Temotei
2010-06-15, 02:45 AM
Wondrous Items
Feather Tokens
Mud
A token creating a 10x10-foot puddle of mud six inches deep. This is an instantaneous effect.
Stone
A token that causes a huge boulder to appear (literally takes up a "huge" space). This is an instantaneous effect.
Vine
A token sprouting vines in all directions. These vines create difficult terrain, good climbing material, or perhaps fire material. This is an instantaneous effect.
Weed
A token causing weeds to grow all around it. This is an instantaneous effect.
Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 100 gp (mud), 350 gp (stone), 150 gp (vine), 50 gp (weed).
Minor Artifacts
Gaia Smasher
Gaia Smasher looks like a lump of rock with a hole for a hand to fit in. However, it is far more. On the inside, holes for appendages shrink and grow to the size of the creature wielding the weapon, allowing most creatures to use it--even if it seems too big or too small. Any creature of Tiny, Small, Medium, Large, or Huge size can use Gaia Smasher with no penalty. When a creature's mitt is inside Gaia Smasher, the outside morphs to fit the creature's size better, and also shows their moving appendages.
This +2 gaia gauntlet grants a +6 enhancement bonus to Strength and +1d8 damage on hits with it. Monks are treated as proficient with this gauntlet and use their unarmed damage progression for Gaia Smasher. As well, for all intents and purposes, Gaia Smasher is treated as a one-handed weapon, but it is still easily usable in a grapple.
Successfully hitting while wielding Gaia Smasher creates a 10x10x10-foot crater. If the wielder uses Power Attack, the crater size improves to 15x15x15 feet. Any creature in a crater suffers a -2 penalty to AC on top of being flat-footed.
A successful critical hit sends a massively powerful shockwave through the ground, knocking enemies within 30 feet who fail a DC 25 Reflex save prone and dealing 5d10 damage to those enemies.
Finally, against any creatures with the Earth subtype, Gaia Smasher ignores all damage reduction and deals an additional 2d6 damage. As well, successfully hitting creatures with the Earth subtype with Gaia Smasher lowers their AC by 1 per hit.
Strong conjuration, evocation, and transmutation; CL 20th; Weight 1/2 lb. (Tiny); 1 lb. (Small); 1 1/2 lb. (Medium); 3 lb. (Large); 6 lb. (Huge).
Weapon Enchantments
Gaia
A gaia weapon uses the power of earth and the ground to fuel attacks. On a successful attack, if the wielder of a gaia weapon is touching the ground, they create a 5x5x5-foot crater in the target's square. Using Power Attack on an attack increases the crater size to 10x10x10 feet. Craters are treated as difficult terrain, and any creatures in the craters are flat-footed. For reasons unknown, wielders of gaia weapons are immune to the craters' effects. Craters formed are permanent indents in the earth. As well, gaia weapons are heavy. Add half of their original weight again for their total weight. For example, a gaia longsword would weigh 6 lb., since the original longsword weight was 4 lb.
Strong transmutation; CL 11th; Craft Magic Arms and Armor, stone shape; Price +3 bonus.
Gemset
A gemset weapon is versatile, able to store many elements and powers in its depth. When the wielder of a gemset weapon is successfully hit by a spell, the wielder may choose to absorb the spell's energy into their gemset weapon, effectively ignoring the effects of the spell. Doing this has different effects based on the type of energy the spell used. Only two types of energy may be absorbed at a time. If one type of energy is already absorbed, that type may not be absorbed again until it is released with a swift action. The wielder of a gemset weapon may absorb one spell per round.
Fire
A gemset weapon that absorbs a spell with fire energy deals +1d4 fire damage on attacks. If the wielder of the weapon decides to release the fire energy, the gemset weapon sends a fiery burst forward in a 60-foot line, piercing through all enemies until the maximum range is reached, dealing 5d6 fire damage to all enemies hit. A successful DC 14 + wielder's Dex modifier Reflex save halves this damage.
Cold
A gemset weapon that absorbs a spell with cold energy deals +1d4 cold damage on attacks. If the wielder of the weapon decides to release the cold energy, the gemset weapon sends an icy wave forward in a 20-foot cone, dealing 2d6 cold damage and slowing all enemies in range, as the spell, with a DC 14 + wielder's Dex modifier Will save negating the slow effect.
Acid
A gemset weapon that absorbs a spell with acid energy deals +1d4 acid damage on attacks. If the wielder of the weapon decides to release the acid energy, the gemset weapon sprays acid in a 20-foot cone, dealing 3d6 acid damage and reducing the AC of every enemy within range by 3. A DC 14 + wielder's Dex modifier Reflex save halves the acid damage.
Electricity
A gemset weapon that absorbs a spell with electricity energy deals +1d4 electricity damage on attacks. If the wielder of the weapon decides to release the electricity energy, the gemset weapon sends a destructive lightning bolt down from the sky at one target within 120 feet, dealing 10d6 electricity damage. A successful DC 14 + wielder's Dex modifier Reflex save halves this damage.
Sonic
A gemset weapon that absorbs a spell with sonic energy deals +1d4 sonic damage on attacks. If the wielder of the weapon decides to release the sonic energy, the gemset weapon explodes in a sonic boom, dealing 3d6 sonic damage and deafening every creature within 15 feet of the wielder of the gemset weapon. A successful DC 14 + wielder's Dex modifier Fortitude save negates deafness.
Positive
A gemset weapon that absorbs a spell with positive energy deals +1d6 damage on attacks to evil creatures. If the wielder of the weapon decides to release the holy energy, the gemset weapon shines like the sun, dealing 2d6 damage to evil creatures and blinding every creature within 15 feet of the wielder of the gemset weapon. A successful DC 14 + wielder's Dex modifier Fortitude save negates blindness. Evil creatures do not get a Fortitude saving throw.
Negative
A gemset weapon that absorbs a spell with negative energy deals +1d6 damage on attacks to good creatures. If the wielder of the weapon decides to release the unholy energy, the gemset weapon sends unnatural darkness everywhere, dealing 4d6 damage to good creatures and causing deeper darkness to appear everywhere within 20 feet of the wielder of the gemset weapon. A successful DC 14 + wielder's Dex modifier Will save halves the burst damage. Good creatures do not get a Will saving throw.
Strong (all schools); CL 12th; Craft Magic Arms and Armor, globe of invulnerability; Price +4 bonus.
Armor Enchantments
Root
Root armor grants fast healing based on the number of rounds the wearer stays in the same spot for the duration of the rooting. In addition, being "rooted" grants a +4 bonus against bull rush and trip attempts. Consuming an amount of water equal to the amount a waterskin can hold while "rooted" increases the fast healing by 2 instantly and grants a +1 bonus to natural armor. Treat creatures without natural armor as having a value equal to 0.
Number of Rounds
Fast Healing
1-2
1
3-4
2
5-7
3
8-10
4
11+
5
Moderate abjuration and transmutation; CL 8th; Craft Magic Arms and Armor, wood shape; Price +2 bonus.
Feather Tokens
Mud
A token creating a 10x10-foot puddle of mud six inches deep. This is an instantaneous effect.
Stone
A token that causes a huge boulder to appear (literally takes up a "huge" space). This is an instantaneous effect.
Vine
A token sprouting vines in all directions. These vines create difficult terrain, good climbing material, or perhaps fire material. This is an instantaneous effect.
Weed
A token causing weeds to grow all around it. This is an instantaneous effect.
Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 100 gp (mud), 350 gp (stone), 150 gp (vine), 50 gp (weed).
Minor Artifacts
Gaia Smasher
Gaia Smasher looks like a lump of rock with a hole for a hand to fit in. However, it is far more. On the inside, holes for appendages shrink and grow to the size of the creature wielding the weapon, allowing most creatures to use it--even if it seems too big or too small. Any creature of Tiny, Small, Medium, Large, or Huge size can use Gaia Smasher with no penalty. When a creature's mitt is inside Gaia Smasher, the outside morphs to fit the creature's size better, and also shows their moving appendages.
This +2 gaia gauntlet grants a +6 enhancement bonus to Strength and +1d8 damage on hits with it. Monks are treated as proficient with this gauntlet and use their unarmed damage progression for Gaia Smasher. As well, for all intents and purposes, Gaia Smasher is treated as a one-handed weapon, but it is still easily usable in a grapple.
Successfully hitting while wielding Gaia Smasher creates a 10x10x10-foot crater. If the wielder uses Power Attack, the crater size improves to 15x15x15 feet. Any creature in a crater suffers a -2 penalty to AC on top of being flat-footed.
A successful critical hit sends a massively powerful shockwave through the ground, knocking enemies within 30 feet who fail a DC 25 Reflex save prone and dealing 5d10 damage to those enemies.
Finally, against any creatures with the Earth subtype, Gaia Smasher ignores all damage reduction and deals an additional 2d6 damage. As well, successfully hitting creatures with the Earth subtype with Gaia Smasher lowers their AC by 1 per hit.
Strong conjuration, evocation, and transmutation; CL 20th; Weight 1/2 lb. (Tiny); 1 lb. (Small); 1 1/2 lb. (Medium); 3 lb. (Large); 6 lb. (Huge).
Weapon Enchantments
Gaia
A gaia weapon uses the power of earth and the ground to fuel attacks. On a successful attack, if the wielder of a gaia weapon is touching the ground, they create a 5x5x5-foot crater in the target's square. Using Power Attack on an attack increases the crater size to 10x10x10 feet. Craters are treated as difficult terrain, and any creatures in the craters are flat-footed. For reasons unknown, wielders of gaia weapons are immune to the craters' effects. Craters formed are permanent indents in the earth. As well, gaia weapons are heavy. Add half of their original weight again for their total weight. For example, a gaia longsword would weigh 6 lb., since the original longsword weight was 4 lb.
Strong transmutation; CL 11th; Craft Magic Arms and Armor, stone shape; Price +3 bonus.
Gemset
A gemset weapon is versatile, able to store many elements and powers in its depth. When the wielder of a gemset weapon is successfully hit by a spell, the wielder may choose to absorb the spell's energy into their gemset weapon, effectively ignoring the effects of the spell. Doing this has different effects based on the type of energy the spell used. Only two types of energy may be absorbed at a time. If one type of energy is already absorbed, that type may not be absorbed again until it is released with a swift action. The wielder of a gemset weapon may absorb one spell per round.
Fire
A gemset weapon that absorbs a spell with fire energy deals +1d4 fire damage on attacks. If the wielder of the weapon decides to release the fire energy, the gemset weapon sends a fiery burst forward in a 60-foot line, piercing through all enemies until the maximum range is reached, dealing 5d6 fire damage to all enemies hit. A successful DC 14 + wielder's Dex modifier Reflex save halves this damage.
Cold
A gemset weapon that absorbs a spell with cold energy deals +1d4 cold damage on attacks. If the wielder of the weapon decides to release the cold energy, the gemset weapon sends an icy wave forward in a 20-foot cone, dealing 2d6 cold damage and slowing all enemies in range, as the spell, with a DC 14 + wielder's Dex modifier Will save negating the slow effect.
Acid
A gemset weapon that absorbs a spell with acid energy deals +1d4 acid damage on attacks. If the wielder of the weapon decides to release the acid energy, the gemset weapon sprays acid in a 20-foot cone, dealing 3d6 acid damage and reducing the AC of every enemy within range by 3. A DC 14 + wielder's Dex modifier Reflex save halves the acid damage.
Electricity
A gemset weapon that absorbs a spell with electricity energy deals +1d4 electricity damage on attacks. If the wielder of the weapon decides to release the electricity energy, the gemset weapon sends a destructive lightning bolt down from the sky at one target within 120 feet, dealing 10d6 electricity damage. A successful DC 14 + wielder's Dex modifier Reflex save halves this damage.
Sonic
A gemset weapon that absorbs a spell with sonic energy deals +1d4 sonic damage on attacks. If the wielder of the weapon decides to release the sonic energy, the gemset weapon explodes in a sonic boom, dealing 3d6 sonic damage and deafening every creature within 15 feet of the wielder of the gemset weapon. A successful DC 14 + wielder's Dex modifier Fortitude save negates deafness.
Positive
A gemset weapon that absorbs a spell with positive energy deals +1d6 damage on attacks to evil creatures. If the wielder of the weapon decides to release the holy energy, the gemset weapon shines like the sun, dealing 2d6 damage to evil creatures and blinding every creature within 15 feet of the wielder of the gemset weapon. A successful DC 14 + wielder's Dex modifier Fortitude save negates blindness. Evil creatures do not get a Fortitude saving throw.
Negative
A gemset weapon that absorbs a spell with negative energy deals +1d6 damage on attacks to good creatures. If the wielder of the weapon decides to release the unholy energy, the gemset weapon sends unnatural darkness everywhere, dealing 4d6 damage to good creatures and causing deeper darkness to appear everywhere within 20 feet of the wielder of the gemset weapon. A successful DC 14 + wielder's Dex modifier Will save halves the burst damage. Good creatures do not get a Will saving throw.
Strong (all schools); CL 12th; Craft Magic Arms and Armor, globe of invulnerability; Price +4 bonus.
Armor Enchantments
Root
Root armor grants fast healing based on the number of rounds the wearer stays in the same spot for the duration of the rooting. In addition, being "rooted" grants a +4 bonus against bull rush and trip attempts. Consuming an amount of water equal to the amount a waterskin can hold while "rooted" increases the fast healing by 2 instantly and grants a +1 bonus to natural armor. Treat creatures without natural armor as having a value equal to 0.
Number of Rounds
Fast Healing
1-2
1
3-4
2
5-7
3
8-10
4
11+
5
Moderate abjuration and transmutation; CL 8th; Craft Magic Arms and Armor, wood shape; Price +2 bonus.