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3 people marked this as FAQ candidate.

ie. if you have bane (evil outsider) and also bane (chaotic outsider) and you struck an outsider (evil, chaotic) would the weapon be +4 and 4d6 extra damage?

or would you think that it could only apply once regardless of how many banes you have on your weapon and how many match?

thanks !


hi everyone, I had this idea for a harness that would mechanically inject a potion into your body when set conditions took place. I was inspired by the spell breath of life and was thinking it would be cool to have a magic item like an epipen needle or something to stab into your friend if he goes down, kind of like a shot of adrenaline to the heart or something. the idea evolved into a more sci-fi soldier armor that had tech in it, but since i'm playing in regular D&D settings like faerun etc. I decided to simplify and give it a gnomish spin and fill the gaps with magic. so please take a look and let me know if you think the pricing should be adjusted or tweaked etc. i'll be happy to explain any of the numbers. I may also just end up throwing it in my game as a minor artifact, but I'd prefer to create a unique magic item that has costing values that the PC's could make themselves.

Gnomish Combat Medic

The GCM was created by a taskforce of gnomish engineers and clerics who needed a way to provide advanced first aid and medical care to soldiers embedded in very hard to reach spaces, like any drivers seat of any gnomish designed mechanical vehicle, of which medical aid is usually needed. Expanded upon by beholders for use with their slaves, then confiscated by Red Wizards, the harness has been redeveloped multiple times. Now found rarely and mostly only in schematic diagrams, a very wealthy individual could potentially have one constructed. Uncommon due to their restrictive price and easier to simply use potions, scrolls, wands, etc or hire or command Clerics, the GCM is mostly a thing of myth and the butt end joke of more than one gnomish story told around a table whilst drinking.

A well made leather harness reinforced with polished steel buckles, plates, and receptacles, it precludes the wearing of any kind of armor, but fits over a shirt or regular clothing. The harness has 8 circular metal slots, each can be plugged with a cylindrical injector 2 inches wide by 2 inches deep; which can be constructed of glassteel or if glassteel isn’t available, metal and then enchanted with invisibility in order to see the contents. Each cylinder can hold any one potion or one of the special concoctions below. Loading a potion takes a full round action (in addition to drawing the potion) and provokes attacks of opportunity. Construction of the harness or the GCM concoctions can only be done if you possess a complete copy of schematics, which are valued at 10,000g. Any injection used in the harness has an increase of 50% in its numerical effect or it’s duration is increased by 50% due to the fact that it’s more potent due to being injected directly into your body and bloodstream, the downside is that any injection, even a healing potion, automatically deals 1d4 points of damage to you. If you have damage reduction that prevents you from taking this damage then you need to enchant the harness as a weapon of the appropriate type or it will be unable to affect you. DR 1/- can be overcome by taking at least 1 pt of damage from the harness or enchanting it as a +1 weapon to ensure you always take at least 1 pt of damage. Special materials and magic are priced as a single magic weapon (not as 8).

The vest has a base sentience and can be programmed to inject any of the 8 stored cylinders based on a condition. It does this on your turn after the condition has been met. The harness continually monitors it’s wearer with a status effect so conditions can be set on any condition such as poisoned, unconscious, panicked, dying etc. In addition to the injections, the vest will automatically generate a light that blinks and sprout limbs if the bearer falls unconscious or is immobilized, it will attempt to carry the bearer to a safe location if possible based on its limited senses and intelligence; it does so by default unless commanded not to in advance. It can speak and will dictate all injections currently stored and their activation conditions when asked. It will also dictate what conditions you’re affected by on demand.

All scores 10, speech +500, continual status 7,200 +1ego, sprout limbs 5000, +1, 0-level at will: blinking light 1000 +1, +89,680 adhoc (metamagic empower rod 2/3 greater 73/2=48.18K, regular 32.5K, lesser 9K), 5000g for the masterwork harness and labor to assemble it (can be substituted by a DC 30 check of each knowledge(engineering), craft(armor) or profession blacksmith, and alchemy). Cost 108,380g, cost to create 51,690+5000 for harness labor. Ego 5 CL15 (+10,000g schematics)

GCM Concoctions: All have a special creation requirement of a DC 25 alchemy check (otherwise calculated as spell level x min caster level x 50g x 1.2 (+50% adhoc -30% for alchemy check = +20% total)

Other spells are possible other than those listed below and can be arcane or divine, but must be researched. The cost of researching a concoction is the same as the cost of the proposed concoction x 5 and requires an alchemy check DC 4 x spell level to succeed and requires a number of days to create = spell level.

5th breath of life, cost 2700g
8th regenerate 7200g
5th raise dead 7,700
6th heal 3,960
5th break enchantment 2,700
4th restoration 1,680
4th restoration for permanent neg level 2,680
4th neutralize poison 1,680
4th death ward 1,680
4th cure critical wounds 1,680g 4d8+7

thanks for taking the time to check it out!