Ziegander
2013-12-07, 05:19 PM
SURVIVAL (WIS)
You are able to salvage items from creatures you defeat or from your surrounding area.
Salvage: After defeating certain creatures or when traveling in an area that contains special plants or materials (such as a Fire Flower Grotto or Mithril mine) you may attempt a Survival check to acquire items. The base DC of this check varies by an item's rarity. Check DC 15 for common items, 20 for uncommon items, 30 for rare items, 45 for legendary items, and 60 for unique items. This DC may increase based on the following criteria:
Salvage DC modifiers
{table=head]Conditions|
DC Modifier
Item is especially prominent|
-1 to -5
Item is especially difficult|
+1 to +5
Salvage from creature|
+½ creature's CR (rounded down)
Salvage a Vital item from a creature|
-5
Manual Dexterity (varies)|A negative Dex mod is added to the Salvage DC while a positive Dex mod is subtracted
Poor Visibility (varies)|
(see below)
--Pitch Dark|
+6
--Low-light|
+4
--Fog or Precipitation|
+2
[/table]
For every 5 points you beat the check DC you successfully salvage an additional available item with equal or lesser rarity. Failure by 4 or less indicates that your salvage attempt was unsuccessful. Failure by 5 or more means that not only was your attempt unsuccessful, you inadvertently destroyed one-third of any items available to salvage. Failing by 10 or more means that all available items are destroyed. After any unsuccessful salvage attempt you may not attempt to salvage the same creature or area until you have gained a new rank in the Survival skill.
Retry: Only if your previous attempts at salvaging have been successful, and only if there are additional items available to salvage.
Special: Salvaging items from a living creature is painful and often causes damage. Doing so without a creature's consent is always considered an Evil act. Salvaging a Vital item from a living creature always kills the creature. Salvaging a Vital item from a non-living creature, such as a Construct or Undead creature, destroys the creature.
NEW ITEMS
Aboleth Mucus
Rarity: Uncommon
Info: Aboleth Mucus is salvaged 1d4oz at a time from dead or helpless Aboleths, into jars, and becomes inert after a single use. A living Aboleth produces roughly 1oz of Aboleth Mucus per minute, and a defeated one can provide up to 20oz of Aboleth Mucus.
Effect: When applied underwater, 4oz of Aboleth Mucus expands into a cloud over the next several rounds. Any creature within the cloud that must succeed at a DC 19 Fortitude save or begin to suffocate (http://www.d20srd.org/srd/environment.htm#suffocation) for as long as they remain within the cloud. In the first round, the cloud expands to a 5ft radius. In the second, to a 10ft radius. Each round thereafter, the cloud doubles in size and the DC to avoid its effects decreases by 3. The cloud ceases to have any effect after 5 rounds.
Above water, Aboleth Mucus can be hurled 4oz at a time as a grenade-like weapon. Any creature struck directly by the mucus must succeed on a DC 19 Fortitude save or begin to suffocate for as long as 1d6×10 minutes. When used above water, Aboleth Mucus can be rinsed off with at least a pint of water as a standard action or burned off with 1 or more fire damage (Knowledge (Dungeoneering) DC 15 to know this fact). Using a torch to burn off the mucus is a standard action.
Market Price: 150gp/oz
Adamantite
Rarity: Rare
Info: Adamantite is salvaged 1d10lbs at a time, and produces half as much Adamantine when properly smelted (Craft (Blacksmithing) DC 20).
Effect: Adamantite is the rare ore from which Adamantine is made. This ore is found in remote caves and requires a pickaxe to salvage. A character with 5 or more ranks in Profession (Miner) gains a +2 bonus to Survival checks made to salvage Adamantite. A character with a set of Masterwork Tools also receives a +2 bonus to such checks.
Market Price: 500gp/lb
Admixture Core (Vital)
Rarity: Rare
Info: A single Admixture Core can be salvaged from any dead or helpless creature with two or more elemental subtypes (Cold, Electricity, Fire, etc).
Effect: These cores can be used as a grenade-like weapon with a splash radius equal to 5ft per two HD of the creature they were salvaged from (minimum 5ft). For each elemental subtype the creature possessed, its Admixture Core deals 1d6 energy damage/HD of the type that matches its subtype (half that to creatures in the splash radius). A creature struck directly by the core is not entitled to a save to reduce the damage, but creatures in the splash radius may attempt a Reflex save (DC 10 + 1/2 the creature's HD + the creature's Con mod) to halve the damage.
Market Price: Two Subtypes 250gp/HD, Three Subtypes 500gp/HD, Four Subtypes 1000gp/HD
Amber
Rarity: Rare
Info: Amber is a very rare item salvaged 1oz at a time only from ancient trees in remote locations. The DC to salvage Amber is 5 higher than normal even in heavily wooded areas. A single living tree might produce 1oz of Amber every 100 years. To salvage Amber the tree must be cut to the heartwood, requiring a successful Knowledge (Nature) check DC 30 to avoid killing the tree. An especially well-preserved petrified tree can contain up to 1d100 oz of Amber.
Effect: None.
Market Price: 50gp/oz.
Anarchic Core (Vital)
Rarity: Legendary
Info: A single Anarchic Core can be salvaged from any dead or helpless Outsider with the Chaotic subtype. Salvaging the core from a living creature always kills it.
Effect: A chaotic creature holding an Anarchic Core gains 5 temporary hit points and a +1 morale bonus to skill and ability checks as well as attack rolls and saving throws for every four HD of the creature the core was salvaged from. Furthermore, if the creature casts spells, it gains extra spell slots as if it were one level higher for every four HD of the creature the core was salvaged from. These bonuses do not stack if a creature holds more than one such core, only the highest apply. A creature can only gain extra spell slots in this manner once each day, and cannot continually gain more spell slots by dropping and subsequently picking back up an Anarchic Core. A chaotic creature may gain higher level spell slots than spells he is able to cast. He may use these spells to cast lower level spells as normal, but does not gain any special ability to cast higher level spells than he ordinarily would be able to.
A lawful creature, on the other hand, suffers one temporary negative level per four HD of the creature the core was salvaged from, as long as it remains in contact with the core.
An Anarchic Core may be detonated as a standard action. This results in a blast of raw, chaos energy in a radius equal 5ft × ½ the number of HD of the creature the core was salvaged from. This deals 1d6 magical damage to each creature within the radius per four HD of the creature the core was salvaged from. Each such creature must succeed on a Will save (DC 10 + ½ the creature's HD + the creature's Cha mod). A non-lawful creature that fails this save is Confused for 1 round per HD of the creature the core was salvaged from. A lawful creature that fails this save is Confused for the same period of time and also suffers one non-temporary negative level per four HD of the creature the core was salvaged from. Creatures with the Chaotic subtype are immune to these effects.
Market Price: 8,000gp for 4+ HD, 20,000gp for 8+ HD, 50,000gp for 12+ HD, 125,000gp for 16+ HD, and 312,500gp for 20+ HD (and so on).
Angel Feather
Rarity: Uncommon
Info: Normally, when an Outsider is defeated its body disappears back to its native plane, but occasionally something is left behind. A slain Angel has a 20% chance to leave behind up to 1d10 Angel Feathers upon defeat. More rarely, a living Angel may give a single Angel Feather to another creature as a gift or token of friendship.
Effect: An Angel Feather's effect varies. If obtained from an Angel with less than 5 HD, the feather has no effect. If obtained from an Angel with at least 5 HD, the feather can be worn to produce a constant Aid effect, as the spell. If obtained from an Angel with at least 10 HD, the feather can be consumed to produce a Revivify effect, as the spell (and automatically will be consumed to target its wearer if its wearer is slain). If obtained from an Angel with at least 20 HD, the feather can be consumed to produce a True Resurrection effect, as the spell, though the remains must be intact and within reach (the feather will automatically be consumed to target its wearer if its wearer is slain).
Market Price: No effect, 100gp; Aid effect, 500gp; Revivify effect, 4,000gp; True Resurrection effect, 32,000gp.
Angelfire
Rarity: Rare
Info: Angelfire is a luminescent, oil-like substance that can be salvaged 1oz at a time only from the blood of creatures with both the Fire and Good subtypes. Roughly 1oz can be safely salvaged from a living creature per day through a ritual requiring 5 ranks in Knowledge (The Planes) 8 ranks in Heal and a DC 30 Heal check, while up to 1d6 oz can be salvaged from a slain creature.
Effect: 1oz of Angelfire can be spread on a weapon to imbue it with elemental power for 1d4 hours, making all damage dealt by the weapon Good-aligned and granting it the Flaming property. Against all evil creatures, the extra fire damage increases to 1d10, half of which is pure holy power and not subject to fire resistance.
Market Price: 1250gp/oz.
Ankheg Egg
Rarity: Uncommon
Info: These eggs, roughly twice the size of a chicken's egg, can be salvaged from female Ankhegs (Knowledge (Arcane) DC 18 to know which from which) once every 3 months. A pregnant female Ankheg will lay up to 1d6 eggs. Any slain Ankheg has a 20% chance to be a pregnant female. Salvaging eggs from a living female is not considered an Evil act and does not require a skill check, though salvaging from a dead Ankheg is difficult and must be done one egg at a time, using the Survival skill.
Effect: Eating an uncooked Ankheg Egg, though disgusting, provides the nourishment of a full meal and grants the eater Resistance to Acid 5 for 1 hour. However, the eater must succeed on a DC 14 Fortitude save to avoid being Sickened for 1d3×10 minutes. Otherwise, if left to hatch, a full-grown Ankheg can be reared and trained within a year or so.
Market Price: 300gp.
Axiomatic Core (Vital)
Rarity: Legendary
Info: A single Axiomatic Core can be salvaged from any dead or helpless Outsider with the Lawful subtype. Salvaging the core from a living creature always kills it.
Effect: A lawful creature holding an Axiomatic Core gains 5 temporary hit points and a +1 morale bonus to skill and ability checks as well as attack rolls and saving throws for every four HD of the creature the core was salvaged from. Furthermore, if the creature casts spells, it gains extra spell slots as if it were one level higher for every four HD of the creature the core was salvaged from. These bonuses do not stack if a creature holds more than one such core, only the highest apply. A creature can only gain extra spell slots in this manner once each day, and cannot continually gain more spell slots by dropping and subsequently picking back up an Axiomatic Core. A lawful creature may gain higher level spell slots than spells he is able to cast. He may use these spells to cast lower level spells as normal, but does not gain any special ability to cast higher level spells than he ordinarily would be able to.
A chaotic creature, on the other hand, suffers one temporary negative level per four HD of the creature the core was salvaged from, as long as it remains in contact with the core.
An Axiomatic Core may be detonated as a standard action. This results in a blast of raw lawful energy in a radius equal 5ft × ½ the number of HD of the creature the core was salvaged from. This deals 1d6 damage to each creature within the radius per four HD of the creature the core was salvaged from. Each such creature must succeed on a Will save (DC 10 + ½ the creature's HD + the creature's Cha mod). A non-chaotic creature that fails this save is Dazed for 1 round per HD of the creature the core was salvaged from. A chaotic creature that fails this save is Dazed for the same period of time and also suffers one non-temporary negative level per four HD of the creature the core was salvaged from. Creatures with the lawful subtype are immune to these effects.
Market Price: 8,000gp for 4+ HD, 20,000gp for 8+ HD, 50,000gp for 12+ HD, 125,000gp for 16+ HD, and 312,500gp for 20+ HD (and so on).
Zombie Brain (Vital)
Rarity: Common
Info: A single Zombie Brain can be salvaged from any Zombie with a head.
Effect: When a Zombie Brain is consumed by a living creature (can be rushed as a full-round action), that creature must make a Will save (DC 10 + HD of the Zombie the brain was salvaged from) or gain the effects of a Barbarian's Rage for a number of rounds equal to 3 + his or her newly modified Constitution modifier (he or she may voluntarily fail this save). For the duration, the effected creature cannot speak, cannot cast spells, and cannot concentrate, and attacks the nearest creature at the beginning of its turns, regardless of friend or foe. After the Rage expires, the effected creature is Fatigued for the rest of the encounter and must succeed on a second Will save (DC 10 + HD of the Zombie) or be Shaken and Exhausted from the traumatic experience until he or she is able to get at least 1 hour of rest. Consuming a Zombie Brain does not provide a living creature any sustenance, but if eaten by an Undead creature, that creature regains 1 hit point per HD of the Zombie the brain was originally salvaged from.
Market Price: 300 GP.
...And more to come! Designing items like this is exhausting!
Item
Rarity:
Info:
Effect:
Market Price:
A
Animus Corpus, Astral Essence, Automata Gear
B
Balefire, Balor Nimbus, Beast Claw, Beast Fang, Beast Flesh, Beast Pelt, Black Fang, Black Vulcan
C
Chalcedony, Concussive Force, Copper Ore, Corrosive Jelly, Crocodile Tears
D
Demon Fang, Demon Heart, Devil Claw, Devil Heart, Dragon Bile, Dragon Blood, Dragon Bone, Dragon Claw, Dragon Fang, Dragon Flesh, Dragon Heart, Dragonscale, Dragon Skull, Dragon Wing, Dryad Bark, Dryad Blossom
E
Ectoplasm, Ether
F
Fardeep Filth, Fish Scales, Flare Core, Frost Core
G
Galvanic Core, Giant's Tooth, Glacial Core, Gold Ore, Golden Ice, Gorgon's Eye
H
Hag Eye, Hard Case, Hoarfrost
I
Infernal Ash, Iron Ore
K
Kraken Shell
L
Lifebolt, Lizardskin
M
Magewright Core, Magical Clay, Mithril Ore, Momento Mori
N
Necrotic Bile, Necrotic Claw, Necrotic Flesh, Nectar, Nymph's Flesh, Nymph's Heart
O
Ocean's Core, Orichalcon
P
Phoenix Pinion, Phylactery, Plasma Core, Platinum Ore, Poison Fang
R
Radiant Core, Rainbow Scales, Royal Jelly
S
Screechbox, Silver Ore, Slime Jelly, Soft Stone, Solar Corona, Sonic Boom, Sorcerer's Stone, Stardust, Storm Core
T
Tentacle, Terra Core
U
Umbral Core, Unicorn Horn
V
Vampire Fang, Vampire Wing
W
Weretooth
Z
Zephyr Core
You are able to salvage items from creatures you defeat or from your surrounding area.
Salvage: After defeating certain creatures or when traveling in an area that contains special plants or materials (such as a Fire Flower Grotto or Mithril mine) you may attempt a Survival check to acquire items. The base DC of this check varies by an item's rarity. Check DC 15 for common items, 20 for uncommon items, 30 for rare items, 45 for legendary items, and 60 for unique items. This DC may increase based on the following criteria:
Salvage DC modifiers
{table=head]Conditions|
DC Modifier
Item is especially prominent|
-1 to -5
Item is especially difficult|
+1 to +5
Salvage from creature|
+½ creature's CR (rounded down)
Salvage a Vital item from a creature|
-5
Manual Dexterity (varies)|A negative Dex mod is added to the Salvage DC while a positive Dex mod is subtracted
Poor Visibility (varies)|
(see below)
--Pitch Dark|
+6
--Low-light|
+4
--Fog or Precipitation|
+2
[/table]
For every 5 points you beat the check DC you successfully salvage an additional available item with equal or lesser rarity. Failure by 4 or less indicates that your salvage attempt was unsuccessful. Failure by 5 or more means that not only was your attempt unsuccessful, you inadvertently destroyed one-third of any items available to salvage. Failing by 10 or more means that all available items are destroyed. After any unsuccessful salvage attempt you may not attempt to salvage the same creature or area until you have gained a new rank in the Survival skill.
Retry: Only if your previous attempts at salvaging have been successful, and only if there are additional items available to salvage.
Special: Salvaging items from a living creature is painful and often causes damage. Doing so without a creature's consent is always considered an Evil act. Salvaging a Vital item from a living creature always kills the creature. Salvaging a Vital item from a non-living creature, such as a Construct or Undead creature, destroys the creature.
NEW ITEMS
Aboleth Mucus
Rarity: Uncommon
Info: Aboleth Mucus is salvaged 1d4oz at a time from dead or helpless Aboleths, into jars, and becomes inert after a single use. A living Aboleth produces roughly 1oz of Aboleth Mucus per minute, and a defeated one can provide up to 20oz of Aboleth Mucus.
Effect: When applied underwater, 4oz of Aboleth Mucus expands into a cloud over the next several rounds. Any creature within the cloud that must succeed at a DC 19 Fortitude save or begin to suffocate (http://www.d20srd.org/srd/environment.htm#suffocation) for as long as they remain within the cloud. In the first round, the cloud expands to a 5ft radius. In the second, to a 10ft radius. Each round thereafter, the cloud doubles in size and the DC to avoid its effects decreases by 3. The cloud ceases to have any effect after 5 rounds.
Above water, Aboleth Mucus can be hurled 4oz at a time as a grenade-like weapon. Any creature struck directly by the mucus must succeed on a DC 19 Fortitude save or begin to suffocate for as long as 1d6×10 minutes. When used above water, Aboleth Mucus can be rinsed off with at least a pint of water as a standard action or burned off with 1 or more fire damage (Knowledge (Dungeoneering) DC 15 to know this fact). Using a torch to burn off the mucus is a standard action.
Market Price: 150gp/oz
Adamantite
Rarity: Rare
Info: Adamantite is salvaged 1d10lbs at a time, and produces half as much Adamantine when properly smelted (Craft (Blacksmithing) DC 20).
Effect: Adamantite is the rare ore from which Adamantine is made. This ore is found in remote caves and requires a pickaxe to salvage. A character with 5 or more ranks in Profession (Miner) gains a +2 bonus to Survival checks made to salvage Adamantite. A character with a set of Masterwork Tools also receives a +2 bonus to such checks.
Market Price: 500gp/lb
Admixture Core (Vital)
Rarity: Rare
Info: A single Admixture Core can be salvaged from any dead or helpless creature with two or more elemental subtypes (Cold, Electricity, Fire, etc).
Effect: These cores can be used as a grenade-like weapon with a splash radius equal to 5ft per two HD of the creature they were salvaged from (minimum 5ft). For each elemental subtype the creature possessed, its Admixture Core deals 1d6 energy damage/HD of the type that matches its subtype (half that to creatures in the splash radius). A creature struck directly by the core is not entitled to a save to reduce the damage, but creatures in the splash radius may attempt a Reflex save (DC 10 + 1/2 the creature's HD + the creature's Con mod) to halve the damage.
Market Price: Two Subtypes 250gp/HD, Three Subtypes 500gp/HD, Four Subtypes 1000gp/HD
Amber
Rarity: Rare
Info: Amber is a very rare item salvaged 1oz at a time only from ancient trees in remote locations. The DC to salvage Amber is 5 higher than normal even in heavily wooded areas. A single living tree might produce 1oz of Amber every 100 years. To salvage Amber the tree must be cut to the heartwood, requiring a successful Knowledge (Nature) check DC 30 to avoid killing the tree. An especially well-preserved petrified tree can contain up to 1d100 oz of Amber.
Effect: None.
Market Price: 50gp/oz.
Anarchic Core (Vital)
Rarity: Legendary
Info: A single Anarchic Core can be salvaged from any dead or helpless Outsider with the Chaotic subtype. Salvaging the core from a living creature always kills it.
Effect: A chaotic creature holding an Anarchic Core gains 5 temporary hit points and a +1 morale bonus to skill and ability checks as well as attack rolls and saving throws for every four HD of the creature the core was salvaged from. Furthermore, if the creature casts spells, it gains extra spell slots as if it were one level higher for every four HD of the creature the core was salvaged from. These bonuses do not stack if a creature holds more than one such core, only the highest apply. A creature can only gain extra spell slots in this manner once each day, and cannot continually gain more spell slots by dropping and subsequently picking back up an Anarchic Core. A chaotic creature may gain higher level spell slots than spells he is able to cast. He may use these spells to cast lower level spells as normal, but does not gain any special ability to cast higher level spells than he ordinarily would be able to.
A lawful creature, on the other hand, suffers one temporary negative level per four HD of the creature the core was salvaged from, as long as it remains in contact with the core.
An Anarchic Core may be detonated as a standard action. This results in a blast of raw, chaos energy in a radius equal 5ft × ½ the number of HD of the creature the core was salvaged from. This deals 1d6 magical damage to each creature within the radius per four HD of the creature the core was salvaged from. Each such creature must succeed on a Will save (DC 10 + ½ the creature's HD + the creature's Cha mod). A non-lawful creature that fails this save is Confused for 1 round per HD of the creature the core was salvaged from. A lawful creature that fails this save is Confused for the same period of time and also suffers one non-temporary negative level per four HD of the creature the core was salvaged from. Creatures with the Chaotic subtype are immune to these effects.
Market Price: 8,000gp for 4+ HD, 20,000gp for 8+ HD, 50,000gp for 12+ HD, 125,000gp for 16+ HD, and 312,500gp for 20+ HD (and so on).
Angel Feather
Rarity: Uncommon
Info: Normally, when an Outsider is defeated its body disappears back to its native plane, but occasionally something is left behind. A slain Angel has a 20% chance to leave behind up to 1d10 Angel Feathers upon defeat. More rarely, a living Angel may give a single Angel Feather to another creature as a gift or token of friendship.
Effect: An Angel Feather's effect varies. If obtained from an Angel with less than 5 HD, the feather has no effect. If obtained from an Angel with at least 5 HD, the feather can be worn to produce a constant Aid effect, as the spell. If obtained from an Angel with at least 10 HD, the feather can be consumed to produce a Revivify effect, as the spell (and automatically will be consumed to target its wearer if its wearer is slain). If obtained from an Angel with at least 20 HD, the feather can be consumed to produce a True Resurrection effect, as the spell, though the remains must be intact and within reach (the feather will automatically be consumed to target its wearer if its wearer is slain).
Market Price: No effect, 100gp; Aid effect, 500gp; Revivify effect, 4,000gp; True Resurrection effect, 32,000gp.
Angelfire
Rarity: Rare
Info: Angelfire is a luminescent, oil-like substance that can be salvaged 1oz at a time only from the blood of creatures with both the Fire and Good subtypes. Roughly 1oz can be safely salvaged from a living creature per day through a ritual requiring 5 ranks in Knowledge (The Planes) 8 ranks in Heal and a DC 30 Heal check, while up to 1d6 oz can be salvaged from a slain creature.
Effect: 1oz of Angelfire can be spread on a weapon to imbue it with elemental power for 1d4 hours, making all damage dealt by the weapon Good-aligned and granting it the Flaming property. Against all evil creatures, the extra fire damage increases to 1d10, half of which is pure holy power and not subject to fire resistance.
Market Price: 1250gp/oz.
Ankheg Egg
Rarity: Uncommon
Info: These eggs, roughly twice the size of a chicken's egg, can be salvaged from female Ankhegs (Knowledge (Arcane) DC 18 to know which from which) once every 3 months. A pregnant female Ankheg will lay up to 1d6 eggs. Any slain Ankheg has a 20% chance to be a pregnant female. Salvaging eggs from a living female is not considered an Evil act and does not require a skill check, though salvaging from a dead Ankheg is difficult and must be done one egg at a time, using the Survival skill.
Effect: Eating an uncooked Ankheg Egg, though disgusting, provides the nourishment of a full meal and grants the eater Resistance to Acid 5 for 1 hour. However, the eater must succeed on a DC 14 Fortitude save to avoid being Sickened for 1d3×10 minutes. Otherwise, if left to hatch, a full-grown Ankheg can be reared and trained within a year or so.
Market Price: 300gp.
Axiomatic Core (Vital)
Rarity: Legendary
Info: A single Axiomatic Core can be salvaged from any dead or helpless Outsider with the Lawful subtype. Salvaging the core from a living creature always kills it.
Effect: A lawful creature holding an Axiomatic Core gains 5 temporary hit points and a +1 morale bonus to skill and ability checks as well as attack rolls and saving throws for every four HD of the creature the core was salvaged from. Furthermore, if the creature casts spells, it gains extra spell slots as if it were one level higher for every four HD of the creature the core was salvaged from. These bonuses do not stack if a creature holds more than one such core, only the highest apply. A creature can only gain extra spell slots in this manner once each day, and cannot continually gain more spell slots by dropping and subsequently picking back up an Axiomatic Core. A lawful creature may gain higher level spell slots than spells he is able to cast. He may use these spells to cast lower level spells as normal, but does not gain any special ability to cast higher level spells than he ordinarily would be able to.
A chaotic creature, on the other hand, suffers one temporary negative level per four HD of the creature the core was salvaged from, as long as it remains in contact with the core.
An Axiomatic Core may be detonated as a standard action. This results in a blast of raw lawful energy in a radius equal 5ft × ½ the number of HD of the creature the core was salvaged from. This deals 1d6 damage to each creature within the radius per four HD of the creature the core was salvaged from. Each such creature must succeed on a Will save (DC 10 + ½ the creature's HD + the creature's Cha mod). A non-chaotic creature that fails this save is Dazed for 1 round per HD of the creature the core was salvaged from. A chaotic creature that fails this save is Dazed for the same period of time and also suffers one non-temporary negative level per four HD of the creature the core was salvaged from. Creatures with the lawful subtype are immune to these effects.
Market Price: 8,000gp for 4+ HD, 20,000gp for 8+ HD, 50,000gp for 12+ HD, 125,000gp for 16+ HD, and 312,500gp for 20+ HD (and so on).
Zombie Brain (Vital)
Rarity: Common
Info: A single Zombie Brain can be salvaged from any Zombie with a head.
Effect: When a Zombie Brain is consumed by a living creature (can be rushed as a full-round action), that creature must make a Will save (DC 10 + HD of the Zombie the brain was salvaged from) or gain the effects of a Barbarian's Rage for a number of rounds equal to 3 + his or her newly modified Constitution modifier (he or she may voluntarily fail this save). For the duration, the effected creature cannot speak, cannot cast spells, and cannot concentrate, and attacks the nearest creature at the beginning of its turns, regardless of friend or foe. After the Rage expires, the effected creature is Fatigued for the rest of the encounter and must succeed on a second Will save (DC 10 + HD of the Zombie) or be Shaken and Exhausted from the traumatic experience until he or she is able to get at least 1 hour of rest. Consuming a Zombie Brain does not provide a living creature any sustenance, but if eaten by an Undead creature, that creature regains 1 hit point per HD of the Zombie the brain was originally salvaged from.
Market Price: 300 GP.
...And more to come! Designing items like this is exhausting!
Item
Rarity:
Info:
Effect:
Market Price:
A
Animus Corpus, Astral Essence, Automata Gear
B
Balefire, Balor Nimbus, Beast Claw, Beast Fang, Beast Flesh, Beast Pelt, Black Fang, Black Vulcan
C
Chalcedony, Concussive Force, Copper Ore, Corrosive Jelly, Crocodile Tears
D
Demon Fang, Demon Heart, Devil Claw, Devil Heart, Dragon Bile, Dragon Blood, Dragon Bone, Dragon Claw, Dragon Fang, Dragon Flesh, Dragon Heart, Dragonscale, Dragon Skull, Dragon Wing, Dryad Bark, Dryad Blossom
E
Ectoplasm, Ether
F
Fardeep Filth, Fish Scales, Flare Core, Frost Core
G
Galvanic Core, Giant's Tooth, Glacial Core, Gold Ore, Golden Ice, Gorgon's Eye
H
Hag Eye, Hard Case, Hoarfrost
I
Infernal Ash, Iron Ore
K
Kraken Shell
L
Lifebolt, Lizardskin
M
Magewright Core, Magical Clay, Mithril Ore, Momento Mori
N
Necrotic Bile, Necrotic Claw, Necrotic Flesh, Nectar, Nymph's Flesh, Nymph's Heart
O
Ocean's Core, Orichalcon
P
Phoenix Pinion, Phylactery, Plasma Core, Platinum Ore, Poison Fang
R
Radiant Core, Rainbow Scales, Royal Jelly
S
Screechbox, Silver Ore, Slime Jelly, Soft Stone, Solar Corona, Sonic Boom, Sorcerer's Stone, Stardust, Storm Core
T
Tentacle, Terra Core
U
Umbral Core, Unicorn Horn
V
Vampire Fang, Vampire Wing
W
Weretooth
Z
Zephyr Core