rottenvenetic
2012-07-24, 11:01 PM
My first minor contribution: a set of six powerful sashes which confer huge boni to ability scores. They're rather inconspicuous and (supposedly) vanishingly rare, so they make an ideal item for unexpectedly increasing one of a character's (especially an antagonist's) abilities to ridiculous levels :smallwink:
1. Bloodweave sash of Colossal Strength. Worn around the waist, this sash provides a +15 Strength bonus.
2. Sinewy sash of Ghostly Dexterity. Worn around the waist, this sash provides a +15 Dexterity bonus.
3. Boneweave sash of Titanic Constitution. Worn around the waist, this sash provides a +15 Constitution bonus.
4. Brainweave sash of Ultimate Intelligence. Worn around the waist, this sash provides a +15 Intelligence bonus.
5. Fleshweave sash of the Ancient’s Wisdom. Worn around the waist, this sash provides a +15 Wisdom bonus.
6. Skinweave sash of the Exemplar's Charisma. Worn around the waist, this sash provides a +15 Charisma bonus.
Notes:
These sashes will not provide any boni to creatures whose targeted ability base score is not at least 3.
Only one sash may be active on a character per number of waists that character has, but they will not interfere with any other belt types.
An epic character can’t be harvested for more than one sash, and it must be a humanoid or monstrous humanoid. The harvested parts must be fresh when used.
These sashes are all indestructible and have a market price of 2 million gold pieces each.
Crafting:
Requires:
Feat: Craft Epic Wondrous Item
A bowl or cauldron of sufficient size to contain the other ingredients
A premade masterwork sash
Fresh body parts from an epic, sentient, humanoid or monstrous humanoid creature, that must be killed or destroyed and harvested within the hour (the ritual may be attempted at a later date if the ingredients are preserved). Depending on the ability score desired from the sash, use these body parts:
Strength - The heart and 1 quart of blood
Dexterity - 3 ounces of sinew tissue
Constitution - The skull or spinal column
Intelligence - The brain
Wisdom - The whole body and it must be at least mostly intact
Charisma - The whole or 90+% of the skin or hide (any cheratin is not required but will not interfere with the spell)
Do not use any extraneous ingredients or the crafting will automatically fail. Clothes (other than the sash) and any magic items count as extraneous ingredients. Bacteria, the air, negligible dust, sand, rust or other small particles do not.
The ingredients are placed into a bowl of sufficient size and an incantation of great power (no specific spell needed for this one) is cast over them. The incantation works as a spell but its DC is 60, it doesn’t use up any spell slot and rolling 20 on the check will not pass it automatically.
If the roll is failed, the ingredients are destroyed, turning into black, viscous goo of the same volume and weight, with no properties.
If the roll succeeds, the body parts gradually turn into bright energy that permeates the sash.
After 10 rounds the sash has absorbed all the energy and is enchanted, however it is about 1000 degrees Kelvin and must cool off before being worn. If, after a successful incantation, the process is interrupted, such as by kicking over the bowl and spilling out the contents, the ingredients combust from the heat in them.
Changes: Upscaled the boni to flat +15 to prevent overlap with the core epic ability items, and the cost to 2 million gp. Put all the crafting details in the crafting section.
Old version:
Bloodweave sash of Colossal Strength. Worn around the waist, this sash provides a +8, +10 or +12 Strength bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Strength to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the heart and one quart of blood from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Sinewy sash of Ghostly Dexterity. Worn around the waist, this sash provides a +8, +10 or +12 Dexterity bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Dexterity to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and at least 3 ounces of sinew tissue from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Boneweave sash of Titanic Constitution. Worn around the waist, this sash provides a +10 Constitution bonus. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the skull or spinal column from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1.5 million GP.
Brainweave sash of Ultimate Intelligence. Worn around the waist, this sash provides a +8, +10 or +12 Intelligence bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Intelligence to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and brain from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Fleshweave sash of the Ancient’s Wisdom. Worn around the waist, this sash provides a +8, +10 or +12 Constitution bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Wisdom to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the intact or mostly intact corpse of an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Skinweave sash of the Exemplar's Charisma. Worn around the waist, this sash provides a +8, +10 or +12 Charisma bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Charisma to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the tongue and flayed skin from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1.25 million GP.
Notes:
These sashes will not provide any boni to creatures whose targeted ability base score is not at least 3.
Only one sash may be active on a character per number of waists that character has, but they will not interfere with any other belt types.
An epic character can’t be harvested for more than one sash, and it must be a humanoid or monstrous humanoid. The harvested parts must be fresh when used.
These sashes are all indestructible.
Crafting:
The ingredients are placed into a bowl of sufficient size and an incantation of great power (no specific spell needed for this one) is cast over them. The incantation works as a spell but its DC is 60, it doesn’t use up any spell slot and rolling 20 on the check will not pass it automatically.
If the roll is failed, the ingredients are destroyed, turning into black, viscous goo of the same volume and weight, with no properties.
If the roll succeeds, the body parts gradually turn into bright energy that permeates the sash.
After 10 rounds the sash has absorbed all the energy and is enchanted, however it is about 1000 degrees Kelvin and must cool off before being worn. If, after a successful incantation, the process is interrupted, such as by kicking over the bowl and spilling out the contents, the ingredients combust from the heat in them.
1. Bloodweave sash of Colossal Strength. Worn around the waist, this sash provides a +15 Strength bonus.
2. Sinewy sash of Ghostly Dexterity. Worn around the waist, this sash provides a +15 Dexterity bonus.
3. Boneweave sash of Titanic Constitution. Worn around the waist, this sash provides a +15 Constitution bonus.
4. Brainweave sash of Ultimate Intelligence. Worn around the waist, this sash provides a +15 Intelligence bonus.
5. Fleshweave sash of the Ancient’s Wisdom. Worn around the waist, this sash provides a +15 Wisdom bonus.
6. Skinweave sash of the Exemplar's Charisma. Worn around the waist, this sash provides a +15 Charisma bonus.
Notes:
These sashes will not provide any boni to creatures whose targeted ability base score is not at least 3.
Only one sash may be active on a character per number of waists that character has, but they will not interfere with any other belt types.
An epic character can’t be harvested for more than one sash, and it must be a humanoid or monstrous humanoid. The harvested parts must be fresh when used.
These sashes are all indestructible and have a market price of 2 million gold pieces each.
Crafting:
Requires:
Feat: Craft Epic Wondrous Item
A bowl or cauldron of sufficient size to contain the other ingredients
A premade masterwork sash
Fresh body parts from an epic, sentient, humanoid or monstrous humanoid creature, that must be killed or destroyed and harvested within the hour (the ritual may be attempted at a later date if the ingredients are preserved). Depending on the ability score desired from the sash, use these body parts:
Strength - The heart and 1 quart of blood
Dexterity - 3 ounces of sinew tissue
Constitution - The skull or spinal column
Intelligence - The brain
Wisdom - The whole body and it must be at least mostly intact
Charisma - The whole or 90+% of the skin or hide (any cheratin is not required but will not interfere with the spell)
Do not use any extraneous ingredients or the crafting will automatically fail. Clothes (other than the sash) and any magic items count as extraneous ingredients. Bacteria, the air, negligible dust, sand, rust or other small particles do not.
The ingredients are placed into a bowl of sufficient size and an incantation of great power (no specific spell needed for this one) is cast over them. The incantation works as a spell but its DC is 60, it doesn’t use up any spell slot and rolling 20 on the check will not pass it automatically.
If the roll is failed, the ingredients are destroyed, turning into black, viscous goo of the same volume and weight, with no properties.
If the roll succeeds, the body parts gradually turn into bright energy that permeates the sash.
After 10 rounds the sash has absorbed all the energy and is enchanted, however it is about 1000 degrees Kelvin and must cool off before being worn. If, after a successful incantation, the process is interrupted, such as by kicking over the bowl and spilling out the contents, the ingredients combust from the heat in them.
Changes: Upscaled the boni to flat +15 to prevent overlap with the core epic ability items, and the cost to 2 million gp. Put all the crafting details in the crafting section.
Old version:
Bloodweave sash of Colossal Strength. Worn around the waist, this sash provides a +8, +10 or +12 Strength bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Strength to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the heart and one quart of blood from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Sinewy sash of Ghostly Dexterity. Worn around the waist, this sash provides a +8, +10 or +12 Dexterity bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Dexterity to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and at least 3 ounces of sinew tissue from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Boneweave sash of Titanic Constitution. Worn around the waist, this sash provides a +10 Constitution bonus. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the skull or spinal column from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1.5 million GP.
Brainweave sash of Ultimate Intelligence. Worn around the waist, this sash provides a +8, +10 or +12 Intelligence bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Intelligence to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and brain from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Fleshweave sash of the Ancient’s Wisdom. Worn around the waist, this sash provides a +8, +10 or +12 Constitution bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Wisdom to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the intact or mostly intact corpse of an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1 million GP.
Skinweave sash of the Exemplar's Charisma. Worn around the waist, this sash provides a +8, +10 or +12 Charisma bonus, depending on whether the creature has a racial penalty (+12) or bonus (+8) in Charisma to begin with. To be crafted it requires Create Epic Wondrous Item, a premade silk sash and the tongue and flayed skin from an epic-level sentient creature, that can’t have died before it was harvested for this item. Costs 1.25 million GP.
Notes:
These sashes will not provide any boni to creatures whose targeted ability base score is not at least 3.
Only one sash may be active on a character per number of waists that character has, but they will not interfere with any other belt types.
An epic character can’t be harvested for more than one sash, and it must be a humanoid or monstrous humanoid. The harvested parts must be fresh when used.
These sashes are all indestructible.
Crafting:
The ingredients are placed into a bowl of sufficient size and an incantation of great power (no specific spell needed for this one) is cast over them. The incantation works as a spell but its DC is 60, it doesn’t use up any spell slot and rolling 20 on the check will not pass it automatically.
If the roll is failed, the ingredients are destroyed, turning into black, viscous goo of the same volume and weight, with no properties.
If the roll succeeds, the body parts gradually turn into bright energy that permeates the sash.
After 10 rounds the sash has absorbed all the energy and is enchanted, however it is about 1000 degrees Kelvin and must cool off before being worn. If, after a successful incantation, the process is interrupted, such as by kicking over the bowl and spilling out the contents, the ingredients combust from the heat in them.