New Magic Items and Special MaterialsNew Magic Items:
Gloves of the Pious This is a matching set
of utilitarian leather gloves, with an Eberron dragonshard implanted in
the back of each glove. When worn by a person with a divine spellcasting
class (even if they aren't sufficient level to cast spells), the symbol of
their faith appears upon the palms. Each glove can be used to cast cure
light wounds once per day, at the wearer's total character level. The
gloves cannot be sold - any attempt to exchange them for gold will render
them inert. Only by giving them freely to another will the gloves continue
to work.
If the wearer has a divine caster level, the gloves give
added casting ability, as follows:
- Caster level 1st - Increase uses of cure light wounds to
2/day.
- Caster level 4th - Add cure moderate wounds 1/day.
- Caster level 7th - Add restoration 1/day.
- Caster level 10th - Add mass cure light wounds 1/day.
All spells are cast at the wearer's total character level. If
the wearer has no divine spellcasting class, but is a devout follower of a
deity, a Wisdom check (DC 15) can be made to activate the cure light
wounds ability. Failure on this check uses the cure light
wounds ability for the day.
Moderate abjuration; CL 10th; Craft
Wonderous Item, cure light wounds, cure moderate wounds,
mass cure light wounds, restoration; Price N/A (cannot be
sold, theoretical value is 60,000 gp for the
pair)
Wrath's
Battlefist Wrath's
oversized right hand and forearm function as a +1 battlefist, that
only does bludgeoning damage. Unlike a normal battlefist, Wrath's fist is
an inherent part of his body and (similar to an embedded warforged
component) cannot be independently targeted. The fist takes up the ring,
glove, and bracer magic item slots on Wrath's right arm. In addition to
functioning as a melee weapon, the fist has the following properties:
- Channelling: The fist focuses Wrath's warlock
abilities, giving a +5 competence bonus to Concentration checks when
attempting to fire an eldritch blast (including casting on the
defensive).
- Eldritch Accuracy: Wrath can apply the fist's enhancement
bonus (+1) to attack rolls with his eldritch blast.
- Eldritch Fist: As a standard action, Wrath can use the fist
to make a melee attack that duplicates the effect of the hideous blow
invocation.
- Forceful Blow: By spending an action point, Wrath can
charge his fist with force energy. With a successful melee touch attack,
Wrath can release this energy, doing force damage equal to Wrath's
eldritch blast damage. If Wrath spends an additional action point when
charging the fist, the warforged can add the battlefist's damage as
well. In addition, the target must make a Reflex save (DC = damage
dealt) or be knocked back 5 feet and fall prone. The target adds any
modifiers to resist a bull rush to the saving throw (+4 per size class
larger than Medium, -4 per size class smaller than Medium, +4 if the
target has more than two legs or is exceptionally stable). For every 5
points by which the target fails the save, the target is knocked back an
additional 5 feet. The knockback must be away from Wrath, and in a
straight line. If an obstacle prevents the completion of the target's
knockback, the opponent and the obstacle each take 1d6 points of
bludgeoning damage, and the opponent falls prone in the space adjacent
to the obstacle. The fist's charge also has the power to open doors, as
a character with a Strength equal to 10 + Wrath's eldritch blast damage
(plus battlefist damage if a second action point was used to charge the
fist).
Moderate transmutation; CL 12th; Craft Magic Arms and
Armor, Craft Wonderous Item; bull's strength, magic missile,
telekinesis; Price 15,000 gp (14,000 plus cost of inherent
masterwork battlefist).
Pricing for Wrath's
Battlefist: Enhancement Bonus: The item has a base plus of
+1 for a price of 2000 gp. The battlefist was already imbedded as part of
Wrath's body and is of masterwork quality, so no additional cost for the
nonmagical components. Final cost for this ability is 2000
gp. Channelling: +5 to Concentration checks costs 2500 gp.
However, because it only affects the use of eldritch blast and not
other invocations or other uses of Concentration, we'll give a slight
discount of 500 gp. Final cost for this ability is 2000 gp. Eldritch
Accuracy: A +1 enhancement to attack and damage with a weapon is 2000
gp. For only a +1 to attack, we can half this value, or 1000 gp. However,
since the ability is enhancing a non-standard weapon, we will double the
cost, bringing the final cost for this ability to 2000 gp. Eldritch
Fist: General pricing to duplicate a feat is 2000 gp, plus 2000 gp for
each prerequisite feat. The feat Extra Invocation has no prerequisites,
but can only be taken starting at 6th level (note however that Wrath could
choose the hideous blow invocation normally at 1st level).
Fortunately, Wrath is already 5th level, so this a minimal advantage,
offset by limiting hideous blow to the battlefist only (no other
weapons). Final cost for this ability is 2000 gp. Forceful Blow:
This ability is a combination of the Awesome Blow feat and the Ring of the
Ram. Awesome Blow has two feat prerequisites, and also requires both Large
size and a 25 Strength. This would normally bring the price of the ability
to a minimum of 10,000 gp. However, much of this is offset by the need to
spend action points to use the ability. This means that instead of having
unlimited use, the ability can only be used a few times per game session.
Spending one action point makes this roughly the equivalent of an item
that can be used once per day (since action points only recover at the end
of each session), which should cut the price by 80% (1/5th the price of an
unlimited use ability). For now, we'll set the price at 3500 gp. For the
Ring of the Ram effect, because it's limited by action points and overlaps
the Awesome Blow ability, we'll treat it as two charges of the Ring of the
Ram. The ring normally has 50 charges and is worth 8600 gp. 1/25th of that
price is 430 gp, which we'll round up to 500 gp. Final cost for this
ability is 4000 gp. Total Cost: Adding more than one ability on
magic items that take up a single item slot (or secondary abilities to a
weapon) increases the cost of the additional abilities by 50%. Because the
item takes up three item slots (right-hand ring, gloves and bracers), we
designate the forceful blow ability as taking up the ring slot, the
eldritch accuracy
ability as taking up the bracers slot, and the other abilities take up the
gloves slot. That makes the final cost 4000 for the ring slot, 2000 for
the bracers slot, and [2000 + 3000 (2000 x 1.5) + 3000 (2000 x 1.5)] =
8000 for the gloves slot. Final cost of the
item is 14000 gp, not including the cost of the inherent battlefist
(roughly valued at 1000 gp). Upgrades: To increase the
enchantment on the fist to +2, both the enhancement bonus and eldritch
accuracy ability increase to 8000 gp,
This would raise the fist's total cost to 4000 + 8000 + [8000 + 3000 (2000
x 1.5) + 3000 (2000 x 1.5)] = 26000 gp. Increasing the enchantment to +3
would make the fist cost 46000 gp.
Fist of the
Wereslayer This battlefist was originally thought to be
made of silversteel, but is actually made entirely of slipsilver. However,
unlike normal slipsilver weapons, it holds its shape under almost any
conditions -- while it's wielder can choose the type of damage the fist
does, it cannot be shaped into other weapons.
When not actively
ordered to deal a specific type of damage, the fist appears to be a normal
battlefist, although the striking surface is studded with thorn-like
serrations. The palm depicts a hooded figure perched in a tree above a
shaggy man-beast, and focusing on the illustration will cause it to move.
At this point, the man-beast wins four times out of five.
The fist
is normally a masterwork battlefist which is treated as silver for the
purposes of bypassing damage reduction. However, the bearer may choose to
sacrifice points of Constitution in order to improve the weapon: 2
points: +1 weapon 4 points: Bane property,
shapechangers. (+3 enhancement bonus overall, +2d6 damage against
shapechangers).
Further sacrifice may cause other effects. Lost
constitution returns at the rate of one point per day.
In an
antimagic field, the fist of the wereslayer retains its shape, but
loses the ability to drain Constitution in exchange for magical abilities.
It is unknown if the fist can be permanently enchanted.
Price: N/A
(cannot be sold, theoretical value ia 3000 gp)
Hand of the Artificer (minor artifact) This
gauntlet (made for the right hand) is forged from mithral links so fine
that it is as flexible as leather. The gauntlet has the following
powers:
- Component Substitution: When casting a spell or infusion that requires
an expensive material component, the artificer can use their own craft
reserve to pay for the gold piece cost (with each XP in the reserve
counting as 25 gold).
- Spell-Storing Reserve: The gauntlet has a separate,
renewable craft reserve which can only be used towards the casting of
spell storing item. The amount of reserve is
equal to the wearer's artificer level x 4, and renews itself at dawn.
- Efficient Crafting: When the wearer pays for the XP
cost of an item entirely through his craft reserve, the XP cost to make
the item is reduced by 25%, similar to the legendary artisan feat. This
stacks with legendary artisan, allowing an artificer with the feat to
make items at 50% of their normal XP cost. Any artificer who puts on the
gauntlet becomes aware of the renewable craft reserve at dawn on the
following day, when the reserve is renewed. The other abilities
must be discovered from divinations or learned when the artificer
attempts to craft an item or cast an infusion with an expensive material
component.
Strong transmutation; CL 16th; Weight 2
lbs.
Headband of
Inspiration This metal headband is engraved with the
image of a small torch. Twice per day, this magical headband can be
activated as a free action, casting fox's cunning on the
wearer. In addition, if the wearer ges bonus spells or infusions
from a high Intelligence, he immediately gains temporary spell or infusion
slots based on the Intelligence bonus gained from the fox's
cunning spell. Spontaneous casters can use these bonus slots
normally. A spellcaster who prepares spells may fill these slots
with spells from their spellbook at the time of activation. These
slots or spells are lost if not used before the fox's cunning
effect ends. All effects end immediately if the headband is
removed.
Moderate transmutation; CL 5th; Craft Wonderous Item,
fox's cunning, mnemonic enhancer; Price: 10,000
gp.
Abraxius's
Dagger Crafted by the artificer Abraxius, this +1
dagger adapts to the foes that it fights. For a total of 10
rounds per day, the dagger temporarily gains any magic weapon special
ability whose market price is equivalent to a +1 bonus or up to 10,000 gp,
such as flaming or keen (as per the lesser weapon
augmentation infusion). This ability does not have to be used
all at once, and activating or deactivating the ability is a free
action. The ability chosen can vary from round to round.
To
duplicate the bane ability, the wielder must have a piece of the
same type of creature that is to be affected, which is touched to the
blade and consumed when the ability is activated. For example, a
sliver of wood from a warforged would be sufficient to give the dagger the
construct bane ability. Alternatively, the wielder can make
an attack on a target that does at least 1 HP of damage in order to imbue
the dagger with the bane ability (though bane would not
benefit the attack that granted the ability). The dagger retains the
ability to activate and deactivate the bane ability for the rest
of the day, until the 10 rounds have been used up.
Moderate
transmutation; CL 10th; Craft Magic Arms and Armor, lesser weapon
augmentation; Price: 8,302 gp; Weight 1 lb.
Cloak of Arcane Resilience Originally
created for a paladin of the Silver Flame, the cloak of arcane resilience
uses the wearer's physical resilience to endure arcane spell
effects. Against any arcane spell or spell-like ability that
requires a saving throw, the wearer may add their Constitution bonus to
the save as a divine bonus. This ability has no effect against
divine spells or artificer infusions. In addition, it has no effect
versus arcane spells that do not allow a saving throw.
In addition
to the above benefit, the cloak also functions as a +1 cloak of
resistance, granting a +1 resistance bonus to all saving
throws.
Moderate abjuration; CL 12th; Craft Wonderous Item,
resistance, spell resistance; Price: 10,500
gp.
Bracelet of
Reinforcement This bracelet has two adamantine spheres
attached to it. Each sphere has the symbol of House Cannith on it,
and the magic within can only be used by constructs. As a standard
action, the wearer can activate a sphere to receive the benefits of a
reinforce construct infusion (see Magic of Eberron), giving the
construct 1d10+6 temporary hit points for the next six hours. Each
sphere turns to dust once used. New spheres can be crafted for the
bracelet by anyone who meets the crafting requirements, but no more than
two can be held at one time (each sphere is worth 600 gp).
Moderate
abjuration; CL 6th; Craft Wonderous Item, reinforce construct;
Price: 1,200 gp.
Shifter Braid -
Blessed Braid When activated, the wearer's natural
weapons are affected by a bless weapon spell, and the wearer also
receives the effect of a divine favor spell (+2 to hit and
damage). Each braid has a faint image of the Silver Flame upon
it.
Moderate transmutation; CL 8th; Craft Wonderous Item, bless
weapon, divine favor; Price: 350 gp each.
New Special
Materials:
Silversteel This
material is actually a silver alloy. Recovered exclusively from the ruins
of Xen'dric, this metal has all the properties of normal alchemical
silver, save one: it is significantly harder than steel. Silversteel was
evidently forged into both weapons and armor, which are now recovered from
time to time by explorers.
Any object made from silversteel is
considered masterwork. Generally, silversteel items are decorated animal
motifs, though rare examples depict winged humanoids and even spiders.
Weapons have a profusion of extra points, and any sharp edge (which even
"blunt" weapons have in abundance) appears to be finely divided, giving
the blade a feathery appearance.
Silversteel has a hardness of 18
and 30 hit points per inch of thickness. It has a melting point of roughly
4500 degrees. Items made of silversteel are treated as if they were silver
for the purpose of bypassing damage reduction; they do not suffer the
usual penalties to damage that normal silver weapons
suffer.
Type of Silversteel Item/Item Cost
Modifier: Ammunition/+20 gp Light Weapon/+500
gp One-handed Weapon/+750 gp Two-handed Weapon/+1250
gp
Slipsilver Slipsilver
is a psi-active sludge that is a waste product of breaking down a
Silversteel item. While any given lump will maintain its integrity (a
split lump runs back together), no two lumps of slipsilver will mix under
any known conditions.
Slipsilver bonds itself to living beings by
touch. Once bonded, Slipsilver can be shaped according to the will of the
host. For non-psi-active characters, turning Slipsilver into anything
takes a standard action, and causes one point of temporary Wisdom damage.
Generally, non-psions transform slipsilver into a weapon; it is considered
masterwork. Though it cannot be permanently sundered (as it is
fundamentally liquid), a successful sunder attempt requires the wielder to
reform it, taking another point of temporary Wisdom damage in the
process.
For Psions, slipsilver extracts a somewhat lower price. A
psion who bonds a lump of Slipsilver permanently sacrifices 3 power
points, but may not go below 1 reserve power point. Thereafter, they can
change the shape of the slipsilver by spending 1 power point. Soulknives
may substitute a lump of slipsilver for their mind blade, allowing them
the benefits of a slipsilver weapon, but denying them the ability to throw
it. A soulknife's slipsilver blade does not expire (see
below).
Slipsilver is treated as silver for the purpose of
bypassing damage reduction. Weapons forged of slipsilver are treated as
masterwork, but persist for a number of rounds equal to the (modified)
Wisdom of their wielder. Slipsilver has a hardness of 8 and 10 hit points
per inch of thickness. However, slipsilver weapons may not be permanently
sundered (as they are fundamentally liquid). A successful sunder attempt
simply requires the wielder to reform the weapon before it can be used
again. Furthermore, slipsilver weapons are treated as being in a locked
gauntlet for the purposes of disarm checks (+10 bonus). A slipsilver
weapon that is removed from its wielder dissolves, as does a slipsilver
weapon whose wielder has been slain.
Slipsilver freezes at around
-40 degrees, and boils at around 600. A frozen slipsilver weapon cannot be
reshaped (nor does it dissolve after its duration expires), and a boiling
slipsilver weapon remains for 1 round, then is forever destroyed, dealing
an additional 4 wisdom damage to its host (likely the least of his
worries). Slipsilver is particularly susceptable to the heat metal
spell, and is destroyed at the end of the 3rd round of the spell's
duration
The prices listed below assume that the buyer is fully
aware of the advantages and drawbacks of slipsilver. Unsuspecting buyers
can easily pay twice the listed values.
Type of Slipsilver
Item/Item Cost Modifier: Light Weapon/+400
gp One-handed Weapon/+600 gp Two-handed Weapon/+1000
gp © 2005 Casey McGirt
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