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    inuyasha's Avatar

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    cool a crapload new magic items, for your mages, fighters, and thieves

    Warning: wall of text ahead!
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    NOTE: these first 4 are all the same cost, its listed below the 4th one
    sword of burning hatred

    when this +2 flaming great sword delivers a killing blow to anything, the dead creatures hatred and anger comes erupting to the surface as a fire elemental of the original creatures size (gargantuan creatures become greater fire elementals and colossal creatures become elder fire elementals) that is under the control of the killer. The wielder can only control up to twice his hit dice in elementals created by this sword

    sword of the last breath

    when this +2 shocking great sword delivers a killing blow to anything, the dead creatures last breath flows out of the body as an air elemental of the original creatures size (gargantuan creatures become greater air elementals and colossal creatures become elder air elementals) that is under the control of the killer. The wielder can only control up to twice his hit dice in elementals created by this sword

    sword of watery blood

    when this +2 frost great sword delivers a killing blow to anything, the dead creatures blood and vital fluids come out of the corpse as a water elemental of the original creatures size (gargantuan creatures become greater water elementals and colossal creatures become elder water elementals) that is under the control of the killer. The wielder can only control up to twice his hit dice in elementals created by this sword

    sword of stoney body

    when this +2 corrosive great sword delivers a killing blow to anything, the dead creatures strength and mass solidifies as an earth elemental of the original creatures size (gargantuan creatures become greater earth elementals and colossal creatures become elder earth elementals) that is under the control of the killer. The wielder can only control up to twice his hit dice in elementals created by this sword

    Cost: 390,000 GP, summon natures ally IX

    Monstrous sword

    this +3 longsword, when held, affects the user as the tensers transformation spell, giving the wielder +4 to dexterity, strength, and constitution, a +4 natural armor bonus to armor class, a +5 bonus to fortitude saves, and proficiency with all simple and martial weapons. when wielded, the user takes on a monstrous appearence, they could appear scaly, super strong, grow small horns, larger teeth, or any combination of things, and because of this, they take a -4 on diplomacy checks

    Cost: 150,000 GP, tensers transformation

    Hell sword

    this +3 unholy longsword appears as a longsword with a black handle, a dark red blade, and a red gem in the crossguard. When anyone is hit with this sword, they must make a will save (DC 20) or appear to be sucked into the gem in the sword. While it may appear as just a red gem, the gem is actually a portal into the nine hells, where the attacked person will suffer for eternity.

    Cost: 132,000 GP, plane shift

    BFG10K

    this large tube must be held by a mage in 2 hands, its just so big. it has 50 charges and can cast meteor swarm for 1 charge. dealing 24d6 fire damage to anyone within the path. it can create 4 large meteors that do 6d6 damage each or 8 small ones dealing 3d6 per charge. it has a range of 1200 feet.

    Cost 135,000 GP meteor swarm

    the human pill:

    this big, flesh colored pill is magical, when you take it with a glass of water, you are instantly polymorphed into a human, this lasts for 10 hours and after that, the pill is gone and you have to make/get another one

    Cost: 2000, polymorph self

    philosophers stone:

    this small red stone allows transmutation to turn anything into anything, with different durations depending on how different the new form is. as per the polymorph any object spell at caster level 15

    Cost: 240,000 GP polymorph any object

    brown cube ioun stone:

    this large ioun stone is a brown cube and it floats around the users head. Once a day the cube can suddenly open at the top and summon a swarm of bats as a standard action, as the summon swarm spell

    Cost: 7200, summon swarm

    sunburst grenade

    Originally developed by the church of pelor to deal with the undead menace, sunburst grenades appear as fist sized white stones with a pin on one end and a tube on the other. When the pin is pulled out, the tube suddenly shoots out flame and flys through the air to its destination (800 feet away usually but sometimes shorter) when it finally hits its destination or somehting on the way, it detonates with a sunburst spell at caster level 20

    Cost: 8000 GP? sunburst

    woa i didnt know it could be that cheap…

    mechanism of ruby geysers:

    this small black bottle has a turning crank on the side of it. When this is turned, all enemies within 30ft must make a fortitude save (DC 20) or suddenly be covered in cuts, and have blood gush out of their bodies and into the bottle dealing 4D6 damage to all of them. If anyone dies from their blood being drained, their soul is sucked into the bottle as well. also if someone dies, their blood is transformed into a red elixir mimicking a potion of cure critical wounds. if the elixir is removed from the bottle it evaporates in 2 rounds

    Cost: 300,000GP cure critical wounds, inflict critical wounds mass, trap the soul

    Axe of stone liquification:

    this +1 throwing axe appears as an axe made of stone, and covered with magical runes on the handle. This axe however isn’t usually thrown at a creature. when the axe hits stone, it creates a 20ft cube of mud (unless the object is smaller). if the axe hits a ceiling, the mud falls onto anyone under it, dealing 8d6 bludgeoning damage. Anyone in the mud unable to levitate or fly out of it has their speed reduced to 5ft and their attack roles and armor class at -2

    Cost: 2500, transmute rock to mud

    SO AMAZING!

    so I know these are alot of magic items, I would like peaches, I would like to know if i did my math HORRIBLY wrong, and yes I know that these are all missing XP costs (they will be added in later) because my campaigns dont use that because personally I find it to be a stupid rule (I do still enforce XP cost for certain spells though, dont worry ) and I want to know if anybody uses these magic items

    Also feel free to post your own for peaching or make requests to me or someone else in this thread.

    P.S. these are all from my D&D player only content (no monsters or other DM stuff) tumblr blog here
    Last edited by inuyasha; 2013-03-03 at 09:16 PM.
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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    OrcBarbarianGuy

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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    Boots of the Panther

    These soft black suede boots are decorated with the claws of a great cat. They aid the wearer in becoming as agile and ferocious as the deadly feline predators of the wild. 3/day the wearer can pounce as the monster ability.

    Needle Bow

    This tiny crossbow is small enough to fit in the palm of the hand. It fires specially enchanted bolts that grow in size the further away they are fired. At the first range increment, treat the bolt as medium sized. For every range increment beyond that, increase the size of the bolt by one step.

    Helmet of Thought Reflection

    This helmet protects the wearer from having their thoughts read. But it provides additional protection against invasive opponents by selecting random thoughts of the person attempting to read minds and reflecting them back. When someone tries to read the thoughts of a person wearing this helmet, they must succeed on a Sense Motive check (vs. idk what) to realize that the thoughts they are reading are false.

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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    sword of burning hatred

    sword of the last breath

    sword of watery blood

    sword of stoney body

    So these are +3 greatsword (+2 enhancement, +1 elemental) that cast a effect when killing a foe (summoning a elemental).
    So Price for base weapon 18K. The rest of cost is summoning accounts for rest. Seems overpriced. Not sure by how much.

    Weapons is cool nonetheless

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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    Quote Originally Posted by Elricaltovilla View Post
    Boots of the Panther

    These soft black suede boots are decorated with the claws of a great cat. They aid the wearer in becoming as agile and ferocious as the deadly feline predators of the wild. 3/day the wearer can pounce as the monster ability.
    What about a bonus to Move Silently too?


    Quote Originally Posted by Elricaltovilla View Post
    Helmet of Thought Reflection

    This helmet protects the wearer from having their thoughts read. But it provides additional protection against invasive opponents by selecting random thoughts of the person attempting to read minds and reflecting them back. When someone tries to read the thoughts of a person wearing this helmet, they must succeed on a Sense Motive check (vs. idk what) to realize that the thoughts they are reading are false.
    It could work like mind blank--there is no opposed save, it just blocks.
    Last edited by Frathe; 2013-03-04 at 05:15 PM.
    Quote Originally Posted by Doxkid View Post
    You have created an abomination the likes of which this world was not prepared for.

    What have you DONE?!

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    Ettin in the Playground
     
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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    Quote Originally Posted by Frathe View Post
    What about a bonus to Move Silently too?
    Sure, why not? Question though: If they just conferred pounce without a daily limit, would that make them OP?

    Quote Originally Posted by Frathe View Post
    It could work like mind blank--there is no opposed save, it just blocks.
    I'll go ahead and hide away in shame now. How did I not account for mind blank?

    I guess this could just be a lower level version. But I like the idea of someone trying to read another person's thoughts and just hearing the echo of their own thoughts.

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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    Aicirim Ancestral Sword: This +1 Mithril Scimitar has a green basket hilt shaped like clinging ivy. The blade is etched with leaves and vines. Besides being a +1 sword with a critical range of 17-20x2, if its wielder is an elf the blade can be used to fire a beam of energy with a range of 30’ that deals 1d4+1 damage. Any other race wielding the blade can only fire this blade if they have 90% or greater of their MAX HP. The user attacks with the beam with their ranged attack roll.

    Pearl Sword of the High Waterfall:
    This +3 Mithril Longsword has a hilt and handle the color of a forest waterfall with a blade as white as pure snow. If its wielder is an elf the blade can be used to fire a beam of energy with a range of 30’+5’ per 2 levels of the wielder to a limit of 60’ that deals damage as though the sword actually struck the target but only does the straight die damage (1d8 only). Any other race wielding the blade can only fire this blade if they have 90% or greater of their MAX HP. The wielder uses their ranged attack roll for the sword beam.

    Sword of the Fae'ri Firstborn: This +5 Mithril Keen Bastard Sword has a ruby-encrusted handle and the blade reflects red. This blade’s threat range is 16-20x3. If its wielder is an elf the blade can be used to fire a beam of energy with a range of 60’ that deals damage as though the sword actually struck the target. Ranged or Melee can be used for this attack. Any other race wielding the blade can only fire this blade if they have 90% or greater of their MAX HP.

    Fae’ri Bow: This Longbow is etched with ancient Fae’ri script that reads “Bow of Piercing Arrows of the Mind.” The bow needs no arrows as long as its wielder has a 12 or higher Wisdom score. It allows the user to add their Wisdom modifier to their ranged attack roll for this item. It deals 1d8+Wisdom mod of its wielder. It can also be noched and held for rounds less than or equal to its wielder’s Wisdom mod to add bonus points to hit and damage equal to amount of rounds noched.

    Fleetfoot Boots: These boots allow the wearer to charge forth at incredible speed and force. This burst of speed can be done 2 times per day. This ability allows the user to charge at three times their normal speed with no need for the 10 foot start and other enemies to not pose a hindrance. Any enemies in the path of this charge are attacked with a +4 bonus and an automatic critical threat. During this charge, the wielder is at a -4 to AC and receives triple damage from spears set against the charge. Any enemies in the path of this charge successfully damaged must make Reflex saves DC= 1/2 damage or be knocked prone. The charge speed/distance should be announced before the attack. It must be measured in increments of ten and must move at least their normal speed +10 in total distance. Should the wearer miscalculate and run into a solid object they take 1d6 damage for each five feet traveled.
    In addition to this, the wearer gets to move 10’ more than their speed would normally allow.

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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    Quote Originally Posted by Starbuck_II View Post
    sword of burning hatred

    sword of the last breath

    sword of watery blood

    sword of stoney body

    So these are +3 greatsword (+2 enhancement, +1 elemental) that cast a effect when killing a foe (summoning a elemental).
    So Price for base weapon 18K. The rest of cost is summoning accounts for rest. Seems overpriced. Not sure by how much.

    Weapons is cool nonetheless
    Well i kinda figured the cost because it basically has at will summon natures ally (kind of :P)
    Also expect more magic items here :)
    EDIT: got one more magic item in this post (look below :D)
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    Club of Caina
    This +2 frost club made of black ice, is extremely cold to the touch. These horrible magic items were rumored to have been first crafted on the layer of hell known as Caina. When the club hits a target, they take 10D6 points of cold damage as a small infernal hail cloud suddenly appears above their head, and then quickly dissapears
    Cost: 28000 GP, cone of cold

    anybody with ideas let me know

    also does anyone know how putting an epic spell in a magic item works? I cant find it :p
    Last edited by inuyasha; 2013-03-04 at 11:43 PM.
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    Forcepalm Gloves
    Psionically enhanced gloves of speedy force.


    Magical Artifact

    A pair of fingerless black leather gloves with a single, white spike an inch and a half long on the back of the wrist. a slightly creme coloring shapes a palm sized paw on the palm of each glove. They seem to radiate energy and calmness when worn.

    Requirements to use:
    Allignment: lawful neutral, true neutral, true good or lawful good.
    Must have the improved unarmed attack feat
    +2 to wisdom when worn. this is a Psionic affect and is not affected by dispel spells.
    All hand to hand attacks while wearing the gloves use the the wisdom modifier for the attack modifier instead of strength (but not for damage.)
    Force: when grappling, attacking, or using any physical encounter using your hands, there is a 50% chance for 1d6 damage to be dealt to the one facing the wearer of the glove due to the strange spike on each glove.
    Speed: the wearer gains an extra attack with each hand.
    The gloves have 1d10+wis mod charges each day (roll once and this counts for both,) and the wearer instinctively knows the amount he/she has in the gloves each day. The gloves have the ability to create balls of force, which the user can shoot or hurl at an opponent up to 10x 1/4 wisdom rounded down away (example: 18 wis would round down to 16 to be 40 feet away.) And for every charge used, the attack of the balls is 1d6+wis, with a maximum of 3d6 for each glove, with the user choosing whether they are lethal or subdual. the balls are hand sized and purple in colour, showinga swirling vortex of energy inside. Once a day, the gloves may also combine thier attacks together for one attack of 6d6+ twice your wisdom modifier. this attack is lethal damage only.

    NOTE: The owner of these gloves DOES NOT know the full extent of these abilities in any way shape or form. they MUST roleplay the situations out in order to discover the nature of the magicks held within the gloves.
    __________________________________________________ __

    The ring of deadly puppets

    Minor magical artifact.

    This ring summons four size tiny lvl 2 skeleton warriors. These warriors are able to think for themselves and are under the command of the owner of the ring. One comes equipped with a katana, one with a bow and 40 arrows, one with battle axe, and one with a spear. They are able to each lift one half of the ring owners maximum lifting strength, and can work togoether to perform various tasks. The Katana wielder is the leader of the four skeletons. Treat the skeletons as normal skeletons shrunken down to size tiny.
    Last edited by AeonsShadow; 2013-03-04 at 11:41 PM.
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    Anyspell Scroll LV I-IX

    Anyspell Scrolls are a series of unique scrolls that are never used up. Each scroll contains one random spell of its level from any spell list. Once that spell is cast, the scroll can be closed and reopened to find a new, randomly determined spell of that level. Anyone can use a spell on an Anyspell Scroll as though it were a spell of the same caster type they are (I.E. Arcane or Divine).

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    Bloody Rose

    A whip of deep red covered in small thorn-like spikes and ended in a multi faceted blade shaped like a rose.

    Item type: exotic, Dagger whip +1

    Item power: medium wondrous weapon

    Powers: When put away, the whip retracts into its own handle, leaving the rose blade showing. When making an attack, as a quick action, you may detach one of the 30 thorns and attach it to an unoccupied area within 20 feet of the attack. In one-4 rounds the thorn-seed grows into a 15-foot tangling vine that attacks the nearest creature and pins it down. The creature must roll a reflex (DC 10 +character level+ DEX) to dodge it and then, if it fails, it must make a grapple check (save dc 10+character level+ STR) or escape artist check, whichever is higher. If the creature fails while within 5 feet, the creature is held prone and takes 1d8 damage, if within ten the creature is paralyzed( escape artist check saves) and takes 1d6, and if within 15 feet, it is slowed and takes 1d4. Effects do not stack. In order to replenish thorns, the weapon must be placed in 1 gallon of water and will re-grow 2 thorns per gallon.

    Sorrow’s Depth

    Item: Assassin’s cursed bow of Silence
    This bow, colored of ash gray and black writhing tentacles along its sinuously sleek body. For some reason the bow weighs MUCH heavier than it should.
    Sorrow’s Depth is a special bow, both a gift and a curse, when drawn; this ash gray composite long bow +2 bestows a veil of silence upon the wielder, giving a +22 circumstance bonus to move silently, however, while wielded, the user cannot speak at ALL. Any arrow that is shot from this bow is silent as the grave and can only be heard with a listen check 25+ dex. Also, if a person is shot by an arrow from this bow, they become muted and the +22 move silently bonus is forced upon them and everything they touch until the arrow is removed.
    Note: anything he touches PERSONALLY (hands, foot, etc.) can still make noise if he wants it to, such as tossing a rock, or dropping something metallic.
    Once a week the owner may utter a command and enhance the arrow he is shooting to have the additional effect of a Slaying arrow upon its original abilities.
    Once a lunar month when initiating a rapid shot attack, the user may cause all arrows shot out to be invisible, catching all opponents shot flat footed, the arrows show up 3 minutes after they hit or immediately if they break. In order to recharge this ability, the bow MUST be soaked in moonlight for a full hour.
    While this weapon is also very powerful, it contains a very unique curse in that the owner slowly becomes mute over the period of 3 months. This can be remedied by giving up the bow for 1 lunar month. However, when taken again the curse starts all over again.


    Apathy’s Discretion
    Item: Staff of true power
    A strange staff seemingly made of roots seamlessly intertwined together, wrapped around a gleaming black rock the size of a Halflings fist. When held, the rock seems to pulse with an unknown energy. Apathy’s Discretion seems special as soon as it’s picked up, pulsing with an unknown power and a thirst for knowledge that it stores inside itself like a book.
    Abilities: Apathy’s Discretion has the ability to function as a book of infinite spells, but not only does it have the ability to store SPELLS, but it can store knowledge in general inside itself, giving the owner a bardic knowledge equal to an 8th level bard + any corresponding knowledge check. When a wizard wants to study their spells they but just think of studying and concentrate upon the staff for 1d4x10 minutes.
    At any point in time, the wielder may add +6 to any stat at any moment the user choose as a free action, however, for every ten minutes in this form, the person will have to spend one hour at -2 of the specified stat.
    Once a month, the owner may create a “Haniwa” who’s stat are shown below. A Haniwa is a 6-12 inch clay golem that can repair itself a total of thirty times before being permanently destroyed. The Haniwa may come to their creator to recharge the amount of time they can rebuild themselves once a month but no more and no less. The Haniwa start with stats between 10 and 16 (the stats of the creatures are determined by 2d4 plus 8, charisma is always 7-10 {depending on their makers ability), and it has low reflex. But the creature can grow like a player character. Their natures also vary widely.) They communicate telepathically with a select few people as a magical ability, as per the telepathy spell. The person who is being spoken to immediately knows where it is coming from, but not that it is the haniwa itself. Haniwa also have the ability to absorb up to three objects, no matter the size, and keep them within itself for transport. All magical items affect the Haniwa as it would a Human player character. Only a total of 12 Haniwas may be made at any one time. NOTE: this item is one I made specifically for a Major NPC, and as such it is a MAJOR MAGICAL ARTIFACT.

    Vagabond’s Wonder
    Item: Singing Rapier of Mystic Illusions (deals a D8 instead of a D6)
    Vagabond’s Wonder is an ornately decorated rapier, looking well worn with use but gleaming like a jewel nonetheless. When held by a crude person with no love for the arts of entertainment, it is a simple Rapier +1, but to someone who loves entertainment (has 10 ranks or more in a performance skill, or a bard of level 8 or higher) this swords powers come to life as a +4 weapon.
    Abilities: When examined in any detailed manner, the Sword seems to be a dancing rapier +1, however, as it’s used, its REAL powers come about. It has commands of a dancing weapon, however, as it’s used more and more, the owner learns of more commands for the sword, usually knowing them in his head as he wakes up, knowing they’re for his weapon, but not knowing what they do.
    SPLIT: The rapier Becomes 2 +2 Dancing rapiers.
    Divide: becomes 4 +1 dancing rapiers
    Also at any time, 4 times a week, the owner may create a permanent image as the spell.
    NOTE:As the weapon is used more and more, it slowly gains a consciousness, gaining intelligence. As it gets stronger, it becomes more and more like a street performer in mind-set, becoming joker-like in how he speaks and a lover of entertainment in all its forms. (Also, yes, I made this one SPECIFICALLY for bards.)

    The Shadow Fangs
    2 long daggers streaked in dark gray and handles with a gem seemingly made from the shadows itself, constantly writhing inside its jewel-like structure. These daggers exude an aura of malcontent where ever it goes.

    Item Type: 2 Daggers (blade 1/2Ft, handle 3 inches long, picture to be included separately. Balanced nicely for throwing.)
    Item ability: Seemingly, it’s just a +1 dagger, but the blade has the ability to damage a person through their shadow, ignoring damage reduction and armor bouses (not including magical bonuses). Moreover, if the blade is stuck in a person’s shadow, that person becomes unable to move from the spot until the blade is removed. This secondary effect can be overcome with a strength check of 26 or will check of 30 (add barbarian rage bonus to strength check if applicable, or buccaneers will check bonus to will check if applicable.
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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    ooh i like the shadow fangs
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    Quote Originally Posted by inuyasha View Post
    also does anyone know how putting an epic spell in a magic item works? I cant find it :p
    Epic Level Handbook claim its impossible, so you'll have to figure this out by yourself.

    However, you may convert the spell DC into the equivalent level of spell, and then extrapolate from it, but this may seem overpriced...

    And why not? They are pretty much as hard to make as artifacts anyway. You'll have to make a feat for it, too.

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    Default Re: a crapload new magic items, for your mages, fighters, and thieves

    The easiest way would be to have multiple people join in on the enchanting I would guess....
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