JackRackham
2013-07-06, 10:35 PM
I'm DMing a very nonstandard campaign here, so the MiC is out the window and I'm making some items completely outside the magic item creation guidelines. I'm still, however, using existing item prices and creation rules as a guide. With that in mind, here are some items I've already priced and a couple I'm stuck on. I'm hoping for suggestions on the latter, critiques on the former if I've missed something. If anyone has ideas for some cool magic items, I'll take those as well (I'm looking for interesting/versatile over powerful. I want items that are flavorful and/or encourage players to think outside the box.) I'll be adding things as I go.
*Corpse grafts: these are body parts that can be grafted onto living bodies for some benefit. There can be side effects (10% chance), but the benefits are not subject to dispelling.
- Drow eyes: 350gp + 2,500 installation fee per eye. These grant a drow's dark vision. Possible penalty to spot checks (-2).
- Ogre/Orc hands: 200gp+2,500 installation/hand. Grant ability to wield large/medium weapons. Possible penalty to Dex (-1).
- Eagle wings: 20,000+40,000 installation/set. Grants ability to fly. If anyone has a suggested side effect, or a suitably winged sapient donor (this setting is supposed to be just awful), that'd be awesome.
- Kobold teeth: 200+1,000gp installation/set. I'm not in live with Kobolds as the donor. I'm open to suggestion. Bonus if I can figure out a small and medium donor. These teeth cause near constant pain in humans and Demi-humans. Concentration penalty (-2)?
- Monkey Tail. This is the one I'm stuck on. This is a prehensile tail. What would a single extra hand (basically) be worth to you? I may limit the tail to a set STR and DEX score (8-10 STR? 12-14 DEX?).
Magic Items:
- Bread Stones: 300 gp. A bag yielding 20 1/2-inch diameter breadcrumbs/day. Once consumed, crumbs expand to 4-inch diameter stones weighing 50lbs apiece. The intended use is to catch birds, fish and rabbits for the night's meal. But I expect a player might find other uses.
- Grasshopper pendant: +35 to Jump check 1x/day (and no dmg on landing).
- Lord Vega's Lucky Dice: (3,000gp?) Two gilded six-sided dice. When rolled, the first die determines whom is summoned. Summons are former owners of the dice, trapped inside. The second determines the summons' disposition towards the party. An even number yields a loyal ally. An odd number yields a mortal enemy (of the dice's owner). The party is level five, so when I get home I'll put together a list of ECL 3-8 characters.
The dice want to be rolled, as those trapped inside wish to live once more. Once the dice have been used, the owner must pass a will save DC 10 + the number of times he's used the dice to resist rolling them in any encounter. If the owner tries to rid himself of the dice once he's held them in his hand, the dice will reappear in his pocket with 1d4 hours. Destroying the dice requires casting break enchantment on them and destroying as normal. If a summons kills its master, he disappears with all gear, trapped inside the dice. He can be brought back by rolling the dice until he is summoned, then destroying the dice before the summons is expired. The summons will try to prevent the dice' destruction. The new owner musty pass a will save DC 13+ level of summons, or try to prevent destruction of dice.
- Squeak ball: Bounces floor, to wall, to ceiling (etc, depending on throw) unendingly, squeaking on contact, until it hits a living creature. Does no damage (unless someone thinks to put exotics runes or something on it). 500gp.
- Magic Mouse: Seeks open air and/or safety, leaving tracks visible to its owner. Returns to pocket every night. 1,000gp.
Magic Weapons
-Aldwin's Curse: A black Maul with strange (abyssal) runes on the shaft and smiling demons at both ends of the head. This maul grants 2d6 negative energy damage per level of a sacrificed spell slot. As the name (and description) imply, however, it is cursed. This item will have no price (it will be found). I want to give the weapon a mechanical means of influencing the player towards evil, but without forcing it on him (ie, no dominate; eventually he'd surely fail his will save). I'm stumped as to how to pull this off.
*Corpse grafts: these are body parts that can be grafted onto living bodies for some benefit. There can be side effects (10% chance), but the benefits are not subject to dispelling.
- Drow eyes: 350gp + 2,500 installation fee per eye. These grant a drow's dark vision. Possible penalty to spot checks (-2).
- Ogre/Orc hands: 200gp+2,500 installation/hand. Grant ability to wield large/medium weapons. Possible penalty to Dex (-1).
- Eagle wings: 20,000+40,000 installation/set. Grants ability to fly. If anyone has a suggested side effect, or a suitably winged sapient donor (this setting is supposed to be just awful), that'd be awesome.
- Kobold teeth: 200+1,000gp installation/set. I'm not in live with Kobolds as the donor. I'm open to suggestion. Bonus if I can figure out a small and medium donor. These teeth cause near constant pain in humans and Demi-humans. Concentration penalty (-2)?
- Monkey Tail. This is the one I'm stuck on. This is a prehensile tail. What would a single extra hand (basically) be worth to you? I may limit the tail to a set STR and DEX score (8-10 STR? 12-14 DEX?).
Magic Items:
- Bread Stones: 300 gp. A bag yielding 20 1/2-inch diameter breadcrumbs/day. Once consumed, crumbs expand to 4-inch diameter stones weighing 50lbs apiece. The intended use is to catch birds, fish and rabbits for the night's meal. But I expect a player might find other uses.
- Grasshopper pendant: +35 to Jump check 1x/day (and no dmg on landing).
- Lord Vega's Lucky Dice: (3,000gp?) Two gilded six-sided dice. When rolled, the first die determines whom is summoned. Summons are former owners of the dice, trapped inside. The second determines the summons' disposition towards the party. An even number yields a loyal ally. An odd number yields a mortal enemy (of the dice's owner). The party is level five, so when I get home I'll put together a list of ECL 3-8 characters.
The dice want to be rolled, as those trapped inside wish to live once more. Once the dice have been used, the owner must pass a will save DC 10 + the number of times he's used the dice to resist rolling them in any encounter. If the owner tries to rid himself of the dice once he's held them in his hand, the dice will reappear in his pocket with 1d4 hours. Destroying the dice requires casting break enchantment on them and destroying as normal. If a summons kills its master, he disappears with all gear, trapped inside the dice. He can be brought back by rolling the dice until he is summoned, then destroying the dice before the summons is expired. The summons will try to prevent the dice' destruction. The new owner musty pass a will save DC 13+ level of summons, or try to prevent destruction of dice.
- Squeak ball: Bounces floor, to wall, to ceiling (etc, depending on throw) unendingly, squeaking on contact, until it hits a living creature. Does no damage (unless someone thinks to put exotics runes or something on it). 500gp.
- Magic Mouse: Seeks open air and/or safety, leaving tracks visible to its owner. Returns to pocket every night. 1,000gp.
Magic Weapons
-Aldwin's Curse: A black Maul with strange (abyssal) runes on the shaft and smiling demons at both ends of the head. This maul grants 2d6 negative energy damage per level of a sacrificed spell slot. As the name (and description) imply, however, it is cursed. This item will have no price (it will be found). I want to give the weapon a mechanical means of influencing the player towards evil, but without forcing it on him (ie, no dominate; eventually he'd surely fail his will save). I'm stumped as to how to pull this off.