Author Topic: Items of the Realms  (Read 1887 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Items of the Realms
« on: November 09, 2011, 10:11:20 PM »
reserved for list

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #1 on: November 09, 2011, 10:11:59 PM »
Barrel of Monkeys Grenade
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears to be a small wooden barrel roughly the size of a modern day hand grenade. When thrown it breaks open in an explosion of noise and smoke. When the smoke clears it reveals 6 demonic baboons facing in random directions which immediately begin howling and tearing apart whatever is in sight.

To use this weapon simply throw the grenade (see page 158 of the Players Handbook). When it lands one demonic baboon (use the stats of an Ape with the Fiendish template) appears per square in 6 squares centered around the landing square. It is left up to the DM to decide in what direction they are facing (be random). The baboons are permanently subject to Frenzy (see page 34 of the Complete Warrior). They immediately attack whatever is in front of them (including each other), and whatever else is visible. They remain until their hp reach 0 (which wont be long given the Frenzy) and then disappear in a puff of noxious smoke. It is recommended to be out of sight when using this device as whoever coined the phrase "more fun than a barrel of monkeys" was either sarcastic or quite mad.


Prerequisites: Craft Wondrous Item, Summon Monster IV, Rage
Cost to Create: xx GP, x day, xx XP



Barrel of Monkeys Grenade: Anti Personnel
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

Creators of the original Barrel of Monkeys Grenade apparently weren't satisfied with the havoc they could wreak with it, so they researched a new version that summons a swarm of pissed off devil monkeys (stats to follow) that run around screaming, biting, and flinging their own shit everywhere.  It's generally called an Anti Personnel weapon as nobody wants to get near the goddamn things.  This is also thrown like a grenade weapon, and once it detonates it summons an enraged Devil Monkey Swarm that remains until it's hp reaches 0 (which won't be long given the Frenzy).

Prerequisites: Craft Wondrous Item, Summon Monster III, Summon Swarm, Rage
Cost to Create: xx GP, x day, xx XP



Barrel of Monkeys Grenade: Pineapple
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

Still feeling left out that the Monkey Grenades weren't reaching their full potential the Monkey People made one last research attempt for the ultimate weapon, and got this: an oversized Grenade that summons a Fiendish Dire Ape.  This is thrown like the other weapons, and much like the other critters the Dire Ape is subject to Frenzy and remains until at 0 hp.

Prerequisites: Craft Wondrous Item, Summon Monster V, Rage
Cost to Create: xx GP, x day, xx XP



Barrel of Monkeys Grenade: Kong's Revenge
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Thrown)
 Weight: 2 lbs.

A side effect of their research into the Pineapple Grenade, a few flawed notes caused some mages to craft this instead.  Its summons a Fiendish Dire Ape advanced to 15 HD and Huge Size.  As usual this is thrown like a grenade, and the ape remains until it reaches 0 hp due to Frenzy or damage.

Prerequisites: Craft Wondrous Item, Summon Monster IX, Rage
Cost to Create: xx GP, x day, xx XP



Holy Hand Grenade
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears as a white hand grenade.  It may be thrown as a grenade-like weapon.  Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Evil opponents take an additional 4d6 untyped damage.

Prerequisites: Craft Wondrous Item, Fireball, Light of Mercuria
Cost to Create: xx GP, x day, xx XP



Not So Holy Hand Grenade
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears as a black hand grenade.  It may be thrown as a grenade-like weapon.  Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Good opponents take an additional 4d6 untyped damage.

Prerequisites: Craft Wondrous Item, Fireball, Inflict Moderate Wounds
Cost to Create: xx GP, x day, xx XP



Devil Monkey Swarm
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #2 on: November 09, 2011, 10:12:29 PM »
Amulet of Charm Resistance
 Price (Item Level): xxx GP
 Body Slot: Throat
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: -
 Weight: -

This small brass or bronze amulet gives it's wearer a +4 Enhancement Bonus to Saves against any Spells from the Enchantment school with the Charm descriptor (or any Spell-Like or Supernatural abilities that duplicate their effects).

Prerequisites: Craft Wondrous Item, No
Cost to Create: xx GP, x day, xx XP



No
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Amulet of Charm Immunity
 Price (Item Level): xxx GP
 Body Slot: Throat
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: -
 Weight: -

These somewhat larger amulets are identical to Amulets of Charm Resistance except instead of a Bonus on Saving Throws they offer total immunity to Charm effects.

Prerequisites: Craft Wondrous Item, Hard No
Cost to Create: xx GP, x day, xx XP



Hard No
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Blessed Tools
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: - (Use Activated)
 Weight: 5 lbs.

This set of magically blessed tools change at the whim of the owner, giving him a +4 Enhancement Bonus on all Craft skills as well as Disable Device and Open Lock checks.  Needless to say most Rogues and craftsmen will kill to get them.  And don't discount the crafts people just because they don't kill for a living.  No one sees it coming from them.  Ever had a sculpting tool in the groin?  Imagine that feeling...

Prerequisites: Craft Wondrous Item, Enchant Tools
Cost to Create: xx GP, x day, xx XP



Enchant Tools
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Bridle of Force
 Price (Item Level): xxx GP
 Body Slot: Face
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: - (Use Activated)
 Weight: 1 lb.

Originally created by a mage who seemed upset when his neglected wife left him for a Pegataur, possession of this particularly racist item is a good way to get yourself killed.  If placed on a Pegataur (the usual method is putting them to sleep or beating them unconscious), he must make a DC xx Willpower Save or accept the owner as his master (effectively they are under a Charm Monster spell) for a year and a day, after which they are immune to the Bridle's effects.  The owner of the Bridle also gains a +2 to Ride Checks while riding a Pegataur who is wearing this abomination.  Once the year is over however, the caster is guaranteed pain as the Pegataur remembers everything.  So have him killed before then I guess is the lesson here...

Prerequisites: Craft Wondrous Item, Charm Monster, Extend Spell
Cost to Create: xx GP, x day, xx XP



Bumber Chute
 Price (Item Level): xxx GP
 Body Slot: Shoulders
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: -
 Weight: 2 lbs.

This odd looking cloth can be attached to any backpack or a shoulder harness.  At will as a Free Action it can pop open becoming a parachute, giving it's wearer the benefits of a Feather Fall spell.  It also immediately activates if he starts falling whether he is conscious or not.

Prerequisites: Craft Wondrous Item, Contingency, Feather Fall
Cost to Create: xx GP, x day, xx XP



Featherchimes
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: Standard (Manipulation)
 Weight: -

Featherchimes appear to be sealed glass tubes engraved with carvings of feathers, and are usually created by the Faenare, who do not like to give them out.  When struck by the glass rod which comes with the Featherchime it makes a clear and resonant chiming sound that has the effect of one of the following four spells (the spell must be chosen at the time of the Featherchimes creation): Song of the Wake, Harmonic Song, Song of Will and Iron, or Dispelling Song (these spells to be detailed below).

Prerequisites: Craft Wondrous Item, one of the following spells: Song of the Wake, Harmonic Song, Song of Will and Iron, or Dispelling Song
Cost to Create: xx GP, x day, xx XP



Song of the Wake
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Harmonic Song
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Song of Will and Iron
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Dispelling Song
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Girdle of Freshness
 Price (Item Level): xxx GP
 Body Slot: Torso
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: 1 lb.

This silk covered leather girdle gives it's wearer immunity to attacks based on smell such as a Troglodyte or Ghast's Stench, the Stinking Cloud spell, etc.  It also gives a +4 Enchantment Bonus on Saving Throws against spells of the Necromancy school that cause physical rot, decay, or disease.

Prerequisites: Craft Wondrous Item, Water Breathing, Stank Shield
Cost to Create: xx GP, x day, xx XP



Stank Shield
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Gremlin Wand
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Abjuration/Divination/Necromancy
 Activation: Standard (Command)
 Weight: -

Despite the name this is more accurately a wand, and is an 18' rod of ebony or mahogany wood with the tip being a claw grabbing a sphere of quartz.  If a Gremlin is within 120' of the wands owner it glows blue, and he immediately knows the Gremlins location.  The owner also gains a +4 Enhancement Bonus against the Chaotic Aura ability of Gremlins.  As a Standard Action the owner may also use the Wand to cast a Fear spell which only affects Gremlins.

Prerequisites: Craft Rod, Fear, Greater Resistance, Scrying
Cost to Create: xx GP, x day, xx XP



Lance of Piercing
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: 10 lbs.

Normally this is a +1 Lance.  However in the hands of a Pegataur (perhaps a Pegataur who's recently escaped a Bridle of Force and is now subsequently pissed off) this is a +5 Lance, and it threatens a critical on a natural 19-20.  If the critical is successful it does x4 damage. 

Prerequisites: Craft Magic Arms and Armor, Keen Edge, Dolorous Blow
Cost to Create: xx GP, x day, xx XP



Meddling Box
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: - (Use Activated)
 Weight: 2 lbs.

This weird puzzle box composed of gears, levers, and god alone knows what else is usually a mystery to most people.  All of them are individually crafted and give a +2 Untyped Bonus to a random type of Check if activated.  The trouble is figuring out what kind of Check, and how to activate the damn thing.  A successful DC xx Intelligence Check is required to figure out how to work it, and each attempt in which this Check Fails gives the owner a -2 on a specific type of Skill or Ability Check for 24 hours (these are cumulative, the type of check is decided upon when the Box is created and cannot be changed).  Once successfully activated the owner may then activate the Box as a Standard Action and gain the chosen Bonus for 24 hours (bonuses are not cumulative).  Rumor has it the Gnomes made these purely to fuck with people.

Prerequisites: Craft Wondrous Item, Random is My Ally
Cost to Create: xx GP, x day, xx XP



Random is My Ally
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Troppenribb's Goggles
 Price (Item Level): xxx GP
 Body Slot: Face
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

When worn these large black goggles allow the user to see out to 2400 feet clearly, which eliminates distance penalties for ranged attacks.  They also allow him to see despite regular or magical darkness, fog, mist, inclement weather, rains of frogs, etc. 

Prerequisites: Craft Wondrous Item, Telescopic Vision, Weather Vision
Cost to Create: xx GP, x day, xx XP



Telescopic Vision
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Weather Vision
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #3 on: November 09, 2011, 10:12:59 PM »
Acid Bomb
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Manipulation)
 Weight: 5 lbs.

Acid Bombs can be set to detonate by proximity, timer, or impact.  If set to impact, once it takes 1 point of damage it goes off.  If set to timer, it can be set to go off within 1-10 rounds, your choice,  If set to proximity, the next Small or larger creature to approach within the Bomb the round after you set it detonates the bomb (and takes a -2 penalty to the Saving Throw).  If the bomb detonates the effects are identical to a Vitriolic Sphere spell (see Spell Compendium).

Prerequisites: Craft Wondrous Item, Vitriolic Sphere
Cost to Create: xx GP, x day, xx XP



Black Pudding Bomb
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Manipulation)
 Weight: 10 lbs.

Black Pudding Bombs can be set to detonate by proximity, timer, or impact.  If set to impact, once it takes 1 point of damage it goes off.  If set to timer, it can be set to go off within 1-10 rounds, your choice,  If set to proximity, the next Small or larger creature to approach within the Bomb the round after you set it detonates the bomb.  When detonated the bomb summons a Black Pudding which immediately starts attacking all around it, and remains until killed.  A last resort weapon basically.

Prerequisites: Craft Wondrous Item, Summon Monster VII
Cost to Create: xx GP, x day, xx XP



Grey Ooze Bomb
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Manipulation)
 Weight: 10 lbs.

Grey Ooze Bombs can be set to detonate by proximity, timer, or impact.  If set to impact, once it takes 1 point of damage it goes off.  If set to timer, it can be set to go off within 1-10 rounds, your choice,  If set to proximity, the next Small or larger creature to approach within the Bomb the round after you set it detonates the bomb. When detonated the Bomb summons a Grey Ooze, which remains until killed.  Needless to say it's not a common weapon.

Prerequisites: Craft Wondrous Item, Summon Monster IV
Cost to Create: xx GP, x day, xx XP



Oil Bomb
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Manipulation)
 Weight: 5 lbs.

Oil Bombs can be set to detonate by proximity, timer, or impact.  If set to impact, once it takes 1 point of damage it goes off.  If set to timer, it can be set to go off within 1-10 rounds, your choice,  If set to proximity, the next Small or larger creature to approach within the Bomb the round after you set it detonates the bomb (and takes a -2 penalty to the Saving Throw).  When it detonates everything within 20' is covered in flammable oil.  Treat the affected area as a Grease spell, and for gods sake don't light any matches.

Prerequisites: Craft Wondrous Item, Grease
Cost to Create: xx GP, x day, xx XP



Caltrop Gun
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: -
 Weight: 12 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Cloud of Caltrops
Cost to Create: xx GP, x day, xx XP



Cloud of Caltrops
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Fart Gun
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: -
 Weight: 12 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Stinking Cloud
Cost to Create: xx GP, x day, xx XP



Fireball Gun
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: -
 Weight: 6 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Fireball
Cost to Create: xx GP, x day, xx XP



Pirhana Gun
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: -
 Weight: 6 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Summon Swarm
Cost to Create: xx GP, x day, xx XP



Snooze Gun
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: -
 Weight: 2 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Deep Slumber
Cost to Create: xx GP, x day, xx XP



Spike Gun
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: -
 Weight: 12 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Launch Spikes
Cost to Create: xx GP, x day, xx XP



Launch Spikes
Abjuration
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:



Squid Gun
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: -
 Weight: 12 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Summon Nature's Ally II
Cost to Create: xx GP, x day, xx XP



Thief-Killer
 Price (Item Level): xxx GP
 Body Slot: - (Held)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: -
 Weight: 2 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Magic Missile
Cost to Create: xx GP, x day, xx XP

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #4 on: November 09, 2011, 10:13:37 PM »
Barbarian Booties
 Price (Item Level): xxx GP
 Body Slot: Feet
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: -
 Weight: 1 lb.

These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage once per day, as a 1st level Barbarian. If worn by Barbarian's or someone else who has Rage however, they cause him to Frenzy instead. If worn by someone capable of Frenzy, that person gets an extra +4 Strength while Frenzied, and the Save DC to snap out of it is 5 higher.  So don't piss off those redneck women you see wearing fuzzy socks.

Prerequisites: Craft Wondrous Item, Bestow Curse, Rage
Cost to Create: xx GP, x day, xx XP



Bastard Sword
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Universal
 Activation: -
 Weight: 6 lbs,

This appears to be a +3 Bastard Sword, which it is. However it is cursed and anyone picking it up immediately becomes Neutral Evil. If the wielder is already neutral evil, the sword functions as a plain non-magical sword. Either way, he cannot get rid of the sword until someone casts Remove Curse on him.  There are rumors of Artifact level versions of this that are far more powerful, and also cause their owner to become compulsively evil. 

Prerequisites: Craft Magic Arms and Armor, Bestow Curse, creator must be Neutral Evil
Cost to Create: xx GP, x day, xx XP



Boom Ammunition
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) No school
 Activation: -
 Weight: varies (as ammo)

This can be arrows or bolts or any form of ammo. It appears to be +2 ammo for all intents and purposes (if that can be checked somehow). But when fired it explodes in the users face doing damage as a Fireball cast by a 7th level caster (Wielder does not get a Save).  Some mages just don't like archers.  Failing that Concentration Check when you take an arrow in the backside is soooo inconvenient.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
Cost to Create: xx GP, x day, xx XP



Booming Weapon
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) No school
 Activation: -
 Weight: -

This cursed ability can be applied to any melee weapon. Upon it's first successful hit the weapon explodes doing damage as a Fireball cast by a 7th level wizard (wielder does not get a Save).  It appears to be a +2 weapon.  Some mages don't like melee fighters either, and think it's fun to mess with the stupid brutes every so often.  And as long as said brute doesn't find them in their sleep that's okay.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
Cost to Create: xx GP, x day, xx XP



Burping Pills
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: - (10 rounds after Ingestion)
 Weight: -

These pills dissolve instantly in water or alcohol; and are colorless, odorless, and tasteless. After eating a meal or finishing a glass of whatever beverage has been laced with one, the victim must make a DC 10 Fortitude Save every 10 minutes (+1 cumulative to DC with each successful Save, it's only a matter of time) or unleash the most hellish belch the world has ever seen. The effect is the same as a Gust of Wind spell cast by a fifth level Wizard lasting for 1 round. This is a bottle of 50 pills.

Prerequisites: Craft Wondrous Item, Gust of Wind, Craft (alchemy) 8 ranks
Cost to Create: xx GP, x day, xx XP



Chain Mail Bikini (One Piece)
 Price (Item Level): xxx GP
 Body Slot: Body and Torso
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: -
 Weight: 15 lbs.

Worn by cheesy female warriors hoping to capitalize on male weakness (or just odd women obsessed with living up to cliches), this comparatively modest one piece bathing suit like design is made of extremely fine and decorative (i.e. useless in combat) chain mesh.  It provides wearers with a +8 Deflection Bonus to AC, and a +2 Enhancement Bonus to Charisma.

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Shield of Faith
Cost to Create: xx GP, x day, xx XP



Chain Mail Bikini (Two Piece)
 Price (Item Level): xxx GP
 Body Slot: Body and Torso
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: -
 Weight: 5 lbs.

This far more common model of Chainkini provides a +6 Deflection Bonus to AC, and a +4 Enhancement Bonus to Cha.  Elves and Amazons seem fond of them despite the fact that they must realize how they look.  Or perhaps the Bikinis are cursed...

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Shield of Faith
Cost to Create: xx GP, x day, xx XP



Chain Mail Bikini (Thong)
 Price (Item Level): xxx GP
 Body Slot: Body and Torso
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: -
 Weight: -

Worn only by the most chafe resistant of Amazons, this version of the Bikini provides a +4 Deflection Bonus to AC, and a +6 Enhancement Bonus to Cha.  Somehow arrows just seem to always hit the right spot...

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Shield of Faith
Cost to Create: xx GP, x day, xx XP



Cherry Bombs
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: -
 Weight: -

These items look like perfectly normal cherries.  Having been magically altered they explode roughly 5 minutes after being eaten doing 1d8+11 points of fire damage per cherry eaten (target gets no save, you may enchant 8 cherries at a time).  Their chief creators are not so nice Druids who decide to get revenge on all the civilized people killing animals and pooping in the forest.  Grow your own food and leave the Druids crops alone is the apparent theme here I guess.

Prerequisites: Create Wondrous Item, Bestow Curse, Fire Seeds
Cost to Create: xx GP, x day, xx XP



Clown Makeup
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: Standard (Manipulation)
 Weight: -

Some people are terrified of clowns. This makeup ensures everyone is. While wearing it anyone viewing your face is subject to a Fear spell as cast by a seventh level caster because you look like the bastard stepchild of a clown and Vecna. This is basically a oil for rules purposes. But it takes 2 minutes to apply, and lasts for 1 hour.

Prerequisites: Brew Potion, Fear
Cost to Create: xx GP, x day, xx XP



Dingle Ball
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: - (Thrown)
 Weight: -

The Dingle Ball appears to be a small rubbery ball that makes jingling noises when thrown or bounced. Any creature within 60' that can hear or see the Dingle Ball (except the thrower) must make a DC 22 Willpower Save or be compelled to spend the next 1d10 minutes playing with the Dingle Ball. This compulsion is automatically dispelled if the creature is attacked. After the effect wears off the Dingle Ball may be thrown again. If the creature makes it's save it is immune to the effects of this Dingle ball for 24 hours.  This is a Mind-Affecting Compulsion.

Prerequisites: Craft Wondrous Item, Sympathy
Cost to Create: xx GP, x day, xx XP



Dunce Cap
 Price (Item Level): xxx GP
 Body Slot: Head
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: -
 Weight: -

Anyone wearing this accursed conical cap is immediately subjected to a Feeblemind spell until someone casts Remove Curse (or Wish/Miracle) to take the hat off.  Until then the hat cannot be moved either by Strength Check, or high winds, or even small nuclear detonations (unless of course you are vulnerable to death by said detonations).

Prerequisites: Create Wondrous Item, Bestow Curse, Feeblemind
Cost to Create: xx GP, x day, xx XP



Evil Minion Pills
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard (Manipulation)
 Weight: -

Drop one of these pills in water and you have an instant evil minion to do your bidding for 1 hour! Other than duration this works like any of the various summon monster spells. However it summons a standard Evil Minion (stats forthcoming).  There are enhanced versions that allow for permanent servitors or ones with different abilities, but they are fairly rare and a well guarded secret.  A bottle has 50 pills.

Prerequisites: Craft Wondrous Item, Summon Monster I-IX
Cost to Create: xx GP, x day, xx XP



The Little Red Button
 Price (Item Level): xxx GP
 Body Slot: Carried
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: Swift (Manipulation)
 Weight: 5 lbs.

Much like the Rod of Wonder, this is a chaotic item designed to wreak utter havoc. It consists of a small black wooden box with a little red button on top. If opened there is nothing inside. Written on the side in common are the words "Please do not push the button". Of course when the PC's press the button something random will happen. If the effect targets a specific entity, or is an area of effect that needs to be centered it directly hits 1-25: The button presser, 26-50: A random enemy, 51-75: A random ally, 76-00: A completely innocent bystander who may now have reason to consider you an enemy. If the effect duplicates a spell, the Caster Level is 10th. Range of all effects for purposes of targeting an individual or area of effect is anything within 500 feet.

01-03
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
37-39
40-42
43-45
46-48
49-51
52-54
55-57
58-60
61-63
64-66
67-69
70-72
73-75
76-78
79-81
82-84
85-87
88-90
91-93
94-96
97-99
00:

Prerequisites: Craft Wondrous Item, Confusion, Creator must be Chaotic
Cost to Create: xx GP, x day, xx XP



Ring of Attraction
 Price (Item Level): xxx GP
 Body Slot: Ring
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: -
 Weight: -

The strange man at the fair who sold you this ring guaranteed that fabulously attractive women would immediately fall for you.  He forgot to mention that the ring was cursed and you couldn't remove it, or that the attractive women would only be from species normally inimical to yours. Here's hoping you don't mind snuggling with Lizard Woman dominatrixes, Troll prostitutes, and Night Hag blowjob queens.  Attractive women of species you would not normally like (i.e if you're a human, things like mind flayers, lizard women, minotaurs, elementals, spider demons, intelligent tapeworms, etc.), must make a DC 23 Willpower Save or fall in love/lust with the rings wearer and do anything to possess him (i.e. they are now considered Neutral Evil in regards to being with this person), including murder.  They will not kill you, but they won't be above amputating your limbs to prevent you from fleeing, or forcing themselves on you.

Prerequisites: Forge Ring, Bestow Curse, Dominate Monster
Cost to Create: xx GP, x day, xx XP



Ring of Humankind
 Price (Item Level): xxx GP
 Body Slot: Ring
 Caster Level: x
 Aura: xx; (DC:xx) Illusion
 Activation: -
 Weight: -

This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is a Glamer affecting all 5 senses. When worn by a human, however... they appear to be another random human. An odd freaky human. Like someone with a hairlip and webbed feet. Or writhing animate hair. Or with scabs covering their entire body. All charisma based skills except intimidation are at -4. Intimidate skill checks get a +4 Circumstance bonus.

Prerequisites: Forge Ring, Disguise Self
Cost to Create: xx GP, x day, xx XP



Seltzer Bottle
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: Standard
 Weight: 3 lbs.

This appears to be a heavy glass bottle of water with some sort of attachment at the top. As a standard action you may use it to blast your opponent with a high pressure jet of water. This is a ranged touch attack with a range of 10 feet. The opponent takes a both a Trip and Bull Rush attack made as if by a 15 Strength. The bottle has 5 'charges' and may be recharged by refilling it with 2 gallons of water.  Pranksters love this, and some guard forces enjoy it as a non lethal way of telling people to sod off.  Every clown worth his salt has one.  Fucking clowns.

Prerequisites: Craft Wondrous Item, Create Water
Cost to Create: xx GP, x day, xx XP



Slap Stick
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy/Transmutation
 Activation: - (Use Activated)
 Weight: 3 lbs.

This ordinary looking board or stick makes an incredibly loud slapping sound when it strikes anything.  It has the same stats as a +1 club, but any creature struck by it is the recipient of a Bull Rush attack as a free action that provokes no attack of opportunity. The Bull Rush has a Strength of 30. If a strike with the Slap Stick is a Critical hit the opponent must make a DC 13 Fortitude Save or be deafened for 1d4 rounds and Dazed for 1 round.

Prerequisites: Craft Magic Arms and Armor, Daze, Blindness/Deafness, Knock
Cost to Create: xx GP, x day, xx XP



Vagrant's Coat
 Price (Item Level): xxx GP
 Body Slot: Body
 Caster Level: x
 Aura: xx; (DC:xx) Abjuration/Illusion
 Activation: -
 Weight: 2 lbs.

This appears to be a stained, filthy overcoat in bad condition. While wearing it you appear to be a stained, filthy, vermin and pus infested beggar. People will have to make a Willpower Save (DC:11) to even touch the wearer (effects are the same as the Sanctuary spell). Most wont even want to admit you exist.  People will part in waves as  they pass you in the street.  Depending on their individual phobias they may even want you killed or quarantined.

Prerequisites: Craft Wondrous Item, Sanctuary, Disguise Self
Cost to Create: xx GP, x day, xx XP



Your Own Personal Theme Music
 Price (Item Level): xxx GP
 Body Slot: Throat
 Caster Level: x
 Aura: xx; (DC:xx) Illusion
 Activation: -
 Weight: -

This appears to be a lapel pin or brooch of some sort. It creates and plays your own personal theme music once you put it on....which it never stops playing. Ever. Until some kind cleric decides to cast Remove Curse. While wearing it you always fail Hide and Move Silently checks. Since the music makes it obvious what your doing (i.e changes with your actions), your opponent may be able to predict what your up to. If he can make a Sense Motive Check (DC 15), he gets a +1 bonus to 1 roll he makes in the next round. On the good side you get a +2 Profane bonus to all Intimidation checks, and for whatever reason you can sleep through the music quite soundly.  Assuming your companions, who are not immune, do not kill you while you're unconscious.

Prerequisites: Craft Wondrous Item, Bestow Curse, Magic Mouth
Cost to Create: xx GP, x day, xx XP
« Last Edit: July 18, 2012, 11:20:36 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #5 on: November 09, 2011, 10:14:51 PM »
Bag of Candy
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: - (Use Activated)
 Weight: 15 lbs.

This appears to be a Bag of Holding Type 1 and detects as such. However anytime something is put in it, it is transformed into candy as soon as the bag is closed.  Living objects may not be put into the bag, which is sometimes a dead give away something might not be right.  Well that and usually whenever these are found there's some residual candy in them.  So as long as your PC's aren't diabetic they have a snack source.

Prerequisites: Create Wondrous Item, Bestow Curse, Leomunds Secret Chest
Cost to Create: xx GP, x day, xx XP



Bag of Dirty Tricks
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: -
 Weight: -

This appears to be a regular Tan Bag of Tricks, but instead it summons horrifying out of control monsters.  As usual when a ball is removed from the Bag and tossed up to 20' away it summons a creature for 10 minutes.  However the creature is in a berserk fury, and attempts to kill everything in sight beginning with the first thing it sees, which will probably be you.  Roll on the following table to see what you get:

01-10: Huge Fiendish Monstrous Scorpion
11-20: Fiendish Girallon
21-30: Invisible Stalker
31-40: Huge Elemental (any)
41-50: Babau
51-60: Red Slaad
61-70: Bone Devil
71-80: Djinni
81-90: Fiendish Megaraptor
91-00: 1d3 Chaos Beasts


Prerequisites: Create Wondrous Item, Bestow Curse, Summon Monster VII
Cost to Create: xx GP, x day, xx XP



The Black Russian
 Price (Item Level): xxx GP
 Body Slot: Waist
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: -
 Weight: -

This laughably big, accursed codpiece makes the wearer believe he is far more powerful, interesting, charismatic, etc than he really is. Onlookers find him foolish and disturbing.  Mostly because he keeps referring to his codpiece.  It can of course only be removed by Remove Curse, Miracle, Wish, etc.  While wearing it the victim has a -4 circumstance penalty to all Charisma based skill checks, except Intimidate because people find you creepy.

Prerequisites: Create Wondrous Item, Bestow Curse
Cost to Create: xx GP, x day, xx XP



Cowardly Armor
 Price (Item Level): xxx GP
 Body Slot: Body
 Caster Level: x
 Aura: xx; (DC:xx) No School
 Activation: -
 Weight: varies (as armor)

This cursed ability can be applied to any heavy armor. When struck in combat for the first time it disintegrates, providing no protection. It otherwise appears to be +3 Armor.  You have to be a real ass to sell this to people.  Assassins love it.  They throw a shuriken to make the armor explode, and follow up with the heavy artillery.  It's also a great prank for jousting day.

Prerequisites: Create Magic Arms and Armor, Bestow Curse
Cost to Create: xx GP, x day, xx XP



Cursed Halloween Mask
 Price (Item Level): xxx GP
 Body Slot: Face
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: -
 Weight: -

This appears to be a normal Halloween mask, but once you put it on you cant get it off or speak until the usual spells (Remove Curse, Miracle, Wish, etc) are cast. You appear to be whatever monster the mask is made to represent to anyone seeing you. Any attempt to speak comes out as a roar or shriek, and you seem to be threatening whoever you encounter. Welcome to what the Chinese call 'interesting times'.

Prerequisites: Create Wondrous Item, Bestow Curse, Major Image
Cost to Create: xx GP, x day, xx XP



Dead Chicken
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: Swift (Command)
 Weight: 5 lbs.

This is exactly what it appears to be: A preserved dead chicken. By shaking it at people and saying "Ooogie! ooogie ooogie boogie!" you can cast the spell Fear 3 times per day as a 7th level Caster.  Actually you just need to show them the chicken.  Something about dead chickens staring at them just totally messes with people.

Prerequisites: Create Wondrous Item, Fear
Cost to Create: xx GP, x day, xx XP



Dwarven Beer Stein
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: - (Use Activated)
 Weight: 1 lb.

This magical beer stein is always full of some form of alcohol. Not always a good thing...  Once someone picks it up the stein is always full of his favorite form of alcohol, and never spills. However if he drinks from it he must make a DC 13 Willpower Save if he is angered within the next hour or go into Frenzy (identical to the ability listed on page 34 of the Complete Warrior). The Save DC increases by 1 for each day that the drinker avoids Frenzy, and resets when he has lost control. If someone attempts to take the Stein from him he must make the save or also go into Frenzy, and the Stein will automatically teleport back to him within 1d4 rounds if taken from him. Only a Remove Curse/Miracle/Wish etc will convince him to give up the stein and prevent it from going back to him. So long as a person 'owns' the stein he is required to drink from it at every meal (he gets no save to avoid this). Dwarves only seem to make these to be given to non dwarves, particularly elves...


Prerequisites: Create Wondrous Item, Bestow Curse, Create Food and Water, Rage
Cost to Create: xx GP, x day, xx XP



'Fro
 Price (Item Level): xxx GP
 Body Slot: Head
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: -
 Weight: -

This magical wig appears to be a large afro 2 feet in diameter.  Putting it on melds it to the victims head, altering him in certain ways.  As with most cursed items it require Remove Curse, Wish, Miracle, etc to remove.  The victim believes he is magically protected in some manner.  In actuality, anything seeing him must make a DC 22 Willpower Save or hate his guts.  PC's who travel with a companion so cursed can get past this by making 5 successful Saving Throws within a months time (they will get one upon seeing him for the first time each day).  But NPC's will at best hate him if he would normally be liked, want to hurt him if they wouldn't normally have an opinion, or torture him to death slowly over a period of several weeks if they would normally dislike him.  The wearer immediately fails all Charisma based skill checks, and no spell will convince anyone to like him (Opponents immediately succeed on Willpower Saves against spells that would make them friendly to the wearer).  Everyone perceives you as evil for some reason.  Even truly evil people dislike you.

Prerequisites: Create Wondrous Item, Antipathy, Bestow Curse
Cost to Create: xx GP, x day, xx XP



The Halfling Battle Spork
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: -
 Weight: 1.5 lbs.

This appears to be a metal spork about a foot in length. It is basically a +1 Short Spear that can be used to do bludgeoning or piercing damage. In the hands of a halfling however, anything stabbed by it must make a DC 13 Willpower Save or be Stunned for 1 round as it is overwhelmed by horrifying visions of being devoured by halflings.  The hobbitses consider it their well earned revenge on the world.  More than a few goblin soldiers have developed permanent phobias due to these things.

Prerequisites: Create Magic Arms and Armor, Daze Monster
Cost to Create: xx GP, x day, xx XP



Halloween Mask
 Price (Item Level): xxx GP
 Body Slot: Face
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: Swift (Command)
 Weight: -

This full head or facial mask of some sort of monster can make you appear horrifying at will. 3 times per day the wearer can yell "BOO!", casting Eyebite as a 6th level caster.  Obviously made by Necromancers with a sense of humor, or a true love of the holiday in question.  Or by casters who like to see small children shit themselves and go into a coma.  Man, mages can be real asshats.

Prerequisites: Create Wondrous Item, Eyebite
Cost to Create: xx GP, x day, xx XP



Helm of Shrieking
 Price (Item Level): xxx GP
 Body Slot: Head
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: - (Use Activated)
 Weight: -

Once donned this cursed Helm announces your presence by letting loose an unearthly shriek whenever you enter a room or tunnel or cave, etc.  This scream is generally tailored to be attention getting or offensive, ensuring all eyes will be on you.  Typical sayings include:

"Omigod that mans raping little boys!"
"Quick, I need someone to castrate me and save the world!"
"I FUCKED THAT BIG BUTTERY WOMAN! YES I DID! HAHAHAHAHA!"
"Any of you faggot Orcs wanna make some dick sucking money?"

It can only be removed by Remove Curse/Wish/Miracle etc. Anything within 200' can make a DC 10 Listen check to hear the shriek and immediately know your position.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Magic Mouth
Cost to Create: xx GP, x day, xx XP
« Last Edit: July 18, 2012, 11:22:28 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #6 on: November 09, 2011, 10:15:13 PM »
Big Ole Hammer of Skull Dentin'
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: - (Use Activated)
 Weight: 5 lbs.

des

Prerequisites: Create Magic Arms and Armor, Curse of Impending Blades, Daze
Cost to Create: xx GP, x day, xx XP



Blunderbuss
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: 10 lbs.

This is a long tubelike contraption of wood with a metal barrel that flares at one end.  When the trigger on it is pulled it does wondrous things.  Assuming you aren't the one standing at the flared end of course.  It fires a 30' cone of energy. Anything in this area is subject to a Ray of Clumsiness spell as cast by a 10th level caster.  Cavalrymen really, really hate this thing since their horses tend to trip causing a massive fubar right at the front lines.

Prerequisites: Create Magic Arms and Armor, Ray of Clumsiness, Widen Spell
Cost to Create: xx GP, x day, xx XP



Bowling Ball of St. Cuthbert
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: - (Use Activated)
 Weight: 10 lbs.

Unknown to many St. Cuthbert was an avid bowler in life. His personal bowling ball is now a potential weapon of great power.

Prerequisites: Create Magic Arms and Armor, ?
Cost to Create: xx GP, x day, xx XP



Britney Spears
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment
 Activation: - (Use Activated)
 Weight: 6 lbs.

This appears to be a normal +1 Longspear with lots of fancy giltwork.  Named after the Bard who originally inspired someone to curse her with one, these spears eventually drive their wielders nutso if they happen to be female and have ranks in Perform (Singing).  If a person meeting those qualifications makes an attack with this spear they must make a DC xx Willpower Save or suffer from Insanity as per the spell.  They also tend to randomly do weird stuff like show up naked in public, shave their heads, and poop on the couch.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Insanity
Cost to Create: xx GP, x day, xx XP



Cursed Javelin of Lightning
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: - (Use Activated)
 Weight: 2 lbs.

These appear to be normal Javelins of Lightning.  However when thrown, the wielder is struck by the 5d6 Lightning Bolt instead (no Save).  Rumor has it that Har the God of Lightning made these one day as a bit of a joke, or perhaps a punishment for people who do bad things in his name.  Unfortunately his subordinates cranked them out, and now they seem to be quite popular.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Lightning Bolt
Cost to Create: xx GP, x day, xx XP



Cursed Mace of Terror
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: - (Use Activated)
 Weight: 8 lbs.

These appear to be normal Maces of Terror (i.e. a +2 Heavy Mace). However when picked up the wielder himself is affected as if by a Fear spell (no save), at which point he runs from anything ambulatory and/or sentient until the effect wears off 7 rounds later.  After that once per day, usually when he draws the Mace or actually hits with it, he must Save versus the Fear effect again.  On the plus side he can't drop the Mace, and the usual spells (Remove Curse/Miracle/Wish/etc) to get rid of it.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fear
Cost to Create: xx GP, x day, xx XP



Elven Battle Bows
 Price (Item Level): xxx GP
 Body Slot: Throat and Arms
 Caster Level: x
 Aura: xx; (DC:xx) Divination
 Activation: -
 Weight: 15 lbs.

These appear to be bright, shiny ribbons and bows of various colors that would make even the most girly elf woman ashamed to be seen wearing.  Not that they still don't.  Magic items with obvious power will still get worn, even if they do subject the wearer to ridicule.  While wearing these ribbons and bows the owner may use True Strike at will.  So you trade looking like a big sissy for stunning accuracy.

Prerequisites: Craft Wondrous Item, True Strike
Cost to Create: xx GP, x day, xx XP



Grappling Grease
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: Standard (Manipulation)
 Weight: -

This thick Crisco like substance gives bonuses to grappling when applied to the skin (Which means if you wanna use it you pretty much have to be naked. Pretty much ensuring you won't need to grapple as no one will be coming that close to you...). Comes in +2, +4, +6, and +8 varieties and applies like any other Oil.  It also gives you the reputation of being a serious pervert, and some people think the Bonus is less from magic and more from the fact that people are embarrassed to be seen grappling you and simply don't want to touch you.

Prerequisites: Brew Potion, Bulls Strength
Cost to Create: xx GP, x day, xx XP



Vader Helmet
 Price (Item Level): xxx GP
 Body Slot: Head and Face
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: -
 Weight: 3 lbs.

The origins of this psionic helm's name are lost to antiquity.  While worn it make your voice loud and booming, as well as amplifies the sound of your breathing. While wearing it you may always Take 10 on Intimidate checks because for some reason people inherently fear that you have the power to Force Choke them even though they have no evidence that you truly have the ability.

Prerequisites: Create Wondrous Item, Cause Fear
Cost to Create: xx GP, x day, xx XP



War Club
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: - (Use Activated)
 Weight: 6 lbs.

This appears to be a normal +1 club with perhaps some nifty adornment.  Anyone struck by it goes into Rage as per the Barbarian Class ability on page 25 of the Players Handbook.  It's a neat way to start riots, or reduce family gatherings to open brawls.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Rage
Cost to Create: xx GP, x day, xx XP



Yard Gnome of Mockery
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Divination
 Activation: Continuous
 Weight: 5 lbs.

This appears to be a normal yard gnome.  But when people come near it, there is an obvious difference.  This Gnome can talk.  It can also read minds as per the Probe Thoughts spell.  When anything approaches within 100' of the Gnome it uses Probe Thoughts to read their mind for dirty and embarrassing secrets, and then loudly begins to expose them for all the world to hear.  Or it just insults people.  There are rumors of extra powerful versions of this Gnome which teleport it back to the yard once it's set down if it's removed, and are invulnerable to most damage.

Prerequisites: Create Wondrous Item, Magic Mouth, Probe Thoughts
Cost to Create: xx GP, x day, xx XP



Ye Old Club of Ass Whoopin'
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: - (Use Activated)
 Weight: 3 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Find the Gap
Cost to Create: xx GP, x day, xx XP
« Last Edit: July 18, 2012, 11:24:34 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #7 on: November 09, 2011, 10:15:47 PM »
Cursed Ring of Elephant Summoning
 Price (Item Level): xxx GP
 Body Slot: Ring
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: - (Use Activated) or Swift (Command)
 Weight: -

When put on this ring magically informs the wearer that it can summon a War Elephant to do battle once per day.  And it does.  Unfortunately the elephant falls from the sky, aimed directly at the wearer doing xd6 damage.  After the first time the ring does it at random times just to fuck with it's wearer.  It rarely kills him/her, because that would end the pain...

Prerequisites: Forge Ring, Bestow Curse, Magic Mouth, Summon Nature's Ally VI
Cost to Create: xx GP, x day, xx XP



Diseased Weapon
 Price (Item Level): xxx GP
 Property:
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: - (Use Activated)

Diseased weapons require any target they hit to make a DC 16 Fortitude Save or contract Filth Fever (see DMG page 292).  The wielder of the weapon is unaffected. 

Prerequisites: Craft Magic Arms and Armor, Contagion
Cost to Create: xx GP, x day, xx XP



Man Fishin' Spear
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: - (Use Activated)
 Weight: 8 lbs.

This appears to be a normal +1 Longspear, but when used against Humanoids it becomes a +3 Weapon and threatens a critical on a 19-20.  Obviously designed my a nonhuman Mage...

Prerequisites: Craft Magic Arms and Armor, Foebane
Cost to Create: xx GP, x day, xx XP



Rhino Dart
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Enchantment/Transmutation
 Activation: - (Ammunition)
 Weight: -

This appears to be an ordinary blowgun dart.  When it strikes a creature they must make a DC 16 Willpower Save.  If they are 10 HD or less they fall asleep as per the Deep Slumber spell.  If they are 11+ HD they instead become both Confused and Slowed (as per the spells of the same name).  Great for kidnapping sacrificial victims, potential brides, or just doing mean pranks.

Prerequisites: Craft Magic Arms and Armor, Confusion, Deep Slumber, Slow
Cost to Create: xx GP, x day, xx XP



Rotting Death Club
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Evocation
 Activation: - (Use Activated)
 Weight: 5 lbs.

This appears to be a wooden club with rusty nails in it, and stained with blood, feces, and less identifiable substances.   It functions as a +1 Diseased, Venomous, Wounding Morningstar.  It’s expensive, it’s nasty, and no one wants to come near you if you have one.  For obvious reasons.  It's even better if you can use makeup to make yourself look obviously diseased.  (Authors Note: The Venomous Weapon property is in the Magic Item Compendium)

Prerequisites: Craft Magic Arms and Armor, Contagion, Mordenkainen’s Sword, Poison
Cost to Create: xx GP, x day, xx XP



Stank Flail
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: - (Use Activated)
 Weight: 5 lbs.

Composed of the petrified testicles of an Ogre tied to a Rope, it creates a Stinking Cloud around itself when held (the holder is immune to this effect).  The original was created by a Fighter/Mage who wanted to make a particularly bad example of his opponent after defeat.  He was also crazy, but thats probably obvious.

Prerequisites: Craft Magic Arms and Armor, Stinking Cloud
Cost to Create: xx GP, x day, xx XP



Swarm Shuriken
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) xx
 Activation: - (Thrown)
 Weight: -

des

Prerequisites: Craft Magic Arms and Armor, Arrow Swarm
Cost to Create: xx GP, x day, xx XP



Vermin Cannon
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: - (Use Activated)
 Weight: 8 lbs.

This appears to be a long wooden tube of some sort with a large bladder and a sort of cup in the back, with a button trigger on the side at the back end.  By placing any Diminutive or smaller Vermin in the cup it is transformed into ammunition.  It can hold up to 6 Vermin (alive or dead, living vermin are killed when placed in the cup), and ‘loading’ it with 6 bugs is a Standard action.  Firing it is easier than firing a crossbow, and users are considered proficient with it automatically.   Damage is 1d10 piercing, it criticals on a 19-20 (and does x2 damage), and it has a 120’ range increment.  The Vermin Cannon can fire various forms of ammunition depending on what kind of Vermin are loaded into it.  It can fire ammunition with the Weakening (requires bloodsuckers like leeches or mosquitoes), Venomous (requires poisonous vermin), Corrosive (requires vermin that have some form of chemical attack, like Blister Beetles), or Deadly Precision (requires an ambush predator like the Mantis) properties.  Great if you tend to run out of ammo and are in a bug infested wilderness.  Not so great if you have to explain yourselves to the local Druids.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Keen Edge, Melf’s Acid Arrow, Poison, Ray of Enfeeblement
Cost to Create: xx GP, x day, xx XP



Viper Flail
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Necromancy
 Activation: - (Use Activated)
 Weight: 5 lbs.

des

Prerequisites: Craft Magic Arms and Armor, Extend Tentacles, Poison
Cost to Create: xx GP, x day, xx XP



Weasel Shorts
 Price (Item Level): xxx GP
 Body Slot: Waist
 Caster Level: x
 Aura: xx; (DC:xx) Conjuration
 Activation: - (Use Activated)
 Weight: 1 lb.

When these cursed pants are put on they summon 1d4 weasels which appear inside them and immediately begin attacking the wearer in a very uncomfortable way.  Once again Druids who want to keep people out of the forest are blamed for making these, but honestly what goober puts on pants he finds lying about randomly in the forest?

Prerequisites: Craft Wondrous Items, Bestow Curse, Summon Swarm
Cost to Create: xx GP, x day, xx XP
« Last Edit: July 18, 2012, 11:25:58 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #8 on: November 09, 2011, 10:16:11 PM »
Evil Minion I
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion II
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion III
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion IV
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion V
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion VI
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion VII
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion VIII
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



Evil Minion IX
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str <#>, Dex <#>, Con <#>, Int <#>, Wis <#>, Cha <#>
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 14264
  • Fnord bitches
    • View Profile
Re: Items of the Realms
« Reply #9 on: November 09, 2011, 10:16:58 PM »
Figurine of Power: The Old Witch
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This is an onyx 1" miniature of an old witch. When animated it becomes a Black Annis wielding a broomstick!  It can be called to life once per month for a period of up to 12 hours. Instead of it's normal spell like abilities, the Annis can fly as long as she holds the broom (Fly speed 60, Good maneuverability). The broom and Hag cannot be separated, and if they are it reappears when she reverts to miniature form. The Hag speaks common

Prerequisites: Create Wondrous Item, Animate Object, Fly



Figurine of Power: Pumpkin
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This jack o lantern miniature carved from an odd orange and black stone turns into a pumpkin headed Shambling Mound. It can be animated once per month for a period of up to 12 hours. It understands common but cannot speak.

Prerequisites: Create Wondrous Item, Animate Object
Cost to Create: xx GP, x day, xx XP



Figurine of Power: Ghost
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This ghost miniature carved from glass turns into a Spectre when animated. it may be animated once per month for a period of up to 12 hours. It understands common but does not speak.

Prerequisites: Create Wondrous Item, Animate Object, Create Undead
Cost to Create: xx GP, x day, xx XP



Figurine of Power: Bat
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This miniature carved from black volcanic glass turns into a bat when animated. It's owner can cast Clauraudience/Clairvoyance once per day as a Supernatural Ability as a 5th level Caster. The Bat is effectively the sensor created by the spell, and the owner senses things in it's area. It can be animated once per day for a period of up to 8 hours and communicates with its owner telepathically.

Prerequisites: Create Wondrous Item, Animate Object, Clairvoyance/Clairaudience
Cost to Create: xx GP, x day, xx XP



Figurine of Power: Scarecrow
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This scarecrow miniature is carved in wood, and becomes an animated scarecrow upon command. Effectively it is a Medium Animated Construct that communicates telepathically with its owner. It may be animated once per day for a period up to 8 hours. Once per day it may cast Scare as a Supernatural Ability as a 3rd level caster.

Prerequisites: Create Wondrous Item, Animate Object, Scare
Cost to Create: xx GP, x day, xx XP



Figurine of Power: Cthulhu
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This miniature is carved in a greasy green stone. When animated it becomes a cthulhoid monster.

Prerequisites: Create Wondrous Item, Animate Object, ?
Cost to Create: xx GP, x day, xx XP



Figurine of Power: Turkey
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This miniature is carved in wood. When animated it becomes a turkey. A really big mean turkey. Use the stats for an Achaierai. It may be animated once per day for a period up to 8 hours.

Prerequisites: Create Wondrous Item, Animate Object



Figurine of Power: Reindeer
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This miniature is carved in wood and decorated with holly. When animated it becomes a reindeer. Effectively it is identical to the Obsidian Steed, but instead of Ethereal Jaunt and Plane Shift it can use the Fly spell at will.  You also don't need to worry about it carrying you to the Lower Planes.

Prerequisites: Create Wondrous Item, Animate Object, Fly



Figurine of Power: Elf
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

This miniature is carved in wood and decorated with holly. When animated it becomes a freakish midget elf.

Prerequisites: Create Wondrous Item, Animate Object, ?



Figurine of Power: Jolly Old Fat Man
 Price (Item Level): xxx GP
 Body Slot: - (Carried)
 Caster Level: x
 Aura: xx; (DC:xx) Transmutation
 Activation: - (Use Activated)
 Weight: -

des

Prerequisites: Create Wondrous Item, Animate Object, ?