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View Full Version : Pathfinder Some DotA-inspired Items [PEACH]



InfinityArts
2015-11-28, 10:04 PM
Ello friends. I made up some items for an ongoing PF campaign I'm running, hoping to get some honest feedback on their usefulness/pricing. I'm using material from Pathfinder core and Dreamscarred Press (psionics).

And yes, they're dota-inspired.


Aura moderate abjuration [faint]; CL 7th
Slot shield; Price 34,459 gp; Weight 7 lbs.

DESCRIPTION

This +1 rallying quickdraw light steel shield is brightly polished. When wielded by a valiant creature, an insignia or crest is emblazoned upon the surface. This depiction is can be chosen by the creature, though it is always glorious and detailed. The Vanguard protects those who would protect others, granting the wielder DR 10/adamantine whenever she enters combat, this damage reduction lasts until 150 points of damage has been absorbed, or an ally of the wielder is physically damaged, whichever comes first.

CONSTRUCTION

Requirements: Craft Magic Arms and Armor, remove fear, stoneskin; Cost 17,334 gp



Aura faint abjuration [faint]; CL 3rd
Slot neck; Price 14,000 gp (+1), 28,000 gp (+2), 46,000 gp (+3), 68,000 gp (+4), 94,000 gp (+5); Weight -

DESCRIPTION

This golden medallion is crafted in the shape of a lion's head, with eyes shut and mouth closed. Originating from the cult of the Red Sun, these rare medallions give strength to those that would stand against impossible odds. In combat, the lion's eyes light up to reveal two refined Vermillion crystals, which radiate a protective red light, granting its wearer a +1 to +5, depending on the type of amulet, deflection bonus to her AC. This bonus is doubled if there are more enemies than allies within sight. By uttering the command words "sof izh" (curse you) as a swift action, the wearer can forfeit all her bonus from the amulet to apply an equivalent debuff on a single enemy within 30 feet, this debuff applies only to armor enhancements granted by size, armor, or natural armor and lasts for a number of rounds equal to the enhancement bonus of the amulet. The medallion releases a great roar when the command word is uttered, and all enemies within 30 feet must make a DC 11, 14, 17, 20, or 23 Will save (for +1 to +5 medallions, respectively) or be shaken for the duration of the armor reduction.

CONSTRUCTION

Requirements: Craft Wondrous Item, heroism, shield, creator's caster level must be at least three times the medallion's enhancement bonus; Cost 7,000 gp (+1), 14,000 gp (+2), 23,000 gp (+3), 34,000 gp (+4), 47,000 gp (+5)



Aura evocation [faint (+1-3), moderate (+4-6), strong (+7-9)]; CL 9th
Slot hands; Price 1,200 gp (+1), 7,200 gp (+2), 18,000 gp (+3), 33,600 gp (+4), 43,200 gp (+5), 52,800 gp (+6), 78,000 gp (+7), 90,000 gp (+8), 102,000 gp (+9); Weight 5 lbs.

DESCRIPTION

A lesser scepter duplicated time and time again, and with good reason. Simple in design, the single magicite crystal at the tip of this rod facilitates the conversion of raw magical energy into destructive power. Three times per day, the wielder of the Rod of Dagon can convert a prepared spell or spell-per-day into a bolt of energy that deals 2d4 points of damage to a target per level of the rod, this energy automatically hits the target and bypasses all energy resistance, though spell resistance may still defeat it. +1 to +3 Rods of Dagon convert 1st- to 3rd-level spells, respectively. +4 to +6 Rods of Dagon convert 4-th level spells, and +7 to +9 Rods of Dagon convert 5th level spells. The maximum range of a Rod of Dagon's energy bursts is equal to 10ft + 10ft for each level of the rod, i.e. a Rod of Dagon +5 has a range of 60ft.

CONSTRUCTION

Requirements Craft Rod, admonishing ray, scorching ray, caster must be able to cast spells of level equal to enhancement bonus; Cost 900 gp (+1), 3,600 gp (+2), 9,000 gp (+3), 16,800 gp (+4), 21,600 gp (+5), 26,400 gp (+6), 39,000 gp (+7), 45,000 gp (+8), 51,000 gp (+9)


Left Wing
Aura: moderate transmutation [moderate]; CL 8th
Slot: weapon; Price 36,320 gp; Weight 1 lb.

DESCRIPTION

The preferred weapon of a secretive order of all-female assassins, the hilt of this +2 linked striking keen butterfly knife is adorned with the left-half of a pair of butterfly wings colored green. One part of a pair of weapons, the left Wing dances to mesmerize its enemies. The left Butterfly Wing grants its wielder the Butterfly Sting feat. However, she may only transfer the confirmed critical hit to the right-handed Butterfly Wing.

Those in possession of both the left and right butterfly wings can join the weapons together at the handle, forming a twinblade. The handles overlap, forming a whole butterfly. This extends both blades by 2 feet, though it does not add weight to the weapon or make it any more difficult to wield. In addition to retaining the individual weapons' special abilities in this form, the deadly dance of the The Butterfly in motion grants its wielder partial concealment (20% miss chance) on any round she makes a full-attack action.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, keen, caster level 12th; Cost 18,320 gp

Right Wing

Aura moderate transmutation [moderate]; CL 8th
Slot weapon; Price 36,320 gp; Weight 1 lbs

DESCRIPTION

The preferred weapon of a secretive order of all-female assassins, the hilt of this +1 linked striking collision butterfly knife is adorned with the right-half of a pair of butterfly wings colored green. One part of a pair of weapons, the right Wing strikes true and sure. The right Butterfly Wing has a critical of x3 instead of the standard 19-20/x2.

Those in possession of both the left and right butterfly wings can join the weapons together at the handle, forming a twinblade. The handles overlap, forming a whole butterfly. This extends both blades by 2 feet, though it does not add weight to the weapon or make it any more difficult to wield. In addition to retaining the individual weapons' special abilities in this form, the deadly dance of the The Butterfly in motion grants its wielder partial concealment (20% miss chance) on any round she makes a full-attack action.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, keen, caster level 12th; Cost 18,320 gp



Aura moderate divination [moderate]; CL 5th
Slot eyes; Price 38,000 gp; Weight -

DESCRIPTION

The lenses of this daunting pair of goggles are in fact two perfectly cut rubies. Ground to a pin-like sharpness, these crystals rest dangerously close to the eyes when worn, and threatens to end its wearer's sight at any moment.

Those who put on the Daedalus goggles must successfully make a DC 20 Dexterity check to align the crystals properly. Failure indicates that the creature damages its own eyes and must make a DC 20 Fortitude save or be blinded. Once worn, the goggles takes 24 hours to attune itself to the wielder, at which point the crystals meld with the wearer's eyes, turning the pupils a crimson red. Any vigorous activity within this 24 hours automatically causes the crystals to pierce the eyes, forcing a DC 20 Fortitude save or be blinded.

Once melded, the Daedalus grants its owner uncanny visual prowess by continually highlighting enemies' weaknesses, granting the wearer a +4 competence bonus on confirming critical hits. This does not stack with the Critical Focus feat.

Three times per day as an immediate action, when the wearer confirms a critical hit, he can capitalize on the Daedalus' vision, dealing his level in additional damage (this bonus increases by an additional 50% for every time the weapon's multiplier exceeds x2, up to a maximum of twice the wielder's level through a weapon with an x4 multiplier). This extra damage is added on to the critical damage and can not be increased further in any way.

CONSTRUCTION

Requirements: Craft Wondrous Item, unerring weapon, locate weakness, two rubies worth 1000 gp; Cost 18,500 gp



Aura moderate transmutation [faint]; CL 9th
Slot hands; Price 110,400 gp; Weight 50 lbs.

DESCRIPTION

The Outcast Blade is a large +3 collision impact greatsword whose sheer weight allows it to also be wielded as a hammer. Crafted for a human hand, any medium creature with at least 25 STR can wield the Outcast Blade two-handed without suffering penalties for wielding an oversized weapon. But even those with the requisite strength must practice with the Blade for at least 8 hours per day for an entire month to learn to adapt to its uncanny weight. The weapon's massive heft grant it unparalleled destructive power, especially in the backswings, a trained wielder adds twice his strength to damage rolls on any attack after the first in a full-attack action. The Outcast Blade strikes with such force that any creature within 10 feet behind the original target suffers half of the damage dealt to the primary target.

LORE

When Sven took this solid slab of damascus, stolen from his father's order of Vigil Knights, to Reginald of Dunwall to request it be remade, the grand enchanter refused, knowing the metal's inherent resistance to magic. But the Rogue Knight can be described with no better adjective than stubborn, and demanded a weapon to match his strength. After six months of blacksmiths and enchanters working around the clock, and no small fortune expended, the Vigil Knights' former relic was reforged. Though Sven's insistence on the sheer strength of the weapon forced its craftsmen to temper away much of damascus's finer qualities, still a truly fearsome weapon remains.

Sven's favoring of brute strength and sheer force over the finesse and skill of his former order led to his exile. His foolish naiveté ended up saving his life, as the few remaining Vigil Knights were overwhelmed shortly after his banishment. Without the Damask Remnant, the mist spawns that poured forth from Tyrant's Rest proved fatal to those brave, weary souls.

Having abandoned not only his order's teachings but also their combat practices, the Rogue Knight returned to his kingdom after decades wandering the world. Upon finding his former mentors and brethren long dead, preserved by the desert's arid air, he pledged himself to stem that which flows from the tomb's hearth. The last Vigil Knight solemnly donned the Shattered Helm that once symbolized the might of the desert. A Rogue no longer, he stands alone safeguarding the world from the First King's legacy.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, bull's strength, lead blades, righteous might or giant form I; Cost 55,400 gp



Aura moderate transmutation [moderate]; CL 10th
Slot armor; Price 97,200 gp; Weight 15 lbs.

DESCRIPTION

This gruesome +2 quickness mithril breastplate consists of a human ribcage reinforced by fitted sheets of mithril. An easily tarnished metal normally unfit for sturdy constructions, the lustrous shine of this eerie armor is worn down by neither water nor mud nor blood. The Assault Cuirass enhances its wearer with unnatural quickness, granting him continual haste. Once per day as a standard action, the wearer can bellow the command words "alatho doq voth" (forward unto battle), bestowing both haste and heroism upon all allies within 30 feet. These effects last for 10 minutes or until combat ends, whichever comes first.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, haste, heroism, caster level 10th; Cost 48,600 gp



Aura moderate necromancy [moderate]; CL 5th
Slot weapon; Price 40,354 gp; Weight 10 lbs.

DESCRIPTION

This wicked +1 vicious wounding primal iron scythe constantly drips with fresh blood, which doesn't seem to diminish no matter how well the blade is cleaned or covered. No amount of magical healing can stop or reduce the bleed damage dealt by this weapon's wounding property unless the healing completely restores the victim to full health. Any non-evil character wielding this weapon gains a negative level that cannot be removed while they hold the weapon, similar to the unholy property.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, bleed, caster level 5th; Cost 20,354 gp