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The Demented One
2007-07-30, 10:07 PM
Magic Weapon Abilities

Algebraic
When its command word is given, an algebraic weapon is surrounded by floating, luminous equations, causing it to give off light as a torch. The effect remains until another command is given. Whenever the wielder of an algebraic weapon successfully damages a creature with it, it deals an additional amount of math damage equal to the square root of the base damage dealt, rounded down to the nearest integral root. Thus, if the base damage was 5, it would deal 2 math damage; if the base damage was 30, it would deal 5 math damage.

Faint Evocation, CL 5th. Craft Magic Arms and Armor, algebra blast. Price: +1 bonus

Slimy
When its command word is given, a slimy weapon can be covered in a thin layer of slick, smelly slime. Any creature damaged by a slimy weapon while it is covered in slime must make a DC 13 Reflex save or be covered in slime itself, as the slimeball spell, for 1 round. Regardless of whether the creature saves successfully or not, this causes the weapon to lose its covering of slime.

Faint Conjuration, CL 5th. Craft Magic Arms and Armor, slimeball. Price: +1 bonus.

Universal Items

Box of Happy Thoughts
A box of happy thoughts looks like nothing more than a simple wooden box. However, when it is opened, the opener is automatically transported into a paradisiac microcosm, as the power. However, unlike the microcosm power, the user of a box of happy thoughts can exit from the false world at any time.

Strong Telepathy, ML 17th. Craft Universal Item, microcosm. Cost 1,500 gp + 120 xp. Price 3,000 gp.

Disc of Attraction
This small, crystalline disc generates a powerful perceptive field, making its bearer seem extremely desirable. When a disc of attraction is created, its creator specifies one creature type it affects, as well as which genders are affected. Whenever a creature of the specified type and gender(s) comes within 30 ft. of the disc, they must make a DC 11 Will save or become compelled to get close to the target, as the attraction power. The uses of this item are legion. You can use one to pick up chicks, or slip one attuned to animals onto someone for Prank War fun.

Faint Telepathy, ML 3rd. Craft Universal Item, attraction. Cost 500 gp + 40 xp. Price 1,000 gp.

Mood Ring
A minor fashion trend in Sigil Prep, a mood ring is nothing more than a silver ring with a transparent crystal set in it. The crystal glows in different colors, depending on the mood of its wearer: black indicates stress or fear, red indicates anger, blue indicates happiness, purple indicates love, and green is indicates a generally neutral state. If the wearer is feeling multiple emotions (and thus, female) the rings reflects this, showing all the colors in a vaguely psychedelic pattern.

Faint Telepathy and Psychokinesis, ML 3rd. Craft Universal Item, control light, empathy. Cost 12.5 gp + 1 xp. Price 25 gp.

Wondrous Items

Accursed Panties of Tentacle Summoning
No one knows who first made, and subsequently distributed these throughout Sigil Prep, but whoever it is had better hope no one ever does find about. After all, Maddie Webber was one of the first to get caught by one of these...bad, bad stuff. Once put on, these panties bond to their wearer, and can be removed only by the remove curse spell. In addition, once each hour, there is a 10% chance that a single giant tentacle, as those created by the black tentacles spell, appears in the wearer's square, and begins grappling her (and only her). It's all PG-13, but it's hard to be held down by a a giant rubbery tentacle and not feel a bit...violated afterwards.

Moderate Conjuration and Necromancy, CL 7th. Craft Wondrous Item, bestow curse, black tentacles. Cost 3,250 gp + 160 xp. Price 6,500 gp.

Barbarian's Belt
The wearer of this leather belt is masked by an illusion, as the disguise self spell, appearing as a muscular, savage barbarian of the same race and gender. The wearer gains a +4 enhancement bonus to Constitution. The wearer gains damage reduction 1/–. Once per day, the wearer may rage as a 7th level Barbarian.

Moderate Illusion and Transmutation, CL 7th. Craft Wondrous Item, alter ego. Cost 12,500 gp + 1,000 xp. Price 25,000 gp.

Bard's Vestments
The wearer of these finely tailored clothes is masked by an illusion, as the disguise self spell, appearing as an attractive, athletic bard of the same race and gender. The wearer gains a +4 enhancement bonus to Charisma. The wearer gains a +5 competence bonus on all Bluff, Diplomacy, and Perform checks. He may use bardic music, as a 7th level Bard, three times per day.

Moderate Illusion and Transmutation, CL 7th. Craft Wondrous Item, alter ego. Cost 12,500 gp + 1,000 xp. Price 25,000 gp.

Beer Goggles
Tired of waking up next to orc chicks? Get yourself some beer goggles. While wearing these goggles, you see everything as it really is, regardless of how drunk you are. No double vision, no pink elephants, and people look just as attractive as they normal are (or rather, aren't).

Moderate Divination, CL 11th. Craft Wondrous Item, true seeing. Cost 250 gp + 20 xp. Price 500 gp.

Bong of Mellowness
Share the love, man...when a bong of mellowness is filled with weed and smoked, it creates a purple haze, centered on itself. The user of the bong automatically fails his save against it, the rest may attempt a DC 14 Fortitude save to avoid its effects...but for some reason, most people never do. Note that bongs of mellowness are illegal on Sigil Prep campus.

Mild Conjuration, CL 5th. Craft Wondrous Item, purple haze. Cost 10,500 gp + 840 xp. Price 21,000 gp.

Cape of Dramatic Breezes
A great tool for any would-be masked crusaders, mysterious shadowy figure, or just plain badass, a cape of dramatic breezes is a well-made cape that blows, as if in a medium-strength wind, even if there is no wind at all, or if its wearer is indoors. The overall effect is impressive enough to give its wearer a +2 circumstance bonus on Diplomacy and Intimidate checks.

Faint Evocation, CL 3rd. Craft Wondrous Item, gust of wind. Cost 500 gp + 40 xp. Price 1,000 gp.

Cape of Nudity
Great for breaking the ice at parties, or for Prank Wars. It appears to be a cape of the mountebank. However, when used, it instead teleports only the user's clothing and items, as the dimension strip spell. The wearer is not allowed a save.

Moderate Conjuration, CL 9th. Craft Wondrous Item, bestow curse, dimension strip. Cost 1,200 gp + 96 xp. Price 2,400 gp.

Cleric's Talisman
The wearer of this necklace, a gold chain set with diamonds, is masked by an illusion, as the disguise self spell, appearing as a calm, pious priest of the same race and gender. The wearer gains a +4 enhancement bonus to Wisdom. Three times per day, he may turn undead as a 7th level Cleric.

Moderate Illusion and Transmutation, CL 7th. Craft Wondrous Item, alter ego. Cost 12,500 gp + 1,000 xp. Price 25,000 gp.

Disco Ball of the Dead
This one's just...weird. When this disco ball is hung from a ceiling and set in motion, it causes all mindless undead within 100 ft. of it that fail a DC 20 Will save to begin dancing uncontrollably, as the irresistible dance spell. Any undead that succeeds on its save but remains within range of the disco ball must continue to save each round on your turn. Even if controlled by a necromancer, the undead are powerless to do anything dance. Makes for some pretty awesome Halloween dances.

Strong Necromancy, CL 13th. Craft Wondrous Item, command undead. Cost 17,500 gp + 1,400 xp. Price 35,000 gp.

Elixer of Crossbreeding
Don't even ask. A milky white fluid contained in a discreet bottle, an elixer of crossbreeding grants its drinker complete potency, along with the ability to mate and produce hybrid offspring with literally any creature, for 8 hours, or until, uh, "discharged." The exact nature of any hybrids that come along as a result of the use of this item are left to the DM.

Moderate Transmutation, CL 7th. Craft Wondrous Item, polymorph. Cost 250 gp + 20 xp. Price 500 gp.

Elixer of Luck
A sparkling, golden elixer, drinking an elixer of luck is like getting a high-five from the multiverse. Elixers of luck come in three degrees - minor, significant, and major. All kinds grant a luck bonus on all attack rolls, damage rolls, skill checks, and saving throws for 10 rounds. In addition, whenever you roll a d20, after you have seen the result, you may choose to replace it with a different number, depending on the kind of elixer you drunk. Doing so discharges the elixer's effect. A minor elixer of luck grants a +1 luck bonus, and allows you to replace the result of a roll with a 10. A significant elixer of luck grants a +2 luck bonus, and allows you to replace the result of a roll with a 15. Finally, a major elixer of luck grants a +3 luck bonus, and allows you to replace the result of a roll with a 20.

Strong Universal, CL 17th. Craft Wondrous Item, miracle or wish. Cost 500 gp + 40 xp (minor), 2,000 gp + 160 xp (significant), 4,500 gp + 360 xp (major). Price 1,000 gp (minor), 4,000 gp (significant), 9,000 gp (major).

Elixer of Pitfalls
A Prank War classic, an elixer of pitfalls is a black, tar-like liquid contained in a crystal bottle. As a standard action, a character can pour out an elixer of pitfalls onto a 5 ft. square. The elixer activates whenever 50 lbs. of weight or more is applied to the space it occupies, creating an instant pitfall, as the spell, on that space. The instant pitfall has a DC of 13. Once applied to a square, an elixer of pitfalls remains potent for only an hour, after which it becomes nothing more than tar.

Faint Transmutation, CL 3rd. Craft Wondrous Item, instant pitfall. Cost 150 gp + 12 xp. Price 300 gp.

Eternal Lighter
A handy little device. When an eternal lighter is flicked open, it produces a tiny flame, suitable for lighting cigarettes and similar. Never runs out of fuel, never goes out. An eternal lighter gives off light as a candle. The flame of an eternal lighter is too small to deal damage by itself.

Faint Evocation, CL 3rd. Craft Wondrous Item, light my fire or produce fire. Cost 25 gp + 2 xp. Price 50gp.

Fighter's Gauntlets
The wearer of these adamantine gauntlets is masked by an illusion, as the disguise self spell, appearing as a burly, thickheaded warrior of the same race and gender. The wearer gains a +4 enhancement bonus to Strength. He also gains Power Attack and Combat Expertise as bonus feats as long as he wears the gauntlets. In addition, the wearer becomes proficient with all simple and martial weapons, and also with all shields and armors, except tower shields.

Moderate Illusion and Transmutation, CL 7th. Craft Wondrous Item, alter ego. Cost 12,500 gp + 1,000 xp. Price 25,000 gp.

Orb of Peeking
What would college be without porn? Besides, you know, less disturbing. An orb of peeking functions as a basic crystal ball, except that its user may choose to use x-ray vision, like that bestowed by the ring of x-ray vision. However, the vision of an orb of peeking is weaker than that of the ring - it can only see through clothing and similarly light materials, not stone, metal, or wood. However, using an orb of peeking does not cause any Constitution damage, like the ring does.

A few of what are purported to be orbs of peeking are actually cursed fakes made by Maddie Webber and others after they got fed up with being spied on; the dupes do not have x-ray vision, and notify anyone they scry on of who exactly is looking at them. Just be careful about who you're buying from.

Moderate Divination, CL 11th. Craft Wondrous Item, scrying, true seeing. Cost 25,000 gp + 2,000 xp. Cost 50,000 gp.

Pepper Spray of Rejection
Nothing more embarrassing than being hit with one of these. Pepper spray of rejection is a small spray canister, filled with mild acid. As a standard action, you can fire it, filling one square adjacent to you with irritating spray. All creatures in that square must make a DC 14 Fortitude save or be blinded by the acid for 1d3 rounds. Even those that succeed on their save take a -10 penalty to Search and Spot checks for a minute afterwards. This ability is alchemic, not magical in nature.

In addition, the pepper spray is imbued with a suggestion ("Go away, I don't like you!"). Any creature caught by the spray, even those that succeed on the Fortitude save, must make a DC 14 Will save or be affected by the suggestion. One canister of pepper spray of rejection has enough spray for five uses, after which it is left empty and useless.

Faint Enchantment, CL 5th. Craft Wondrous Item, suggestion, creator must have 4 ranks in Craft (Alchemy). Cost 750 gp + 60 xp. Price 1,500 gp.

Reality Marble
Always a convenience, these shiny blue marbles are actually compact extradimensional spaces. By placing a reality marble in a closed space or container–anything from a belt pouch to a small room–with a volume of 1,000 cubic feet or less, and speaking the command word, the marble’s user can cause it to unfold into an extradimensional space, larger on the inside than on the outside, which fills the container the marble was in. Anything that was in the space the reality marble unfolds in is brought into the extradimensional space without harm.

The extradimensional space has a volume equal to ten times that of the container it was unfolded in, and it can hold up to one ton, regardless of its volume. The extradimensional space last for 24 hours before dissipating, reverting the container to normal. Anything in the extradimensional space when it dissipates is ejected harmlessly out of it into the container, which may destroy the container that was made extradimensional if too much is ejected. Bringing a bag of holding, portable hole, or similar into an extradimensional space created by a reality marble has disastrous results. Just don’t do it.

Moderate Conjuration, CL 9th. Craft Wondrous Item, secret chest. Cost 2,000 gp + 130 xp. Price 4,000 gp.

Rogue's Gloves
The wearer of these silken gloves is masked by an illusion, as the disguise self spell, appearing as a lithe, lightly-built scoundrel of the same race and gender. The wearer gains a +4 enhancement bonus to Dexterity. He also gains a +5 competence bonus on all Hide, Move Silently, and Open Lock checks. Finally, he gains sneak attack +3d6.

Moderate Illusion and Transmutation, CL 7th. Craft Wondrous Item, alter ego. Cost 12,500 gp + 1,000 xp. Price 25,000 gp.

Sendphone
Hard to have a social life at Sigil Prep without a sendphone. Sendphones are small, rectangular devices that unfold to reveal a small keypad and a mouthpiece. Each sendphone has its own number, seven digits long, with a three digit plane code for interplanar calls. By punching in the number of another sendphone, you can send a message, as the sending spell, along with your own number, so they can call back, to whoever is holding it.

Strong Evocation, CL 9th. Craft Wondrous Item, sending. Cost 10,000 gp + 800 xp. Price 20,000 gp.

Slide Rule of Commanding Math Elementals
By performing a few simple calculations with this mithral slide rule, a full round action, its user can summon a Large Math Elemental (http://www.giantitp.com/forums/showthread.php?p=2946646#post2946646), as with the summon monster V spell. If the calculations are performed with a No. 2 pencil, then the elemental summoned is Huge, rather than large, as the summon monster VI spell. Only one elemental at a time can be summoned with the slide rule.

Moderate Conjuration, CL 11th. Craft Wondrous Item, summon monster VI. Cost 50,000 gp + 4,000 xp. Price 100,000 gp.

Speaking Schedule
An immensely useful item for students, a speaking schedule is a handy pocket calendar. In addition, the schedule can speak aloud, reading off whatever is written on it a few hours or minutes–the user can specify the amount of time–before it is scheduled. A typical speaking schedule has enough pages to last a year.

Faint Illusion and Transmutation, CL 3rd. Craft Wondrous Item, insistent reminder, magic mouth. Cost 25 gp + 2 xp. Price 50 gp.

Trenchcoat of Flashing
Leave it to the perverts of Sigil Prep...this trenchcoat creates the illusion that you are naked underneath it. When you open the trenchcoat (a move action), you reveal the illusion of your naked body. In addition, when you do so, you may choose to make yourself seem either ridiculously attractive or hideously ugly. If you choose to make yourself seem attractive, then the first time any creature of the same type as you that is attracted to members of your gender sees you while “naked”, it must make a DC 11 Will save or be fascinated for 1d4 rounds. If you choose to make yourself seem repulsive, then the first time any creature sees your “nudity”, it must make a DC 11 Fortitude save or be sickened for 1d4 rounds.

Faint Illusion, CL 3rd. Craft Wondrous Item, phantasmal streaker. Cost 1,000 gp + 80 xp. Price 2,000 gp.

Wallet of Change
A battered old leather wallet, a wallet of change is imbued with minor, if somewhat useful magic. Whenever a coin is placed into the wallet, it is converted into its equivalent in shiny copper pieces–a silver coin yields ten coppers, a gold coin yields one hundred, and a platinum yields a thousand. Only mundane, non-magical coins can be converted in this way.

Faint Conjuration, CL 3rd. Craft Wondrous Item, free lunch. Cost 12.5 gp + 1 xp. Price 25 gp.

Wizard's Circlet
The wearer of this platinum circlet is masked by an illusion, as the disguise self spell, appearing as a wizened mage of the same race and gender. The wearer gains a +4 enhancement bonus to Intelligence. Once per day, he may use a single spell of 2nd-level or lower from the Sorcerer/Wizard spell list as a spell-like ability. The spell-like ability has a caster level of 7th, and a DC equal to 10 + the spell’s level + the wearer’s Intelligence modifier. The wearer cannot use spell with expensive material components or foci, or with an XP cost.

Moderate Illusion and Transmutation, CL 7th. Craft Wondrous Item, alter ego. Cost 12,500 gp + 1,000 xp. Price 25,000 gp.

Lord Iames Osari
2007-07-30, 10:24 PM
Magic Weapon Abilities

Algebraic
When its command word is given, an algebraic weapon is surrounded by floating, luminous equations, causing it to give off light as a torch. The effect remains until another command is given. Whenever the wielder of an algebraic weapon successfully damages a creature with it, it deals an additional amount of math damage equal to the square root of the base damage dealt, rounded down to the nearest real root. Thus, if the base damage was 5, it would deal 2 math damage; if the base damage was 30, it would deal 5 math damage.

Faint Evocation, CL 5th. Craft Magic Arms and Armor, algebra blast. Price: +1 bonus

A problem with rounding down to the nearest real root: Mathematically speaking, all numbers except the square roots of negative numbers are real. I think you mean to round down to the nearest integral root. :smalltongue:

I like these, though.

TheLogman
2007-07-30, 10:39 PM
Not only are these fun, but most of these are useful for the standard adventurer as well! Oh no! Nobody will change our platinum pieces for us! Oh well, Wallet of Changing! Reality marble is a cheap, but (possibly even more) effective bag of holding (AWESOME!), and the Speaking schedule could be both a distraction, and a useful reminder! AWESOME!

My only concern is that the Slimy weapon, being a 1 use item, and even then having a low save is a little too weak to even be considered a +1 enchantment, I mean sonic and flaming and even algebraic weapons are always useful, but this one only gets 1 use.

I have three humble suggestions, none of which are being made with the expectancy of being used.

-Either Make it an infinite use item,
-Increase the save so it least it works most the time,
-Or come up with some way to have Half enchantments, so that this costs less.

The Demented One
2007-07-30, 10:48 PM
A problem with rounding down to the nearest real root: Mathematically speaking, all numbers except the square roots of negative numbers are real. I think you mean to round down to the nearest integral root.
Right, right...rational, real, integral, close enough.


I have three humble suggestions, none of which are being made with the expectancy of being used.

-Either Make it an infinite use item,
-Increase the save so it least it works most the time,
-Or come up with some way to have Half enchantments, so that this costs less.
Actually, once you've used it, you can re-coat it with slime by giving the command word again.

TheLogman
2007-07-30, 10:51 PM
Go! Lack of Reading Powers! Activate!

Sorry about that.

Awesome then, very, very, very awesome. I salute you.

Lord Iames Osari
2007-07-30, 10:52 PM
Not really, D1. Real numbers include fractions and positive irrational numbers, so unless you really want characters to be able to do, say, 2.23606798 points of damage...

The Demented One
2007-07-30, 10:55 PM
Not really, D1. Real numbers include fractions and positive irrational numbers, so unless you really want characters to be able to do, say, 2.23606798 points of damage...
Hey, if I wanted to be intelligent during the summer, I would be...some kind of...loli adding machine, I don't know.

TheLogman
2007-07-30, 10:59 PM
Integral=whole number?

Please say whole number, some of us have shut-down brains, or haven't progressed past Trig, and are used to the word whole. Or maybe I should just speak for myself, and everyone but me already assumed that Integral=whole number.

The Demented One
2007-07-30, 11:16 PM
Integral=whole number?

Please say whole number, some of us have shut-down brains, or haven't progressed past Trig, and are used to the word whole. Or maybe I should just speak for myself, and everyone but me already assumed that Integral=whole number.
Yeah...math damage was just a bad idea in the first place. Too much thinking involved.

Lord Iames Osari
2007-07-30, 11:21 PM
That's more or less it. The set of integers also includes zero and the negative numbers, but yeah, basically.

Winged One
2007-07-30, 11:25 PM
Very nice. May I create a couple of other items that seem to belong here?

The Demented One
2007-07-30, 11:30 PM
Fire away.

Winged One
2007-07-31, 12:21 AM
Coffeemaker of Celerity, Personal
A fairly straightforward device typically either made by artificers who want to get serious studying in(and don't mind the nearly prohibitive cost) or by anyone who wants to sell it to more studious students, this device creates hot coffee of celerity once per day on a command word if there is an appropriate receptical near the opening. The coffee is typically poured either into a cup for immediate consumption or into a potion vial for later use(such as when one will be late for class without the increased movement speed).
Faint Conjuration(creation) and Transmutation; CL 5; Craft Wonderous Item, coffee of celerity; price 10,800 gp; cost to create 5,400 gp and 432 xp

Coffeemaker of Celerity, Dorm Room
Typically shared between roommates in one of the two-person dorm rooms of Sigil Prep, this item functions as a Personal Coffeemaker of Celerity except that it creates coffee of celerity twice per day. Anybody who owns one of these and does not share the coffee with someone else is advised to get help.
Faint Conjuration(creation) and Transmutation; CL 5; Craft Wonderous Item, coffee of celerity; price 21,600 gp; cost to create 10,800 gp and 864 xp

Coffeemaker of Celerity, Unlimited
These devices are typically owned by Sigil Prep itself or other large organizations capable of purchasing one. Any Sigil Prep student in posession of one is required to attend caffiene rehab. Unlike other Coffeemakers of Celerity, this item contains a large detachable pot capable of holding up to 10 doses of coffee of celerity at a time, used to serve the coffee into more standard containers. While the pot is attached to the rest of the Coffeemaker, the coffee refills at a rate of 1 dose per 2 rounds. Attempting to make it refill faster has been the subject of much research by psionicists and transmuters, who are generally sent to rehab before they can get anywhere. Sigil Prep distributes has one in each cafeteria and dormatory that has a studious reputation. The lesser versions still get bought in these places because the coffee doesn't always fill up fast enough for everyone.
Faint Conjuration(creation) and Transmutation; CL 5; Craft Wonderous Item, coffee of celerity; price 60,000 gp; cost to create 30,000 gp and 2,400 xp

Coffeemaker of Cosmic Awsomeness
Very rare even within Sigil Prep, these items are often offered as part of a Faustian bargain to students. Those incapable of producing coffee of cosmic awsomeness periodicly attempt to raid the locations of these items. This item functions as an Unlimited Coffeemaker of Celerity, but produces coffee of cosmic awsomeness. Any single person found to be in posession of one of these is generally plane shifted to the Demiplane of Rehab, and only rarely seen again within the century.
Strong Conjuration(creation) and Transmutation; CL 13; Craft Wonderous Item, coffee of cosmic awsomeness; price 182,000 gp; cost to create 91,000 gp and 7,280 xp

Gralamin
2007-07-31, 01:50 AM
That's more or less it. The set of integers also includes zero and the negative numbers, but yeah, basically.

Whole Numbers include 0's, Natural numbers do not.

For the record
Natural Numbers: 1,2,3,4,5...
Whole Numbers: 0,1,2,3,4,5...
Integers: ...-5,-4,-3,-2,-1,0,1,2,3,4,5...
Rational Numbers: Any of the above, and any fraction.
Irrational Numbers: Any number that is non-imaginary and non Rational. Eg: Pi.
Real Numbers: All of the above

Imaginary numbers: Weird stuff, like say i, which is the square root of -1.

And heres a joke suggestion (Though this can get epic. I love Curves):

Exponential
This weapon deals extra math damage, based on the equation: (sqroot(2.47x))/2, rounded down.
{table=head]Term Number|Damage dice|Math Damage
1|1|1
2|1d2|1
3|1d4|2
4|1d6|3
5|1d8|4
6|1d10|7
7|1d12|11
8|2d4|18
9|2d6|29
10|2d8|46
11|3d6|72
12|3d8|114
13|4d6|179
14|4d8|282
15|6d6|444
16|6d8|698
17|8d6|1098[/table]

Faint Evocation, CL 20th. Craft Magic Arms and Armor, algebra blast. Price: Term numbers 1 to 6 +1, Term Numbers 7 to 8 +2, Term Number 9 +3, Turn Number 10 +4, Turn Number 11 +5, Turn Number 12 +6, etc.

Duke of URL
2007-07-31, 09:48 AM
Exponential can get too big, too quick. How about requiring a corresponding INT check on each hit with a DC of (TermNumber!)^-3, round all fractions up, in order to get the algebraic effect, e.g.:

{table]TermNumber|INT DC
1|1
2|2
3|2
4|3
5|5
6|9
7|18
8|35
9|72
10|154
[/table]

Duke of URL
2007-07-31, 04:41 PM
Hmmm... how about...

Heward's Handy Stash

This device attaches to an existing pocket, holds up to 1 cubic foot of non-living, organic matter (and it's container(s), if applicable) not to exceed the total weight of 5 pounds. Only the owner may access the pocket, no one else can even detect it.

Useful for evading any searches or the roommate who bogarts your stuff.


iBard

This trendy, sleek, pocket-sized device is able to provide its owner with any type of sound-based performance upon demand; only the owner can hear the performance. The owner takes a -20 penalty on all Listen checks while using the device, but that's nothing compared with the "coolness" factor of owning one of these hip items.

Duke of URL
2007-08-01, 12:04 PM
Bumping for visibility and help in determining price, etc. for the two items above. (Or any other general critique.)

Fax Celestis
2007-08-01, 01:21 PM
http://img.photobucket.com/albums/v216/FaxCelestis/iBard.png

Duke of URL
2007-08-01, 02:14 PM
Can I take that as an endorsement of the idea? :smallcool:

jindra34
2007-08-01, 02:19 PM
Can I take that as an endorsement of the idea? :smallcool:

The iBard would cost about 40,000 gp to make. sale price would be lower.

Duke of URL
2007-08-01, 02:25 PM
The iBard would cost about 40,000 gp to make. sale price would be lower.

:smallbiggrin:

Wouldn't a real bard be cheaper -- a lot cheaper? Slightly more annoying, perhaps, and not quite as portable nor as trendy, but we're talking like an order of magnitude in price here.

jindra34
2007-08-01, 02:28 PM
:smallbiggrin:

Wouldn't a real bard be cheaper -- a lot cheaper? Slightly more annoying, perhaps, and not quite as portable nor as trendy, but we're talking like an order of magnitude in price here.

i forgot to have the price for self production. And yes a real bard would be cheaper. 40,000 gp is a lot... especially for a cursed item.

captainswift
2007-08-01, 07:00 PM
The concept of infusion-pods has been introduced in the core game, although I haven't yet statted it. (Someday, when I get all the fluff 100% up to date, I'm going to do some hard core crunchy.). It's basically a spell storage device that only holds audible illusions, but a huge amount of them.

The Demented One
2007-08-01, 08:10 PM
Added a few more items, like beer goggles and eternal lighter, along with some shiny psionic items.

Duke of URL
2007-08-02, 08:15 AM
The concept of infusion-pods has been introduced in the core game, although I haven't yet statted it. (Someday, when I get all the fluff 100% up to date, I'm going to do some hard core crunchy.). It's basically a spell storage device that only holds audible illusions, but a huge amount of them.

I thought it was too obvious to not have been done. Feel free to use the name "iBard" if you like, though.

Okay... how about:

Rod of Mighty Lording

"Okay frosh... kneel before my scepter of office. And then fetch me an ale."

This device allows its bearer to use suggestion, up to 3 times a day on any target if the following criteria are met:
The target is a member of an organization that the bearer is in OR has at least one character class in common with the bearer
The target has been a member of the organization or class for less than one year
The bearer has been a member of the organization or class for more than one year
The save DC is 10 + character level / 2 + CHA modifier. Unlike a normal suggestion spell, the bearer may make unreasonable, as in degrading or humiliating, suggestions without penalty. Also, as long as the target continues to fail the saving throw, additional suggestions may be given without expending any additional daily uses of the rod -- once the save is made, all active suggestions are canceled. Welcome to hazing, noob.

Special: If the target perceives the bearer to be a figure of authority in the organization (or a "mentor" in the class), or otherwise has a motivation to "suck up" to the bearer, the target takes a -4 penalty to all saving throws, or may, at the target's discretion, forgo saving throws entirely.

The Demented One
2007-08-07, 11:45 AM
Bump for the cape of dramatic breezes.