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Andorax
2011-07-06, 10:42 AM
One of my old traditions in my gaming group (partly because they enjoyed it, partly because many of them were HORRID optimizers) was to only give them a fraction of their WBL when creating higher-level (often replacement) characters. The remainder was given to them as 'points'...6 points worth of stuff, to be distributed as representative of how they wanted the value of their items. A "4 and a 2" for example would be a single extremely powerful item and a moderately-powerful one. "Two 3s" would be two fairly powerful ones of roughly equal value.

I then spent a while coming up with unusual, unique, and interesting items (admittedly, more effort went into the higher-points items) that would have roughly the same value as the points' distribution suggested.

For example:

10th level PC WBL is 49,000. I would often let them spend only about 10,000 of that "freely". With 39k remaning, each 'point' would be worth around 6,500...I usually fudged this a bit upwards, especially for a 4-point item (baseline 26k), hoping it would stay with them for a while.

This gave them something interesting and unique, which typically they'd never ask for with their original initial cash. It also gave me a source of plot hooks, extra secrets, and a chance to do something creative. Sadly, I don't have a record of many of these sorts of things that I've done over the years...but I do have a few. In some cases, I remember the character associated with it, in others all I have is a notepad with "Campaign Notes 11-05.txt" as a title.

Here's some of the ideas I've cooked up.

For a Monk/Wilder: Chimera Tattoo

A large tattoo of a chimera-like creature across the chest (two lions' heads, one black dragon). The lion's heads were tattoos of Psionic Lion's Charge, the dragon's head of Dissolving Touch, the body of Body Adjustment, and the wings of Psionic Flight.


For a low level rogue: Shadowblade.

+1 Ghost Touch Longsword. Pitch black from hilt to blade, it seems to trail shadowy images of itself behind it. It imposes a -2 circumstance penalty to any disarm/sunder attempt made against it.


Popular with low-level characters: Amulet of Stabilization.

Whenever the wearer falls into negative hps, immediately stabilize.


Cheap item for the same low-level rogue as above: Vial of Distilled Darkness

Essentially, an oil of Deeper Darkness, the vial's contents are poured out into an area (they won't spread if the vial is kept upright).


For a cleric of Corellon Larethian: The Elven Eye

Mithril +1 longsword. +2 celerity bonus to initiative and a +2 morale bonus to fear-based saves if wielded.
A small opal set in the guard gleems with blue light if there are elves present within 60', and the bearer may choose any number of individuals for the Elven Eye to ignore, or cease ignoring with regards to this detection ability, so long as they are present and touching the blade at the time.
The Elven Eye acts as a cursed "backbiter" weapon in the hands of a non-elf.


A minor item for that same cleric: Hawk Helm

+4 bonus to spot checks, but only in bright light (daylight, the spell daylight, etc.)


Also popular with low-level characters on a budget: Pouch of Holding

Weights 5 lbs, holds 50 lbs. Note that the aperature is only about 4" in diameter.


For a dedicated item crafter (an apprentice Red Wizard in fact): Crater's Vest

A brilliant red vest, occasionally given to a promising and well-advanced apprentice, especially one who is expected to return the favor through countless hours of item generation. The robe conferrs a +2 Enhancement bonus to Intelligence, a +2 Armor bonus, and increases the amount of GPV progress the wearer can make on item creation to 1,200 GPV per day (instead of the normal 1,000).


For a rogue with a conscious: "The Sleeper"

+1 Merciful Club. On command, as a free action, The Sleeper will inflict an additional d6 damage, but when used thus, all damage it inflicts is subdual. Whenever the club is used to deal normal damage (ie, not activated), it becomes unable to inflict it's additional d6 damage until the next sunset (although it can still be commanded to deal subdual damage only).


For a much more intimidating rogue with trickster aspirations: Blackened Hide of Chaos

A suit of Studded Leather Armor +1, the Blackened Hide is crafted as Wizard's Armor* rather than Masterwork armor. It is of an unusual, unfamilar nature...recognizable as planar to those in the know (DC 20 Knowledge:Planes). Studded in brass, a single command causes those same brass studs to erupt outward as spikes (treat as spiked armor) or to return to their studded state.

The Blackened Hide is infused with Chaotic power, which can occasionally be drawn to the surface. As a free action, you may "charge" it for the day (once per day only, and only for 5 minutes). In any grapple contest (when charged) where you are attempting to grab, pin, or damage a Lawful foe (basically anything but trying to escape), the Blackened Hide will do d6 damage to the Lawful opponent. It also provides you with a +2 bonus to Intimidate checks (versus a Lawful target) and a +2 bonus to Diplomacy checks (versus a Chaotic target) when charged. Please note, however, that it has the opposite effect as well (a -2 to Diplomacy against Lawfuls and a -2 to Intimidate against Chaotics)

* I allowed a variation of Masterwork that grants a -5% ASF instead of a -1 ACP.


That same rogue's weapon: Cloud-Gatherer

Warhammer +1. On command (1/day for up to 5 rounds) it will wrap the wielder in darkness, out to about 6". This will make the individual impossible to recognize unless they can see through darkness, and provides a +4 circumstance bonus to hide checks in a dark environment (and a subsequent -4 penalty in well-lit areas where a blob of blackness would stand out).


To a dwarven fighter with a grudge against the wilds: The Gleaming Axe

+1 Returning Throwing Axe. The Gleaming Axe can detect an ambush by any Animal or Vermin within 30'. If carried and visible, you cannot be surprised by such creatures (unless, of course, they strike from a considerable distance), as it will shine brightly at the moment of attack.


That same dwarf, also none too fond of aberrations: The Steel Shell

Half-Plate +1. The Steel Shell is crafted to resemble the articulated plates of various insectoid and inhuman creatures of the Underdark. Exceptionally well-crafted, it is counted as Banded Mail in all ways save weight and Armor bonus. The Steel Shell holds an enchantment that makes it (and it's wearer) resistant to the attacks of such aberrations, granting a +2 to poison saves and Acid Resistance 5, so long as the source of these attacks is an Aberration.


To a powerful Tuigan barbarian: Thunder's Edge

+1 Thundering Falchon. Thunder's Edge, when drawn, constantly rumbles and shudders...the wielder must intentionally supress it (and cannot when Raging). If it is drawn, and you ready an action to do so, you can make your saving throw normally to avoid a Lightning spell, and if it succeeds, you take no damage (as if per Evasion), and Thunder's Edge acts as a Shock weapon as well for a number of rounds equal to the number of dice of damage the lightning attack/spell would inflict. Spells with no save cannot be absorbed in this manner.


The barbarian was tracking one of his own, a mage-slayer who carried: Spell-Breaker

+2 Magic-Disrupting Falchon. Magic Disrupting inflicts a victim struck by it with 20% ASF for 1 minute, cumulative (Will save DC 15). It also dispells any spell effect struck by it as if with a 5th level caster's Dispel Magic.


To a monk: Ring of Acrobatics

Small golden ring. A figure, inscribed multiple times around the outside of the ring, is drawn in the various positions of a flip (forwards or backwards depends on which way you turn it).
The Ring of Acrobatics conferrs a +5 bonus to Jump, Tumble and Balance checks.


That same monk: Focus of Silver, Focus of Jade

A pair of small bits, roughly 4" long and less than 1" in diameter. One is of the purest silver, the other of shining jade. Either one, when grasped in a hand (and commanded to function mentally, a full round action), causes it's form to leech out, covering the hand of the user in it's material.

This makes the hand immovable, and thus unable to manipulate any objects, but it also allows that hand, and any unarmed attacks made with it, to strike and pierce damage reduction as if made of the material in question (note the -1 damage penalty for attaking with weapons of Alchemal Silver).

A second command will restore it to it's original form, and the hand to it's normal state.


To a healing cleric: Eye that Watches the Heart

A small, flat silver pendant (amulet) engraved with an eye upon it. The Eye functions as a Periapt of Wisdom +2, can invoke the Death Watch spell (as per a 5th level caster) 1/day, and can cast Cure Serious Wounds (as per a 5th level caster) 1/day as a ray effect, reaching up to 30' away.


Somewhat higher level now...

To a wizard from a cold region: Ice-blue Ioun Stone (snowflake)

+2 vs Fire saves.


That same wizard: Necklace of Mystic Ice Crystals

Looks like a necklace formed with a number of many-faceted crystals of Ice. Each crystal has it's facets covered in runes. The runes, shape of the crystal, and orientation of the facets make up the spell's formula. Study an individual crystal to learn the according spell.

100 crystals comprise the Necklace. When they're all inscribed, you'll have to come up with some other means of storing spells (or learn to create another Crystal Necklace).

While worn, the Necklace of Mystic Ice Crystals confers a +2 bonus to Spellcraft checks involving Cold.

And also: Ice-Clash Bracers

Constructed of Mithril, the Ice-Clash Bracers are etched with a pattern of snowflakes with a tiny Sapphire set in the center of each. The bracers are always frost-rimed. The ambient temperature around you is cooler...not immensely, but noticably. This has no statistical effect.

The Ice-Clash Bracers function as Bracers of Armor +6, but a word to the caution. Any heat/fire based attack will pass right through the protection of the Bracers as if they were not on you (just like insubstantial pierces material).

Thrice per day, you may invoke a Frost Circle at 6th level (Save DC 17) by clashing the Bracers against each other.

New spell: Frost Circle.
3rd Level, Evocation (Cold)
Components: V, S, F
Range/Area: See Below
Casting: 1 Action
Save: Reflex (see below)

A Frost Circle is a projection of numbing cold emanating from the caster himself. While the caster is not affected, all others within the area of effect (a 20' radius) are, the spell does not discriminate.

A Frost Circle inflicts d4 cold damage/level (max 10d4). A Reflex Save cuts the damage to half. If a victim fails their save, and suffers any damage from it, they are also slowed for 1 round per level of the caster.

The Focus for this spell are a small pair of metal cymbals, crashed together.

And higher level still, a newly incomming Psion: Second Skin of Nebral the Dark

The Second Skin of Nebral the Dark is a Psychoactive Skin. Mostly black in appearance, it has occasional dark purple images drift across it...nothing discernable, just odd patterns.

The Second Skin acts as, literally, a second skin for the purpose of storing Psionic Tattoos. The Second Skin can hold up to 17 tattoos separate and independant from the wearer's own. While the wearer cannot craft tattoos on the Second Skin directly, he can transfer a tattoo to or from the Second Skin as a standard action, or both transfer and activate a tattoo as a full round action.

The Second Skin functions as both a Skin of the Hero AND a Skin of the Psion, granting a +3 luck bonus to AC, Saves and To-Hit Rolls, 7 bonus power points, and PR 18.

Finally, the Second Skin can be "thrown off" as a full-round action to anywhere within 30'. Doing so costs 20 Psi points (or more). This effect somewhat duplicates that of the Fission power, creating a duplicate of the former wearer with all of the same powers and abilities, though none of the equipment (save for any tattoos the skin itself is wearing, which it can freely use on itself).

The Shadow-duplicate benefits from itself (Skin of the Hero, Skin of the Psion), but has only 7 psi points of it's own (the 7 bonus power points it grants), plus any additional that the wearer chooses to invest in it when splitting it off.

Unlike the Fission power, the Shadow-duplicate simply collapses into a ball of ecto-goo when the duration expires (20 rounds), and can be picked up and used just like any Psychoactive Skin. You do not suffer any damage from rejoining with the Second Skin, nor does it remain being "you" if you are killed. You may reclaim any power points the Second Skin posesses by rejoining with it. If the Second Skin is "killed" while acting as a shadow-duplicate, it is destroyed.

He also had: Crystal Mask of Great Vision.

The Crystal Mask of Great Vision provides many benefits to the wearer. It functions as a Crystal Mask of Detection, as well as granting the continuous benefit of Elfsight, Ubiquitous Vision and Vigilance.

Finally, the Crystal Mask of Great Vision has three small indentations across the forehead. They are designed to hold Third Eyes, and the wearer of the Crystal Mask may call on any one of them at a time, switched as a free action.

Presently, the Crystal Mask of Great Vision holds a Third Eye: Aware and a Third Eye: Perceive.


Eventually, I delved into the Epic with this system, and that allowed me some very creative options, but it also resulted in some extremely powerful items. Balance, as with many things Epic, might be...questionable.


The Monk/Psy War: Bracers of Mountain's Falling Down

Functions as an Amulet of Mighty Fists +6.

Allows you to take your melee attacks as ranged attacks, conveying the force of your blows as a physical concussive force. These blows land exactly as if your own physical strikes had landed them, with all according feats, powers, and so forth, with the exception that the attack itself has a 10' range increment (out to a maximum of 5), and thus your attack rolls are reduced accordingly for range.

Yes, you may make any sort of attack you would normally be able to make (trip, disarm, bull rush), except for a grapple, in this manner.

As a standard action, you may unleash a concussion blast (as per the power) at a range of 350', dealing 12d6 force damage. This requires no attack roll, and allows no save, but is subject to power resistance...just as if it were manifested and augmented for further damage by a 25th level manifester.

To this standard action, you may add up to two additional full round actions of continuous concentration. Each full round of "powering up" before unleashing the blast adds a further 12d6 damage to the blow, but if your concentration is disrupted, the damage built up to that point backlashes and strikes you instead.

The Bracers of Mountain's Falling Down has an overwhelming psychokinetic aura, and a manifester level of 25.

The Bard: Phantom Mantle

A neutral grey cloak, the Phantom Mantle functions as a Ring of Greater Invisibility and/or Greater Cloak of Displacement (with no limitation on usage), and conveys a Nondetection ability on the wearer.

True Sight can pierce the Invisibility and Displacement effects, but only if the caster can beat the Nondetection ability of the cloak (as per Caster Level 25).

The wearer may, at will (and as a free action) make her voice come from any location within 80'. Language-dependant spells and abilities (such as bardic music) and any spell with a purely vocal or audible effect (power words, sonic effects, etc.) may use that location as their point of origin.

Finally, for up to 5 times, and 5 minutes per day, the wearer may become Ethereal (as per Ethereal Jaunt). While in this form, the wearer may project their voice (as per the above ability) into their analogous location in the material plane, and may continue to use spells and effects allowed by this ability from the ethereal. Entering and leaving the Ethereal is a full-round action.

The Dragonfire Adept: Smoking Pipe of Io the Ninefold Dragon

Looking a great deal like a simple, if fancifully made, long tobacco pipe (it's stem is about 15" in length), this subtle-looking item actually holds great power. The bowl is carved in a figure that some might mistake for a Hydra, others for a depiction of Tiamat, but for those well-versed in Draconic lore (Kno: Arc DC 25), they recognize the nine different heads as being those of the Green, Blue, Red, Copper, Bronze, Gold, Amethyst, Sapphire, and Topaz dragons. Each is exceptionally well wrought, and a faint glimmer of light of different hue can sometimes be seen within the eyes of each one.

The Smoking Pipe can issue forth a thick cloud of heavy fog (see Horn of Fog) that can, as the user chooses, be harmless fog or thick, choking smoke (see the DMG for the effects of smoke). No, it doesn't make any noise when used in this manner.

9 times per day, it may be used to generate a Widened Incendiary Cloud effect (CL 25).

If a Dragonfire Adept smokes the pipe continuously for 8 hours (it takes that long) using a block of Incense of Meditation as fuel, all of his breath weapons will be Maximized for the next 24 hours. This is essentially identical to the effect Incense of Meditation normally has on a divine caster.

It's most potent power, however, is its ability to hold breath weapons. If a breath weapon is directed at the bearer of the Smoking Pipe, who has readied an action to do so, he may attempt to capture the breath weapon in one of the nine heads (one must be empty at the time). A willing creature's breath is automatically captured, but to capture an unwilling creature's breath requires an opposed will save.

If the pipe's bearer wins or ties the opposed save, the breath weapon is entirely drawn into the pipe, and the eyes of one of the heads alights. No creature within the area of effect suffers any ill effects of the breath attack.

However, attempting to capture the breath of a creature is dangerous. If the breathing creature succeeds at the opposed will save, the pipe bearer forfeits any saving throw he might normally receive against the breath effect.

As a full-round action, the bearer of the pipe may take a hefty draw from the pipe, drawing upon one of the stored breath effects therein, and then breath it forth, exactly as if he were the creature that initially breathed the effect. And yes, you may breathe into your own pipe and capture your own breath effects, exactly as they are when they're released into it.

The duelist, with a bit of a drow obsession: Warding Spider of Thal-ka-chree

The Warding Spider is a tiny construct, seemingly crafted of amber.

It's principle ability is to weave about you a spidersilk layer of armor (which requires only 10 minutes). The Spidersilk Armor is a light armor with an armor bonus of +3, max dex of +10, no armor check penalty, and an arcane spell failure chance of 5%. It can be removed in 1 minute with a slashing weapon.

So long as the Warding Spider remains upon your person, any suit of Spidersilk Armor it has crafted upon you is counted as having a +7 enhancement bonus and grants DR 10/Slashing or Bludgeoning.

Further, as long as the spider is on your person, you are granted a permanent Freedom of Movement effect, may Spider Climb at your full movement rate at will, and are immune to poison. You also gain Darkvision 180' and Blindsense 30'.

It can cling to the back of one of your hands, and attach a thread to any weapon in hand, granting you a +10 bonus to resist Disarm attempts and the ability to throw that weapon and treat it as having the Returning property.

Finally, once per week the Warding Spider can be commanded, as a Figurine of Wondrous Power, to transform into a Colossal Monstrous Spider (web-casting variety) with construct traits, 256 hps, and DR 10/Adamantine. It can remain in this form for 8 minutes, and reverts back to its original form if killed.

The Warding Spider has an Overwhelming Transutative, Conjurative and Abjurative aura, and functions as per a Caster Level of 25.

The healing cleric: Staff of Ever-Enduring Renewal

The Staff of Ever-Enduring Renewal may, at a touch, convey either or both of the effects of a Superior Planar Status (24 hour duration, unlimited multiversal range, up to 4th level spells, 1 hour's concentration allows you to scry continuously on one of the subjects as long as you concentrate) and/or Shield Other (range increased to 1000'). This does not cost any charges.

The Staff of Ever-Enduring Renewal has the following spells:

Quickened Mass Heal (1 charge)
Intensified Wall of Incarnum (1 charge)
Reach, Chain Greater Restoration (2 charges)
Reach, Chain True Resurrection (5 charges)

The Staff of Ever-Enduring Renewal may be recharged. For every week spent bathing in the centermost part of the Bastion of Souls, a single charge is restored to it.

Note: The Staff of Ever-Enduring Renewal definitely qualifies as a Planar Touchstone object (see Planar Handbook or Magic of Incarnum for more info).


The strange behir-like creature (this player liked the odd): Sublime Pearl of Unyielding Truths:

A small golden-hued pearl that, in order to function, must be placed upon your forehead, where it affixes and becomes impossible to remove unless the wearer is slain, or removes it himself.

Size is but an Illusion: As a full round action, you may alter your size to any size category (see DMG chart for proper modifiers).

Your reach improves or reduces in accordance with your changes in size. Your hit points (despite changes in Con) do not change.

Power is but an Illusion: Once per day as an immediate action, and for a duration of 1 full round (until the end of your next action, if done on your turn), you may exchange the ability modifiers of two of your ability scores.

Death is but an Illusion: If you are killed, you immediately assume the Ghostly Dragon template (see Draconomicon) and may continue to act within the capabilities of the same template. At the start of your turn, you must make a Will save (DC 20 initially, +2 each following round) in order to remain in ghost form, after which your ghost-self vanishes. Your ghost-self will also vanish instantly if anyone removes the Sublime Pearl of Unyielding Truths from your corpse’s forehead.


The Vassal of Bahamut: Shining Scales of Bahamut

There have been other suits of Shining Scales of Bahamut before, but never more than one at a time, and always awarded to the most favored Vassal in the world.

When a suit of Platinum Armor becomes the Shining Scales of Bahamut, it is no longer removable from the wearer. Instead, at a command (standard action), it is simply absorbed into the wearer's body, at which point it no longer provides the benefits of armor (+8 armor bonus), but continues to convey its other benefits (converting its enhancement bonus to Armor to an enhancement bonus to Natural Armor). These are lost immediately if the wearer dons any other sort of armor. The armor can be restored, likewise, with a single standard-action command.

Attempts to remove it physically fail, unless they involve literally skinning the wearer (who is likely dead at this stage).

The Shining Scales have a +8 enhancement bonus to AC. They possess the following benefits:
Amphibious (PlHB). +5 to swim checks and the ability to breathe water.
Planar Tolerance (PlHB). Negate the natural effects of all planes (see the Planar Tolerance spell)
Cold Resistance 30
Heavy Fortification. Negate crits/sneak damage 100% of the time.

Finally, the Shining Scales has an ability akin to the shield function of Blinding. The range is increased to 200' and the save DC to 30, but the ability will only function against evil dragons...none else need make a save. It still has a duration of 1d4 rounds, and only two uses per day.



Finally, I did try my hand at the skeleton of a Weapon of Legacy at one point...never did get it fully fleshed out: Fuyu No Yume


History still TBA


Omen: A series of incredibly precise mechanics, springs, levers, buttons, and other internal mechanisms allows both the blade and the back of the shaft to retract into the center, allowing it to appear as an elaborate cane (club), staff, or function as a naginata that can be wielded as either a reach or non-reach weapon. Adjusting Fuyu No Yume is a move-equivalent action. In any or all cases, Fuyu No Yume is treated as a +1 item.

When extended, the blade is shining bright silver, except for when the Frost Image ability is active, when the blade appears to be rimed in frost (it does likewise briefly when the Ray abilities are activated).



Personal Costs
Wield Skill HP Abilities
Level Penalty Loss
5th: Frost Image 1/day (3 images)
6th: 2 Ray of Frost at will
7th: -1 +1 Frost
8th: 2 Living Frost I
9th: 2 Frost Image 2/day (3 images)
10th: 2 Freezing Ray at will
11th: Frost Image 3/day (4 images)
12th: 2 +2 Frost
13th: -2
14th: 2 Frost Image 4/day (5 images)
15th: +2 Icy Burst
16th: 2 Living Frost II
17th: Heal self 1/day
18th: -3 2 +2 Holy Icy Burst
19th: 2
20th: 2 Living Frost III

Rituals:

Still TBA



Frost Image: As per Mirror Image, though the images, as the blades, appear to be rimed in frost, and you are likewise cloaked in a frost-wrought illusion.


Living Frost I: When activating the Frost Image ability, the images take on a life of their own, with the following traits (and counted as wielding masterwork versions of Fuyu No Yume as it was at the time it was activated).

HD: 1 (15 hps)
AC: 16
Spd: Always adjacent to the wielder of Fuyu No Yume
BAB: +2
Attack: (as Fuyu No Yume's current form)
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 15, Dex 13, Con -, Int -, Wis 11, Cha 10


Freezing Ray: As per Scorching Ray, only with cold damage. 2 rays.


Living Frost II: The Frost Images grow more powerful:

HD: 3 (36 hps)
AC: 20
Spd: Always adjacent to the wielder of Fuyu No Yume
BAB: +4
Attack: (as Fuyu No Yume's current form)
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10


Heal Self: 1/day cast Heal (target yourself only) as a 17th level caster as a swift action.


Living Frost III: The Frost Images grow more powerful:

HD: 7 (68 hps)
AC: 25
Spd: Always adjacent to the wielder of Fuyu No Yume
BAB: +7
Attack: (as Fuyu No Yume's current form)
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 29, Dex 15, Con -, Int -, Wis 11, Cha 10