Winged One
2007-06-03, 12:11 AM
Ring of Sailing
This ring gives the wearer knowledge of the ways of the sea instilled by it's creator, giving them a +5 compotence bonus to Profession(sailor) checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Profession(sailor) skill; Price 2,500 gp(52*100).
Ring of Sailing, Improved
As a ring of sailing, except it grants a +10 competence bonus on its wearer’s Profession(sailor) check.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Profession(sailor) skill; Price 10,000 gp(102*100).
Ring of Sailing, Greater
As a ring of sailing, except it grants a +20 competence bonus on its wearer’s Profession(sailor) check.
Strong transmutation; CL 17th; Forge Ring, creator must have 20 ranks in the Profession(sailor) skill; Price 40,000 gp(202*100).
Ring of Sailing, Bonded
These wooden rings are keyed to a specific ship, and are typically whittled from the spars of that ship. They function as a normal ring of sailing but only aboard the vessel it was made on. They are often issued to the crew of a particuarly fine ship to give them an edge without the risk of theft by an untrustworthy deckhand.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Profession(sailor) skill, creator must spend the entire item creation process on the keyed ship; Price 1,250 gp(52*100/2).
Third Eye Sail
This kind of third eye continually grants the wearer a +10 competence bonus on Profession(sailor) checks.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Profession(sailor); Price 10,000 gp(102*100).
Third Eye Shipmind
This kind of third eye allows the wearer to speak telepathicly with any ship that they are standing on, as the true helmsman power. It grants no other benefits of true helmsman, only the ability to speak with the ship.
Moderate clairsentience; ML 11th; Craft Universal Item, true helmsman; Price 5,000 gp(entirely ad hoc).
Rum of Luck
Actually a potent, and often faked, magical elixer, this coveted beverage gives the drinker an extra luck reroll for the day. The luck reroll fades when normal luck rerolls are gained, and is used first before normal luck rerolls. A character may only benefit from rum of luck once per day.
Moderate transmutation; CL 11th; Craft Wonderous Item, any luck feat; Price 1,000 gp(the cost of a lucky charm devided by 7).
Helm of Disguise
Often installed on notorious smuggling vessels, infamous pirate ships, and other well-known ships that often need to opperate innocuously, this ships wheel allows the captain(or another officer who knows the command word), twice per day to alter it as with a disguise ship spell. A ship can remain disguised indefinately through the use of this item as long as somebody who knows the command word is aboard, but the command word must be said exactly 12 hours after the last use of the word, making the magic prone to short, but critical, times where the vessel's true form is shown, due to it's user not knowing the exact time.
Moderate Illusion; CL 12th; Craft Wonderous Item, disguise ship; Price 34,560 gp(4*12*1800*2/5)
Helm of Disguise, Reliable
Due to a normal helm of disguise being so touchy about the command word being said at the exact time required, this version was created in order to eliminate the chance of the disguise slipping. A reliable helm of disguise is activated by either a command word or by the wheel being turned in precise ways, simmilar to a combination lock. When activated, the reliable helm produces a disguise ship effect continuously until commanded to change or stop projecting the disguise. In addition to not needing the command word constantly spoken, this also allows the ship to stay in one place, unmanned, and not be discovered until somebody either uses true seeing or interacts with the ship and saves to disbelieve the illusion.
Moderate Illusion, CL 7th, Craft Wonderous Item, disguise ship, Price 56,000 gp(4*7*2000)
This ring gives the wearer knowledge of the ways of the sea instilled by it's creator, giving them a +5 compotence bonus to Profession(sailor) checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Profession(sailor) skill; Price 2,500 gp(52*100).
Ring of Sailing, Improved
As a ring of sailing, except it grants a +10 competence bonus on its wearer’s Profession(sailor) check.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Profession(sailor) skill; Price 10,000 gp(102*100).
Ring of Sailing, Greater
As a ring of sailing, except it grants a +20 competence bonus on its wearer’s Profession(sailor) check.
Strong transmutation; CL 17th; Forge Ring, creator must have 20 ranks in the Profession(sailor) skill; Price 40,000 gp(202*100).
Ring of Sailing, Bonded
These wooden rings are keyed to a specific ship, and are typically whittled from the spars of that ship. They function as a normal ring of sailing but only aboard the vessel it was made on. They are often issued to the crew of a particuarly fine ship to give them an edge without the risk of theft by an untrustworthy deckhand.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Profession(sailor) skill, creator must spend the entire item creation process on the keyed ship; Price 1,250 gp(52*100/2).
Third Eye Sail
This kind of third eye continually grants the wearer a +10 competence bonus on Profession(sailor) checks.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Profession(sailor); Price 10,000 gp(102*100).
Third Eye Shipmind
This kind of third eye allows the wearer to speak telepathicly with any ship that they are standing on, as the true helmsman power. It grants no other benefits of true helmsman, only the ability to speak with the ship.
Moderate clairsentience; ML 11th; Craft Universal Item, true helmsman; Price 5,000 gp(entirely ad hoc).
Rum of Luck
Actually a potent, and often faked, magical elixer, this coveted beverage gives the drinker an extra luck reroll for the day. The luck reroll fades when normal luck rerolls are gained, and is used first before normal luck rerolls. A character may only benefit from rum of luck once per day.
Moderate transmutation; CL 11th; Craft Wonderous Item, any luck feat; Price 1,000 gp(the cost of a lucky charm devided by 7).
Helm of Disguise
Often installed on notorious smuggling vessels, infamous pirate ships, and other well-known ships that often need to opperate innocuously, this ships wheel allows the captain(or another officer who knows the command word), twice per day to alter it as with a disguise ship spell. A ship can remain disguised indefinately through the use of this item as long as somebody who knows the command word is aboard, but the command word must be said exactly 12 hours after the last use of the word, making the magic prone to short, but critical, times where the vessel's true form is shown, due to it's user not knowing the exact time.
Moderate Illusion; CL 12th; Craft Wonderous Item, disguise ship; Price 34,560 gp(4*12*1800*2/5)
Helm of Disguise, Reliable
Due to a normal helm of disguise being so touchy about the command word being said at the exact time required, this version was created in order to eliminate the chance of the disguise slipping. A reliable helm of disguise is activated by either a command word or by the wheel being turned in precise ways, simmilar to a combination lock. When activated, the reliable helm produces a disguise ship effect continuously until commanded to change or stop projecting the disguise. In addition to not needing the command word constantly spoken, this also allows the ship to stay in one place, unmanned, and not be discovered until somebody either uses true seeing or interacts with the ship and saves to disbelieve the illusion.
Moderate Illusion, CL 7th, Craft Wonderous Item, disguise ship, Price 56,000 gp(4*7*2000)