Item Creation [ Notes from the Artificer ]
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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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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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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 -
“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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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 -
[Mongoose; Ultimate Magic Items; Page 40]
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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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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 -
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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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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@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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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. -
@halfgiant that is pretty gimp.
But then again most of that show was when compared to game rules.
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Yeah i was thinking the same thing, but captured it as the basis for the upgraded version. With some properly aged manacite, and a few key alchemical agents a proto-Ancient might be able to make an Energy Bow worthy of its name.