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    Item Creation [ Notes from the Artificer ]

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    • halfgiantH
      halfgiant PC
      last edited by

      Quick Self Loading, Gravity - Crossbow, Dwarven Mauler
      [DRAFT v.8]

      Picture1.png

      This Large +5 heavy crossbow is covered with dwarven runes, and the intricate stock has been carved to resemble the head of a hammer. Because of the crossbows increased size, and the bolts increased weight and density the dwarven mauler deals 4d6 points of piercing damage on a successful hit. This increase in size does not affect the time it takes to load the crossbow. Furthermore, against all giants and goblinoids, the dwarven mauler’s critical multiplier is increased to x4.

      Along the stock of this crossbow, there are two thin hollow wand chambers allowing the wielder to trigger use of one or both of the wands in the chambers instead of firing a missile (based upon the Death-Wand Crossbow).

      A self-loading crossbow accesses an extradimensional space that can hold up to 100 bolts, allowing the wielder to automatically reload the crossbow as a free action (if the wielder has the rapid reload feat, if not a move-action is required for reload.) Different types of bolts can be held in the extradimensional space, and the wielder may select freely from these when reloading the crossbow.

      Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, Gravity Bow, Animate Objects, Leomund’s Secret Chest, Shrink Item; creator must be a dwarf; Market Price: 124,000 gp; Cost to Create: 62,000 + 2,480 XP.
      Source: Various (reference below)


      Quick-Loading [+2 special ability] - [Arms and Equipment Guide Page 97]
      Only crossbows can have this ability. A quick-loading crossbow accesses an extradimensional space that can hold up to 100 bolts, allowing the wielder to reload the crossbow more rapidly than normal. Reloading a hand or light crossbow is a free action (allowing a character with multiple attacks to make a full attack), and reloading a heavy crossbow is a move-equivalent action. Adding a bolt to or removing one from the extradimensional space by hand requires a move-equivalent action. The extradimensional space can hold different types of bolts, and the wielder may select freely from these when reloading the crossbow.
      Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Leomund’s secret chest, shrink item; Market Price: +2 bonus.

      Self-Loading Crossbow [+2 special ability]– [Arms and Equipment Guide Page 117]
      This +1 heavy crossbow is much easier to load than mundane crossbows. After firing, the crossbow’s string is magically
      reset to the cocked position, requiring the wielder to simply place a bolt in the weapon to load it. Loading a self-loading crossbow requires only a move equivalent action.
      If the wielder has the Rapid Reload feat described in Sword and Fist, loading a self-loading crossbow is a free action, and the weapon does not restrict the wielder’s ability to make multiple attacks in a round.
      Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: 12,350 gp; Cost to Create: 6,350 gp + 480 XP.

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      • halfgiantH
        halfgiant PC
        last edited by halfgiant

        Ring of Three Wishes

        Source: Ultimate Equipment pg. 176, PRPG Core Rulebook pg. 479
        Aura strong universal CL 20th
        Slot ring; Price 120,000 gp; Weight —

        Description
        This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.

        Construction Requirements Forge Ring, miracle or wish; Cost 97,500 gp

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        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          Armbands of Resilience
          [Reference: Mongoose, Ultimate Magic Items, Page 99]

          These items always come in pairs; both must be worn to gain any benefit from their magic. Crafted from adamantine, armbands of resilience are generally unadorned, save for a circular inscription of magical runes along both rims. When worn, they render the wearer immune to constitution damage of any sort, stunning affects, daze affects, and death by massive damage. The wearer suffers normal damage from coup de grace attempts, but cannot be slain outright by them as the armbands of resilience automatically allow him to succeed at the required Fortitude save for survival.
          If the wearer is taken to -1 or fewer hit points but not slain outright, he automatically stabilises and regenerates 1 hit point per round until he returns to 1 hit point. The armbands do not heal further than this, but there is no limit to the number of times per day they can bring back a wearer from negative hit points. If the wearer is ever brought to -10 hit points, the magic of the armbands cannot save him.

          Faint Abjuration; CL 5th; Craft Wondrous Items, bear’s endurance, cure minor wounds or vampiric touch, 5+ ranks in Heal; Price 33,500gp.

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          • halfgiantH
            halfgiant PC
            last edited by

            Rod of Arming

            This adamantine rod allows the wielder to store a complete set of battle regalia and recall it with a moment’s notice. When fully armed and armored, the bearer of this rod can instantly remove her armor and weapons, storing them magically within the rod. Anytime thereafter, the bearer can use the power of the rod to put on her armor and wield her weapons instantaneously. If the bearer is wearing armor or weapons when she calls armor back from the rod, then that armor or weapons are swapped with those within the rod. Using the rod to store or retrieve armor and weapons is a standard action.

            Moderate transmutation; CL 10th; Craft Rod, shrink item; Price 15,000 gp.
            Source: Heroes of Battle

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            • dwarfD
              dwarf PC
              last edited by

              “I have something similar used to swap out organs and body-parts on the fly. Saves ever so much time stitching up skin and tissue !! Why d’ja build it into a rod, tho ? Necklace works better, especially when you build it to clamp into the skin…”

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              • halfgiantH
                halfgiant PC
                last edited by

                Ring of Death Ward
                This ring continuously grants its wearer the protection of the death ward spell.
                Moderate abjuration; CL 7th; Forge Ring, death ward; Price 60,000 gp; Weight -.
                Source: Dragon #342

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Screen Shot 2019-12-07 at 7.09.25 PM.png

                  [Mongoose; Ultimate Magic Items; Page 40]

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                  • halfgiantH
                    halfgiant PC
                    last edited by

                    Crossbow, Deathwand

                    The two thin hollows in this +2 light crossbow’s stock have a magical affinity with wands. The wielder of the deathwand crossbow is considered to be holding either of the wands when she wields the crossbow, and she can use either wand normally without letting go of the crossbow. Removing or stowing a wand in the crossbow takes a move-equivalent action. If the crossbow is destroyed, any wands it holds are also destroyed.

                    Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Leomund’s secret chest; Market Price: 10,335 gp; Cost to Create: 5,335 gp + 400 XP.

                    Source: Arms and Equipment Guide

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                    • halfgiantH
                      halfgiant PC
                      last edited by

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                        halfgiant PC
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                          halfgiant PC
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                            halfgiant PC
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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              Magic Weapon Abilities - Surge I

                              A surge weapon is valuable to 10e characters and other creatures that can enter into a Adrenalin surge. When the wielder is surging, the weapon’s enhancement bonus increases by +2.
                              Caster Level: 13th
                              Requirements: Craft Magic Arms and Armor, Adrenaline Surge I
                              Price: +1 bonus

                              ——

                              Magic Weapon Abilities - Surge II

                              A surge weapon is valuable to 10e characters and other creatures that can enter into a Adrenalin surge. When the wielder is surging, the weapon’s enhancement bonus increases by +2 and adds 1d8 damage to each weapon hit.
                              Caster Level: 13th
                              Requirements: Craft Magic Arms and Armor, Adrenaline Surge II
                              Price: +2 bonus

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Gate Key

                                Gate Key: When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (though true seeing or similar magic reveals their presence).

                                Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight: 1 lb.

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  Deathstrike Bracers
                                  (MIC p. 93)

                                  Price (Item Level): 5,000 gp (9th)
                                  Body Slot: Arms
                                  Caster Level: 5th
                                  Aura: Faint; (DC 17) transmutation
                                  Activation: Swift (mental)
                                  Weight: 2 lb.

                                  Each of these black steel bracers is marked with an etching of crossed swords.

                                  When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and precision damage (including sneak attacks) to creatures immune to such damage. This effect does not allow you to overcome any other immunity or resistance to extra damage from sneak attacks or critical hits (such as the fortification armor property). This effect lasts for 1 round.

                                  This ability functions three times per day.

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                                  • halfgiantH
                                    halfgiant PC @halfgiant
                                    last edited by

                                    @halfgiant said in Item Creation [ Notes from the Artificer ]:

                                    Belt of Magnificence

                                    Looks down at his belt, it may be time for an upgrade.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by halfgiant

                                      3b833b36-b1c3-46ce-9d9e-dbf7cd6a59f5-image.png

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        2c95ae9a-d945-4af7-bba8-535d45f5e1bc-image.png

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          Energy Bow
                                          [http://archive.wizards.com/default.asp?x=dnd/ask/20061227a]

                                          Price: 22,600 gp
                                          Body Slot: — (held)
                                          Caster Level: 6th
                                          Aura: Moderate; (DC 18) evocation
                                          Activation: See below
                                          Weight: 3 lb.

                                          Simply drawing your fingers in the air near this finely crafted bow causes it to be strung with an arrow of glimmering energy.

                                          Hank’s energy bow acts as a +2 composite longbow that accommodates a user of any Strength. Although unstrung, it fires arrows of pure magical force that deal 2d6 points of damage. As they are force effects, the arrows do not suffer a miss chance when used against incorporeal creatures.The bow can be used to fire normal or magic arrows, but in such cases the bow does not confer its damage due to force.When drawn, the energy bow sheds light like a torch.

                                          In addition, Hank can use the bow to make power shots. To do so, before making attack rolls, choose a number to subtract from your attack rolls up to Hank’s base attack and add this same number to the damage dealt by the bow with any attack that hits. The penalty on attack rolls and bonus on damage rolls last until Hank’s next turn.

                                          Prerequisites: Craft Magic Arms and Armor, magic missile.
                                          Cost to Create: 11,500 gp, 888 XP, 23 days.

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                                          • daermadmD
                                            daermadm DM @halfgiant
                                            last edited by

                                            @halfgiant that is pretty gimp.

                                            But then again most of that show was when compared to game rules.

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