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lolcat
2019-02-23, 09:53 AM
Greetings Playground!

Here is the first draft for an an equipment-box, that a character for an upcoming campaign plans to make for her party-members.
She will be an Archivist / Runecaster with a penchant for molds, slimes, poisons and drugs.
The last two categories of items i have not yet incorporated, since i do not know the alignment of the other characters just yet and how comfortable they will be with using them.

If you can think of any items that can be created either via magic (up to spell lvl 5 divine. if necessary, spell research to get arcane is possible) or mundane means or that can be found on the prime material with a reasonable skill check, please let me know!

Also, i hope you can use some of this :)



3 Stone-flasks filled with green slime. You can throw a flask of green slime as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet without splash effect. You can target either creature directly (ranged touch attack) or on object or surface to create a 5 ft patch of green slime.
Identifiable by dark-green color and pitted surface (like a large golf-ball).

The effect: single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.


3 wooden scraping devices 😉


3 stone-vials of acid. A regular acid-flask made out of stone.
Identifiable by orange color and 3 bands circling the surface.

The effect: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet takes 1 point of acid damage from the splash.


1 container with brown mold. A round stone-tube with a braided rope cover along 1/3 of its length to isolate the cold and allow safe handling. It contains enough to cover a 5 ft. square.
Identifiable by the round shape and rope covering.

The effect: The temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, destroys it.


4 cloth-wrapped 5 cm. photogenerative rock cubes. Each is 5 cm cube of stone (300 g) with a piece of rope attached. Throwing the item while holding the string will unwrap the cover.
Identifiable by shape and black painted cloth covering.

The effect: Once exposed to any source of light, doubles its size for 4 rounds until it is 16 times the original size (2,5 ft cube, 1160 kg). Eliminating the light halts its growth, and each hour of darkness reverses the effect of 1 round of light.
Dropped from more than 10 ft. of height, the fully-grown cube deals 12d6 pts. of damage plus one additional d6 for each 10 ft above that, up to a maximum of 20d6.


2 small humanoid skulls. Each is the subject of the spell “Necromantic Skull Bomb” which you can use as a thrown weapon with a 10 ft. range increment.
Identifiable by being a skull. Duh.

The effect: The skull detonates on impact, releasing the negative energy contained within. All creatures in the spell's area (20 ft. Radius), except for undead, gain 1d4 negative levels (see Walters campaign notes for the effects of negative levels).
Assuming a creature survives the effect of the spell, it regains lost levels after 10 hours.


1 container with sickstone. A triangular stone-tube containing a cube of sickstone which you can use as a thrown weapon with a 10 ft. range increment.
Identifiable by triangular shape and yellow color.

The effect: On impact, the tube will break, releasing the cube of sickstone. It glows with a nauseating light that provides illumination to 40 feet. Any creature within this range must make a DC 15 Fortitude saving throw each round or take 1d6 points of Con damage. A successful save reduces the Con damage to 1 point. Anyone in physical contact takes a -4 on this saving throw, and any Con damage it takes becomes Con drain instead. The damage results from a magical disease, so creatures immune to magical diseases are immune to the effects of sickstone.


3 folded paper-notes with explosive runes. It is lightly kept closed with a dab of bees-wax.
Identifiable by size (~ 5 * 5 cm).

The effect: The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save (DC 18) for half damage. The object on which the runes were written also takes full damage (no saving throw).
You can read the protected writing without triggering the runes and remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.


1 squeeze-tube with glue. Contains enough to lightly glue 3 light items to a surface.


1 sheet of parchment with instructions and list & diagram for inventory.





Spell: Slime Hurl
Spell: Mold Touch
Spell: Explosive Runes
Spell: Necrotic Skull Bomb
Spell: Stone Metamorphosis
Spell: Stone Shape (to create the containers & parts of the box)
Skill: Craft Alchemy
Skill: Craft Woodworking
Skill: Craft Stoneworking



In addition, here is a to-pay "expansion box", items in which actually cost the character money to create or buy. It costs a total of 197 GP (assuming the character does not craft the non-alchemical items herself):



3 Alchemists fire. A round stone-flask containing a regular Alchemists fire. Useful when brown mold needs to grow or green slime needs to be destroyed.
Identifiable by its pebbled surface and red color.

The effect: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

The price: 30 GP.


3 Alchemists frost. A round stone-flask containing a regular Alchemists frost. Useful when brown mold or green slime needs to be destroyed.
Identifiable by its smooth surface and blue color.

The effect: The same as Alchemists fire, but deal cold damage instead.

The price: 30 GP.


Masterwork Stone Aspergillum Melee weapon made out of slime-resistant material (-1 Attack, Damage)

The effect: This stone device looks like a light mace. Each contains a reservoir that can hold up to 3 pints (three flasks) of a liquid. By shaking the aspergillum as a standard action, you can sprinkle one flask of liquid on a target within melee reach. This action is a ranged touch attack (which does not provoke an attack of opportunity). An aspergillum does not require any proficiency.

The Price: 10 GP


2 Bullseye Lantern (to put Sickstone in it and make it into a cone attack)

The effect: A bullseye lantern has only a single shutter, with its other sides being highly polished inside to reflect the light in a single direction. It illuminates a cone 60 feet long and 20 feet wide.

The Price: 24 GP


Potion Belt, Masterwork:

The effect: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.

The Price: 60 GP


1 net (to buy time)

The effect: Used to entangle enemies and give other substances/attacks time two work.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll.

The Price: 20 GP


Liquid Sunlight (for light)

The effect: Liquid Sunlight: Shining with the light of a torch, …...rest is unimportant, because you’re never gonna use it as a weapon.

The Price: 20 GP

lolcat
2019-02-26, 02:52 AM
No takers?

Vizzerdrix
2019-02-26, 06:01 AM
No takers?

Some of that sounds quite dangerous. Maybe add the basics for a clean up kit. Thick gloves, a thick leather apron, and eye protection.

For drugs, I know pathfinder has a coffee like stimulant with a minor addiction check. And arms and equipment guide has a small device that slowly makes fungus hooch in your backpack.

Poison isn't evil. If it is, then every farmer would ding evil. We use it daily for pest control. If people still get squeamish about the idea of using it, then add nonlethal poisons. Things that incapacitate instead of kill.


And as always, you should add shapesand to every kit. It IS better than some class features.

lolcat
2019-03-04, 12:34 PM
Cool idea :)

The apron/gloves combo, can that be taken as an "adventurers outfit" or how would you price that?

Vizzerdrix
2019-03-04, 04:39 PM
Cool idea :)

The apron/gloves combo, can that be taken as an "adventurers outfit" or how would you price that?

Work with your DM and see what they say. Otherwise I think you can find them in arms and equipment guide.