and have a bit of length left. Escape ropes were created to give explorers sent to investigate other planes a handy exit route.
    An escape rope must be worn as a belt to be used. The wearer can activate the rope as a move action by pulling on the freely dangling part of the rope. If the wearer is on their homeplane, nothing happens. But if the wearer is on another plane, he is instantly returned to the place where he left his homeplane. An escape rope can be used only once and loses its power afterward.
    A major (and more expensive) variant exists that can be activated as an Immediate Action.
    Some specific planar locations are too insidious to be escaped with an escape rope. Trying to use one in a divine realm whose deity has closed the borders will deposit the wearer in a random location within the realm. The same happens when trying to escape the Demiplane of Dread, the Demiplane of Imprisonment, one of the Lady's mazes, the Boundless or similar escape-proof locations.
    Normal: Moderate abjuration; CL 7th; Craft Wondrous Item, Dismissal; 1,100 gp.
    Major: Moderate abjuration; CL 11th; Craft Wondrous Item, Dismissal, Contingency; 1,800 gp.

    Black Rope: The first Black Rope was found in a remote part of the Astral, where the Plane of Shadow had bled into the plane's fabric. Attempts to replicate the Rope were mostly successful.
    A Black Rope is a short loop of pitch black rope. To use it, a character needs to sling it around her hand. When the character remains unobserved, she can teleport herself to any other unobserved location within 500 ft as if using dimensional door (except that she can still act after teleporting). A replica Black Rope can be used up to three times per day. The original one can allegedly be used at will.
    Moderate conjuration (teleportation); CL 7th; Craft Wondrous Item, Dimensional Door or Step into ShadowToM; 22,000 gp.

    Hot Lead: A Hot Lead is made from a spent bullet from a musket or other firearm by imprisoning a minor fire elemental in it and serves as a battery of magical energy. It feels hot to the touch, from barely noticeable when only one charge is left to nearly painfully hot when at five full charges.
    When holding the Hot Lead in hand while activating an ability of an item that requires charges, the character may spend charges from the Hot Lead instead of the item's charges. A Hot Lead regains one charge per day as long as it has charges left. Spending the last charge extinguishes the elemental and renders the Lead useless.
    Moderate evocation (if created with spells) or universal (if created with utterances); CL 9th; Craft Wondrous Item, Imbue with Spell Ability or Charge ItemBook of Words, Hallaster's Fetch IWaterdeep or Anchor of RealityToM; 50,000 gp.
    Note: I thought about creating a new utterance that can summon extraplanar creatures (something utterances can't do yet as far as I know). That one would then be a requirement instead of Anchor of Reality. But I couldn't come up with anything good on the fly; I couldn't even decide wether that should be a Evolving Mind or Crafted Tool utterance (and in the first case, what the reverse utterance should be). If somebody has an idea how to do this or already designed such an utterance, I'm all ear.

    Odd-One-Out: An odd-one-out is a cursed item, designed to bring misfortune over its owner. Though it tends to look like a counterfeit coin or a marked card when separated from other items, this shapechanging item takes on the appearance of any item of which its current bearer carries multiple (at least three) and inserts itself into the bundle (it even copies the aura of those items, appearing magical or mundane as needed). At an inopportune moment, the bearer may try to use the odd-one-out instead of one of the genuine articles and screw things up. When this happens, the bearer is allowed a Spot check against DC 25 to notice that something is wrong with the item. If the bearer is aware that he carries an odd-one-out, the DC falls to 17.
    Example 1: The odd-one-out becomes an arrow in a quiver. When the bearer draws the odd-one-out, he gets a chance to Spot the subtle differences. If he fails, the arrow shatters on the bow and showers him with sharp wood splinters, ruining the attack and dealing damage to bearer equal to the damage a successful attack would have dealt. (Alternatively, if the game includes a critical failure table, roll on the table).
    Example 2: The odd-one-out becomes a coin in a purse. When the bearer tries to pay a merchant with it and fails the Spot check, the merchant will instantly recognize the odd-one-out as a fake, becoming unfriendly or even hostile to the bearer and accuse him of being a cheat and a forger.
    Example 3: The odd-one-out sneaks into a deck of cards as a marked card. It will be dealt at a dangerous moment to the bearer and, if played, seem like an obvious attempt at cheating by his fellow players, again changing their attitude for the worse.
    Example 4: The odd-one-out hides amongst vials of healing potion. When the bearer fails the spot check and drinks it, it reveals itself to be acid or another damaging liquid, dealing acid damage equal to the amount the potion would have cured.
    After the odd-one-out has caused a problem this way, it disappears when not paid attention to and reconstitutes itself somewhere on its bearer's person as part of another bundle of items.
    An odd-one-out has no special compulsion to be kept. If one can recognize it for what it is, one can discard it without problems.
    Strong transmutation; CL 16th; Craft Wondrous Item, Polymorph Any Object, Nystul's Magical Aura, Bestow Curse; 9,000 gp.

    Weapons Ring: A weapons ring resembles a ring of iron and brass with a protruding decorative blade. Technically a cursed item, it allows you to never be unarmed at the price of the strength you need to actually wield the weapon, unless you can feed its hunger in a different way.
    The wearer can transform an unattended mundane object that is not part of a bigger structure into a weapon with a touch. The weapon must have the same size as the original object, and this size must be one that the wearer can wield as a weapon. The weapon looks like it is made of the same material as the original object, but works just as well as a normal one. The wearer is proficient with the created weapon. He also can dismiss the transmutation with a standard action. The ring can only create one weapon at a time. If the ring is used to create a projectile weapon, it also creates one stack of ammunition with it. After five minutes, the transformation ends.
    The drawback of the weapons ring is that the wearer must feed some of his self to the ring. Whenever it is used to create a weapon, the wearer takes 1 point Charisma burn and 1 point ability burnXPH to whatever their highest (unmodified) ability is (if that is Charisma, he takes 2 points Charisma burn). Alternatively, the wearer may sacrifice a charge from another magical item he carries to the ring. By feeding the ring more, the created weapon can be enchanted. For each additional 2 points of ability burn (one to Cha, one to the highest ability) or each additional charge sacrificed, the created weapon will get an enhancement bonus of +1. The maximal enhancement bonus of the created weapon is dependant on the user's HD: a wearer with at least 2 HD can create a +1 weapon. For every 4 HD after the second HD the enhancement bonus can be increased by +1.
    Strong transmutation; CL 13th; Forge Ring, Craft Magic Arms and Armor, Fabricate; 31,000 gp.