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Post by quazalpene on Jan 24, 2004 19:19:11 GMT -5
For those of you inspired to build. Post your favourite or alternate versions of magical items from T.V. Manga, Comics, Anime, or Novel.
This is a fun general d20 resource, but genre specific stuff is welcome!!
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Post by quazalpene on Jan 24, 2004 19:22:26 GMT -5
Guess Where these Items are from...Note they are all considered one of kind artefacts, prices are approxment worth (best estimate using DM guide). To be activated Tailsmans mst be held or somehow touching the user's skin.
Ox Talisman (~55,500 gp)
Bonuses: As long as it held give +2 Strength bonus, and possessor can carry/lift x2 normal.
Activation: Activation requires standard action and Fortitude DC 20; Spellcraft, Use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers: --Bonus Strength: 3/day, 10 min/activation: +1d6+2 Strength
--Combat Skill: 3/day, 5 rounds/activation: Pick one of the follow feats to use for the duration: Power Attack, Cleave, Improved trip, or Improved grapple.
--Extra Tough: 3/day, 5 rounds/activation: +10 temporary hit points, +1 natural AC bonus.
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Post by quazalpene on Jan 24, 2004 19:23:48 GMT -5
Rabbit Talisman
~67,000 gp
Bonuses: As long as it held give +2 Dexterity bonus, and possessor gains +20 feet to any movement.
Activation: Activation requires standard action and Reflex DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers: ---Bonus Speed: 3/day, 10 minutes/activation: Gain +1d4+2 dexterity, +20 movement.
---Extra Attack: 3/day, 5 rounds/activation: Gain one extra attack equal to base attack bonus –4. This can only be taken as part of the full attack option.
---Improved Evasion: 3/day, 5 rounds/activation: Gain +2 bonus to reflex saves and gain improved Evasion ability (if a successful save against attacks that allow for reflex save for half damage is made the character takes no damage, even if the reflex save is failed the character still takes only half damage).
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Post by quazalpene on Jan 24, 2004 19:25:40 GMT -5
Pig Talisman
~69,020 gp
Bonuses: As long as it held gives the user Darkvision 120 feet, and the ability to fire heat beams as a standard ranged attack roll. Heat beams:1d8+2 damage, range increment 50, critical 19-20/x2. Normal ranged attack feats, except rapid shot, apply.
Activation: Activation requires standard action and Willpower DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers: ---Improved Heat beams: 3/day: damage 3d6+2, range increment 100, critical: 20/x2
--Seeking heat beams: 3/day: attack +2, ignores 10% of concealment, and ignores cover that is less than total. Damage 1d8+2, range increment 50, critical 18-20/x2
---Super Heat Ray: 1/day: as per seeking heat beam, but damage is 3d8+2
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Post by quazalpene on Jan 24, 2004 19:27:37 GMT -5
Dragon Talisman
~96,750 gp
Bonuses: As long as it held gives the user the ability to fire a cone of fire as a full round action. Area: 30 foot cone, Damage 3d6 + ½ user’s character level, Reflex DC 15 + user’s dexterity modifier. Will set combustibles on fire.
Activation: Activation requires standard action and Charisma check DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers: ---Improved Fire Breath: 3/day: Area 60 foot cone, Damage 6d6 + ½ user’s character level, reflex save DC 18 + user’s dexterity modifier.
--Resistance to fire: 3/day, 1 minute/activation: Fire resistance 10 +user’s charisma score.
---Draconic Kinsmenship: 3/day, 10 minutes/activation: can speak and read Draconic and Infernal, and gain +2 bluff, diplomacy, intimidation, and sense motive against dragons and any creature with the fire subtype.
---Fire Control: 3/day, 1 minute/activation: Range: 100 feet. Area 10x10 area. Can control the spread and rate of an already burning fire. Can cause a 10x10 fire to move up to 10 feet per round, even against the wind. Controlling the fire can be done as a free action on the user’s turn. Can make a willpower checks to keep a fire burning: **Keep fire burning when smothered by dirt or cloth: DC 15 **Keep fire burning when smothered by water: DC 15, +1 per gallon **Keep fire burning on a target/person: opposed by targets reflex save **Keep fire burning when smothered/stopped by a spell: DC of spell
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Post by quazalpene on Jan 24, 2004 19:31:21 GMT -5
Rooster Talisman
~98,320 gp
Bonuses: As long as it held gives the user ability to levitate and float at will. Speed is half normal ground speed, running is not possible, and normal weight, carrying and armour penalties apply. Maximum height is character level x 10 in feet. Also gives +1 to balance, climb, jump, and move silently even if not actually floating.
Activation: Activation requires standard action and Willpower DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers: ---Superior Flight: 3/day, 30 minutes/activation: Can fly at with a movement of 100 feet, and is an average flyer, can bring up to 500 pounds of passengers. Gain +2 AC dodge bonus while in flight. --- Telekinesis: 3/day, 1 minute/activation: Can lift or manipulate up to 1000 pounds of material (5-6 medium creatures) at once. Sentient items get a willpower save DC 15 + user’s wisdom modifier to negate the effect if they are being directly affected. The user can move the items at rate of 20 feet in any direction as standard action. Dropped or thrown items have range increment of 10, and require an attack roll, but uses ONLY the wisdom modifier for the attack. Items do 1d6 damage per 100 pound of weight, plus any fall damage for height. (a 1000 pound rock, dropped from a 100 feet does 20d6 damage, but is at –10 to hit.)
---Telekinetic Barrier: 1/day, 1 minute/activation: Provides DR 5/-- for user against physical melee, and physical ranged attacks including fire, cold, electricity, but NOT ability damage, mental attacks, or other such affects.
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Post by quazalpene on Jan 24, 2004 19:33:48 GMT -5
Dog Talisman
~105,750 gp
Bonuses: Possessor ages at ¼ normal rate while they own the talisman (therefore can live four times as long). Also the user does not die at the normal –10 hit points. The user can take partial actions until they reach –10, and than fall unconscious, but will not die until they reach –15 hit points.
Activation: Activation requires standard action and Willpower DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers:
---Return From Near Death: 3/day: If taken down to below zero hit points (but still conscious), the user may return to 1d8 hit points as a free action. The user may also use this power on a subject as a normal touch action within one round of the target falling dead. This does not stop bleeding or ongoing damage.
---Death Trance: 1/week(session): Put body into stasis, and can survive three hours per point of constitution + wisdom (con 15, wis 14 gives 89 hours, or 3.7 days of stasis) without air, food, water, and gain +4 to save against cold or heat related environmental affects.
---Resurrection: once per owner: This power activates automatically (no save required) if the owner is taken below –15 hit points, takes massive damage, or is killed in another manner. The body must be at least 50% intact, but the power works even if it is heavily damaged (such as massive damage). The power returns the user to life with full hit points and abilities in 1d20 rounds.
This power only works once ever for the owner no matter if the owner looses the talisman and gains a back again, or even if the owner is reincarnated or resurrected at later date by a different power. Even miracle or wish cannot compel this power to work more than once per person.
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Post by quazalpene on Jan 24, 2004 19:38:48 GMT -5
Snake Talisman
~69,630 gp
Bonuses: As long as it held gives the user +4 to move silently, +4 to hide, +4 escape artist, and the user can not be flanked
Activation: Activation requires standard action and Relfex DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers:
---invisibility: 3/day, 10 minutes/activation: The user gains improved invisibility and thus can make two attacks before becoming visible again.
---Displacement: 3/day, 10 minutes/activation: The user or target of choice has a 25% cover bonus from displacement.
---Invisibility Sphere: 3/day, 10 minutes/activation: The user and chosen allies within a 10 foot radius become invisible.
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Post by quazalpene on Jan 24, 2004 19:41:26 GMT -5
Horse Talisman
~70,560 gp
Bonuses: As long as it held the user gains +2 constitution, gains +2 fortitude save against non-magical poisons and diseases, and gains a +2 divine bonus on all heal checks
Activation: Activation requires standard action and Fortitude DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers:
---Healing Touch: 3/day: Can heal 4d8+ user’s constitution modifier, stops bleeding.
---Restoration: 1/day: Can restore 1d6+2 temporary ability damage.
---Cleanse: 3/day: allows a fortitude check +2 against the DC of any one poison, disease, blindness, deafness, or curse; if successful the affect is instantly removed. User can touch someone and make the save for them.
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Post by quazalpene on Jan 24, 2004 19:47:59 GMT -5
Rat Talisman
~118,580 gp
Bonuses: As long as it held gives the user +2 intelligence, +2 disguise and it also allow the users to instantly tell what type of creature he is facing within 60 feet visual range (Animal, Magical Beast, Construct, outsider, humanoid, etc., etc.).
Activation: Activation requires standard action and Willpower DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each). Activated Powers:
---Polymorph Others: 3/day, 1 hour/activation. You can polymorph a creature into another creature with a ranged touch attack, range 100 feet max. Save DC 15+ user’s wisdom modifier. Cancelling the polymorph does not take up an activation.
---Polymorph Self. 3/day, 1 hour/activation. You can polymorph yourself. See D&D 3rd edition for more on polymorphing.
---Material Alteration: 3/day: Can change the hardness of substance by 2 points (up or down) perminantly, with a touch attack. does not effect living creatures or constructs, or magical items with bonus value of +4 or higher, any object taken to zero hardness is instantly destroyed.
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Post by quazalpene on Feb 7, 2004 11:59:41 GMT -5
Sheep Talisman
~114,520 gp
Bonuses: As long as it held gives the user a +2 Wisdom bonus, the user may also use detect magic (as per the spell) on any object the user touches.
Activation: Activation requires standard action and Willpower DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers:
Ethereal Jaunt: 1/day, 1 hour/activation: Gives the user the ability to use the ethereal jaunt spell. Can be cancelled as a free action. Astral Projection: 1/week (session): Give the user the ability to use the astral projection spell. Lasts until the user returns to their body; cannot be reused for one week from the time they return to their body.
Telepathy: 3/day, 5 minutes/activation: Gives the user the ability to communicate telepathically with a subject within 1 mile; can also try to read the subjects thoughts (as per the detect thoughts spell), but is an opposed willpower check.
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Post by quazalpene on Feb 7, 2004 12:02:16 GMT -5
Monkey Talisman
~73,880 gp
Bonuses: As long as it held gives the use of the spell prestidigitation up to 1/minute, and +2 to disable device and any craft skill.
Activation: Activation requires standard action and Willpower DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers:
Animate Object: 1/day, 30 minutes/activation. Can animate 8 tiny, or 6 small, or 4 medium, or 2 large, or 1 huge animated objects (as per the monster manual) per activation.
Awaken: 1/month (3-4 sessions): Can give any animal or plant type creature intelligence. Creature gains 1d6+1 to intelligence, wisdom, and charisma. Creatures with intelligences of 10 or higher can speak any language the user has at time of awaken. Awaken is permanent.
Fabricate: 3/day, 1 hour. Can create an object up to 50 pounds, up to medium size, and having a value 500 gp or less. Can create one-use items, and minor magical items, but unlike true fabricate the object fades out of existence in 1 hour.
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Post by quazalpene on Feb 7, 2004 12:04:24 GMT -5
Tiger Talisman
~76,170 gp
Bonuses: As long as it held gives the user +2 Charisma bonus and the ability to discern the alignment of a creature within 60 feet visual range (gain +2 to checks against save DC’s or SR of powers or spells that mask alignment).
Activation: Activation requires standard action and Willpower DC 20; Spellcraft, use magical device, concentration and/or knowledge arcane of 5+ranks gives +2 synergy bonus (each).
Activated Powers:
Alter Alignment: 3/day, 1 hour/activation: This power allows the user to alter his, or targets (touch) apparent alignment. This does not affect the targets own personality or moral restrictions, but will alter the way outside alignment related powers/spells affect him. For example, a lawful good paladin can be made to appear to be chaotic evil. This does not affect any of the paladin’s powers, but he may step through a circle of protection vs. good, or even pickup an unholy weapon without any ill affect. The target gets a SR 20 to resist spells or powers from detecting his true alignment. Unwilling targets may make opposed willpower check.
Split Personae: 1/day, 3 hours/activation: This power allows the user to actually split into two separate beings. Each being is representation a part of the characters personality. Take the characters alignment and separate the first and second elements, than roll for a random alignment here:
--First element +: 01-40%: Good, 41-80%: Evil, 81-00%: Neutral --Second element +: 01-40%: Lawful, 41-80%: Chaotic, 81-00%: Neutral
Therefore, if your character is normally Chaotic Good, and you roll a 55, and 90, the split personae are Chaotic Evil and Neutral Good respectively.
--Each of the new personae have the same abilities, attack rolls, movement, class abilities and saves as the original character, but the following changes occur with the split:
--Share a common Hit point pool; if is hurt or dies, so is the other.
--Equipment is not duplicated, the player must choose who gets what.
--Spell casting and use of supernatural abilities is not allowed.
--Skills suffer a –2 penalty.
--Because the player is using two characters, he may act twice, on separate initiatives in combat.
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Post by quazalpene on Feb 7, 2004 12:07:30 GMT -5
Aku’s Bane (~88,450 GP)
The affordable version of Sameri Jack's sword
Considered a Katana (bastard sword) +3.
Attack: +3 (+5 versus evil outsiders)
Damage: 1d10+3 (+2d6+2 versus evil outsiders)
Critical: 16-20/x2 (keen)
Protection: Provides an automatic +2 luck bonus to AC and saves for lawful good characters, +1 AC and save bonuses for any other good aligned characters, and no bonus for other alignments (see special).
Special: In the hands of an evil aligned users is considered a cursed sword –3 (-3 attack/damage), evil users also suffer –3 to AC and saves, and it no longer does bonus damage against evil outsiders. Evil outsiders wielding the sword suffer a 2d6+2 each round they hold the sword.
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Post by quazalpene on Feb 7, 2004 12:12:50 GMT -5
Sword of Eternia
~85,190 gp
Considered a Great Sword +4 Attack: +4
Damage: 2d6+4
Critical: 19-20/x2
Battle Form: Up to 10 minutes (100 rounds) per day. To activate, requires a full round action and yelling “By the power of Grey Skull, I have the power” really load (Players must perform this action in game to make the power work). The wielder can change their body into a much larger and better-suited battle form. Changing forms is a partial action. The ability to change is lost for the entire day if the wielder is taken to 0 hit points or less any time during the day.
--Gains 25% height, and 50% weight --Gains +10 disguise (physical cosmetic changes ---Gain +4 Constitution (and associated hit points) --Gains +8 Strength --Gains one extra partial attack equal to base attack bonus –2 (taken as part of the normal full attack option). --Gains Damage reduction 5/+4
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