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Logic
2012-07-16, 06:45 PM
A long time ago, when I was DMing my first campaign, I gave a +2 Short sword to the 1st level party fighter.
His exact statement was "A shortsword? Shortswords are crap!"
The lead to the creation of my first home-brewed cursed item, on the spot.

The Shortsword of Crap - This +2 shortsword is brown in color, and looks a little like pitted steel. Anyone that uses this weapon is unable to get rid of it short of convincing someone else to take it from them, free of charge, after explaining the drawbacks. Attempting to draw a weapon other than the Shortsword of Crap automatically fails. Throwing the shortsword of crap away causes painful bowel movements, only to have a replacement Shortsword of Crap replace the one thrown away. (The original disappears.) If the Shortsword of Crap is taken from the character, the next bowel movement will replace it.

Please contribute your home-brewed cursed items as well!

lyko555
2012-07-16, 09:09 PM
ring of cheesy desire- this ring fills the wearers head with the desire for cheese. all they can think about is cheese they gain a permanent immunity to all mental effects as all that can fit in their head is a lust for cheese. on the downside in order to wake up they must make a will save to escape the dreams of cheese. If confronted with cheese they will do everything within their power to consume it, even if doing so could cause death. also once they start consuming cheese they cannot stop until all the cheese is gone.

used it once he loved the effect for many many sessions until he found a major cheese factory and ate himself to death.

Grail
2012-07-16, 09:59 PM
Coins of Lead:
These coins appear as normal gold pieces. If placed in contact with other gold coins for more than an hour, they will begin an alchemical change in the real gold coins that will turn them to lead over the next 7 days. A character may only get rid of the Coins of Lead by using them to make a purchase. Whenever someone with 1 or more Coins of Lead makes a purchase, at least 1 Coin of Lead will always be transferred in the exchange.

I used these in a campaign once. They had been created by someone who was trying to bring about economic ruin to a kingdom. The villain had created twenty of these and was due to spread them about the kingdom when he was killed by the PCs. They took his "loot" and added it to their own.

Didn't the party hate it when they found out that all their gold was rendered useless a week later, and that they had used their 'gold' coins to make a number of purchases during that time. They infact brought about the plans of the villain that they had slain, and did ruin the economy of the kingdom. So the villain won in the end. Pity he was dead.

Calinar
2012-07-16, 10:12 PM
Cursed Dice

These pair of magic dice are in all appearances normal but give off a enchantment and conjuration aura so faint it's almost imperceptible (35 DC spot while using detect magic). No matter what the dice always turn up a losing roll when rolled by the owner but will always roll a winning roll if rolled by someone else (if multiple people roll the same dice the winner will be the last to roll). The owner must also over come a DC 30 will save or be compelled to join any dice based gambling games that are nearby. The Cursed Dice must be used by the owner in any game of chance he plays, if the owner attempts to use a different pair the Cursed Dice will magically change places with the ordinary dice when a roll is attempted. If the dice are lost they will magically return to the owner, they will generally be pulled out of a container or bag in place of something else the owner was reaching for or when the owner attempts to roll another pair of dice. In order to be rid of the dice they must be freely given and freely accepted by someone else, anything gained by the sale or trade of the dice will be magically returned.

An interesting item that came to me, they are best used in a more RP orientated campaign, but could be quite entertaining if some one threw them away just before a combat encounter and ended up trying to drink the dice instead of a health potion.

Vitruviansquid
2012-07-16, 11:58 PM
Blade of the Palatine - A beautiful and powerful two-handed sword with a jeweled hilt and a leaf-shaped blade. Found in an ancient ruin, this sword once belonged to the palace guard of some mighty emperor and is both well-crafted and imbued with powerful magic. Unfortunately, said palace guard demonstrated their vigilance by enchanting their weapons to stick to hands so that they could not physically let go of the weapons. The first person to take hold of the weapon is unable to let it go - not when traveling, not when eating, not when sleeping, not when meeting the paranoid representative of the thieves' guild, not when climbing a tree, not when even when going to the bathroom.

Golden Ladybug
2012-07-18, 01:05 AM
Ring of the Great Bear

Decorated with a small, golden carving of a bear, this ring radiates a strong aura of Transmutation, and an almost imperceptible aura of Enchantment (DC50 Spot Check to notice with Detect Magic or similar spells). Anyone who wears the Ring of the Great Bear for 24 Hours gains the Improved Grab ability, and is treated as one size category larger for the purposes of Grapple Checks.

However, every time the wearer encounters a new creature or person, they must make a Will Save DC (10 + Wearer's Wisdom Modifier + number of times this effect has activated) or believe that this new creature is a bear, disguised as the person or creature. This save should be rolled secretly, and the wearer should likewise be informed secretly.

Wyntonian
2012-07-18, 12:31 PM
Ring of the Great Bear

Decorated with a small, golden carving of a bear, this ring radiates a strong aura of Transmutation, and an almost imperceptible aura of Enchantment (DC50 Spot Check to notice with Detect Magic or similar spells). Anyone who wears the Ring of the Great Bear for 24 Hours gains the Improved Grab ability, and is treated as one size category larger for the purposes of Grapple Checks.

However, every time the wearer encounters a new creature or person, they must make a Will Save DC (10 + Wearer's Wisdom Modifier + number of times this effect has activated) or believe that this new creature is a bear, disguised as the person or creature. This save should be rolled secretly, and the wearer should likewise be informed secretly.

I LOVE THIS SO MUCH!

Dire Panda
2012-07-18, 02:27 PM
Some cursed items I've used over the years:


Bag of Misplacing: Crafted by a lazy yet devious sorceress and distributed throughout the lands, these enchanted sacks appear at first glance to be Bags of Holding (of any type). Their true nature is only revealed when an item has sat in the bag for at least a day; it has a 10% chance each subsequent hour of vanishing into thin air. In actuality, the item has been teleported into a vault deep beneath the sorceress's lair. The bag plays one more trick on its users; when a character notices that an item is missing, she must make a DC 15 Will save or be compelled to climb into the bag to search for it. Characters so compelled do not notice their slow suffocation, and after 10 minutes they fall unconscious and are teleported to the sorceress's dungeon. No such prisoner has ever been seen again, leading to rumors of cannibalism...
To create: 10,000gp, Craft Wondrous Item, secret chest, teleport, suggestion
Arrow, Flesh-Eating: This finely-crafted reddish-black arrow occasionally twitches and writhes. It is actually a creature created by a powerful wizard. When fired, it acts like a +4 corrosive arrow, secreting a powerful digestive acid as it burrows into the target's flesh. If not pulled out on subsequent rounds (a standard action which provokes attacks of opportunity), the arrow begins to consume the victim, dealing one point of CON damage per round. When it has consumed 4 points of CON, the bloated arrow falls out of the wound and releases four larvae before dying. The larvae reach maturity in one round, whereupon they can be fired as usual. This creature's reputation as a cursed item comes from the fact that the target often fires the arrow's offspring back at the original archer!
To create: This 'item' is a creature and cannot be created. It is possible to breed them, however, given an adequate supply of victims.
Axe of the Kitten: The image of a roaring lion graces this golden greataxe. Its powers appear immense at first glance; the Axe of the Lion is a +5 greataxe that grants its wielder a +6 enhancement bonus to STR. That is, until it actually strikes a creature in combat - as soon as the axe draws blood, the lion's face turns to a kitten and the axe takes on a soft, wooly feel. The wielder takes a -8 penalty to STR and the axe's damage is reduced to 1. A remove curse spell is needed to put down the axe at this point. Alternatively, the curse is broken if the wielder raises a kitten to adulthood, though it takes effect again if the axe is used in combat.
To create: 10,000gp, Bestow Curse, Bull's Strength


And for the juvenile crowd:

Codpiece of Arrow Attraction: This elegant leather codpiece appears to be a Codpiece of Charisma +4 and only functions for male wearers. It provides the apparent bonus until the wearer is attacked with a ranged weapon or ranged touch spell, at which point the curse activates - the attack is redirected to the user's groin, automatically scoring a critical hit. Worse, the wearer has to make a Fortitude save (DC equal to half the damage dealt) or be stunned for one turn! The codpiece cannot be taken off short of a remove curse spell... or a magical sex change.
To create: 4,000gp, Bestow Curse, Eagle's Splendor

Erik Vale
2012-07-18, 09:32 PM
Cursed Silver Longsword of the Defender
(Heroes, so ignore the base rules if you want)
Appears to be a 2d6-1 +1 OCV Longsword. It's magical nature may be disguised by being silver (Roll KS Magic/Auto Success with Dettect Magic/Curse/Blessing Analyze).
Magical Senses may reveal that there are two sides to the longsword, but neither are domminent.
When the Longsword is drawn and used for the first time, the circumstances detirmining the dominent enchantment.
If Drawn in deffence of self or another the first time, the orriginal blessing becomes domminent for the drawer. The Sword becomes a 2d6 Longsword with +2 OCV, +2 DCV which can be added to the block combat manauver. (The longsword effectively becomes a +2 Greatword with +2 AC)
If Drawn to attack or to threat, the Curse takes hold, the Sword becomes a 2d6+1 Longsword with +2 OCV -1 DCV that inflits the weilder with a 14- Onset 8- Recover Enraged (Draws Sword) for that wielder. (Becomes a 2d6 +3 Greatsword with -1 AC that sends them into a rage that may have them attack fellow PC's.)
The Curse/Blessing may be reduced to equilibrium by bathing in Cursed/Holly water for 1/2 an hour or being cursed/blessed by a priest.
A potent enough Dispel/Disenchant will remove the dominent enchantment.

Dagger of Bloodshed
1d6 +1 OCV AP
Appears to be a 1d6 +1 OCV AP heavy stilleto, with minimal visibility to detect magic. (+1 Dagger with +1 to hit)
When the blade draws blood in combat, the daggers enchantment activates, making it a 1d6+1 +2 OCV Pen dagger (minimum 2 body) (Longsword +2, +2 to hit), that inflicts on the weilder Enraged 11- Blood is drawn 11- recovery (As above weapon, less likely to activate, easier to recover, less likely to attack pc's)
This curse can be removed by a priest of the defender, hearth or healer blessing it (not priest of war), of by saving a persons life while the dagger is seathed.
This daggers curse will activate even if blood is drawn with another weapon, and will end when the blood on the blade has dried or been removed (1 minute after last drawing bood).

Cursed Amulate of Suppresion
This leaded Amulate appears to be a amulate of drain magic 2d6 AOE Surface (Self) (Reduced affects of magic, so DR/Mundane), however it is actually a Aid Magic 2d6 AOE Surface (Vulnrability/Magic, Automatic Empower Spell) This curse CANNOT be lifted by any means.
Also, you slowly suffer lead poisoning...
---
A player is wearing the Cursed Amulate as a reward for raiding a Goblin Shamen camp (introductory adventure), the other two awards for the adventure they have yet to finish, one is hidden, one the demon priestess (currently unconcious) is holding....

Bhu
2012-07-18, 10:28 PM
a few i need to finish statting out:

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


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.

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 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


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


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 jerk 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



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


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



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 screw 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




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

Erik Vale
2012-07-18, 11:01 PM
You are delightfully evil.

And if that cursed armour was cheap enough I would buy it at low level (VERY LOW LEVEL). They would have trouble hitting me the first time.

The gnome though is almost completely ripped from Sims 3. The Bag of Dirty tricks could still be useful (Just throw close enough to an opponent. It will attack him first), and the ring of attraction could actually be useful as a defence (they will refrain from killing me). Possibly make it so that beings you would be interested in are repulsed by you.....
However, people that are monster philiacs would willingly by that ring.

Bhu
2012-07-19, 10:38 PM
I've never played any of the sims games :smalleek:
Dangit i thought i was just being funny with that one

Erik Vale
2012-07-19, 10:43 PM
The ring or the gnome?

But in that case, all is saved. As many have said, 'Nothing is new under the sun.'

Bhu
2012-07-20, 11:22 AM
the gnome

i intend to make a lot of cursed yard gnomes someday

Alabenson
2012-07-20, 01:51 PM
Talisman of Bear Summoning
Price (Item Level): xxx GP
Body Slot: Held
Caster Level: 20
Aura: xx; (DC:xx) Conjuration
Activation: -
Weight: 1 lb.

Three times per day, this crude statue of a bear can summon a full grown grizzly bear for 20 rounds. However, the bear summoned is not initially under the command of the summoner, and acts of its own accord (which may include mauling whomever summoned it). Furthermore, the talisman can activate this power of its own volition, which counts towards its uses per day, and often does this at times inconvient for the user (during tense negotiations, at night when the user is asleep, in the middle of a crowded tavern...)

Prerequisites: Craft Wondrous Item, Summon Nature's Ally IV
Cost to Create: xx GP, x day, xx XP

Gimur
2012-07-20, 02:29 PM
My buddy gave a unique cursed dagger to the party's rogue. Unfortunately, that group didn't last long enough to see the cursed side come into play. :smallfrown:

Backstabber
Price: xxx
Body Slot: Held
Caster Level: xxx
Aura: Varies, Evil (DC 25+Ego) Enchantment
Weight: 1 lb

This weapon appears to be a +1 dagger, with the additional property of rerolling any 1's on Sneak Attack damage, as well as a 25% chance to bypass any immunity to Sneak Attacks. However, this weapon has a sliver of intelligent malice hidden within it. Each time that either of the secondary properties activate (the reroll or the immunity bypass), it gains 1 Ego point. For every 5 Ego points it has, it's Aura strengthens to the next category. In addition, once it's Ego exceeds 10, every time the dagger kills a foe, the wielder is subject to a Dominate Person spell (DC 15+Ego). If the spell fails, all Ego points are removed from the dagger. If successful, the wielder is compelled to turn against his allies at the first opportune moment, and will attempt to slay them. (ie. in the heat of combat, while they sleep, etc).

To remove the curse from the dagger, a Break Enchantment spell (or something similar) is all that is needed, against the DC 25+Ego. When the curse is removed, it reverts back to being a +1 Dagger.

Necroticplague
2012-07-20, 03:19 PM
Cursespewing Sword-This weapon at first appears to be a sword of exceptional quality, and it indeed is. This +2 ghost touch bastard is treated as 2 handed when held in one hand, and 4-handed when held by two hands, in addition to doubling the effectiveness of Power Attack used with it. To boot, the sword even has telepathy 100, mindsight, and Telekineses at-will (caster level =wielder's HD, DC=10+caster level)> However, this weapon is a complete bane to all stealth and negotiation attempts, due to a defect causing the sword's intelligence to have a bad case of corprolalia . Even when not drawn, this sword habitually swears loudly, using the most effective insults in can formulate, causing the carrier to fail all move silently, bluff, diplomacy, concentration, and listen checks. Any attempt to discard the sword ends up with it teleporting a few feet in front of the carrier and softly embedding the blade into the ground. If the carrier ignores the sword and continues moving, this process will repeat every few minutes. A remove curse removes the intelligence from the weapon, causing it to cease swearing and being hard to discard, but also getting rid of its telepathy, mindsight, and TK ability, while also being a moderately evil act. It still, however, retains the rest of its abilities.

Kaww
2012-07-20, 05:18 PM
Cursespewing Sword-This weapon at first appears to be a sword of exceptional quality, and it indeed is. This +2 ghost touch bastard is treated as 2 handed when held in one hand, and 4-handed when held by two hands, in addition to doubling the effectiveness of Power Attack used with it. To boot, the sword even has telepathy 100, mindsight, and Telekineses at-will (caster level =wielder's HD, DC=10+caster level)> However, this weapon is a complete bane to all stealth and negotiation attempts, due to a defect causing the sword's intelligence to have a bad case of corprolalia . Even when not drawn, this sword habitually swears loudly, using the most effective insults in can formulate, causing the carrier to fail all move silently, bluff, diplomacy, concentration, and listen checks. Any attempt to discard the sword ends up with it teleporting a few feet in front of the carrier and softly embedding the blade into the ground. If the carrier ignores the sword and continues moving, this process will repeat every few minutes. A remove curse removes the intelligence from the weapon, causing it to cease swearing and being hard to discard, but also getting rid of its telepathy, mindsight, and TK ability, while also being a moderately evil act. It still, however, retains the rest of its abilities.

And where is the curse? I'd love to have something like that on any warrior type PC...