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71. A regular afternoon in a busy wayfarer' inn. At least until the window shutters and doors slam shut, the wood fusing together. After a few moments filled with confused consternation by the patrons, several random pieces of funiture begin slamming together, warping into a number of humanoid forms. Murky red auras emanate from the forms as they reach for the patrons...


Marik Whiterose wrote:
Lostlittlenomad wrote:
I believe our group has settled on Dead Man's Promise.
Ooh, I like that. May have to steal it for our campaign.

Feel free. :)


I believe our group has settled on Dead Man's Promise.


Spoiler:
Neil Spicer wrote:
Lostlittlenomad wrote:
Coins of Callidity

*Well, it's an interesting theme and a grab bag of abilities, but it mostly hangs together. Something like silversheen would be overshadowed by just one of these coins. But you get all three capable of doing different things to different creatures susceptible to them. For now, I'll say...

*...Weak Keep.

*Can I put 3 coins on 3 weapons?

*Why humanoid aberrations? Would have been cooler if it was just "aberrations".

*Actually, I think the second power is more interesting than the first. The first becomes mostly unimportant once magic weapons are widespread, and with a 13,500gp cost, they'll be in every PC's inventory by the time this item enters the game.

*Reject.

*What is it with gamers and the word "whilst"?

*Severe mechanical flaws. "adhere to and bind"? How? Just hold monster-in-a-can? And what does bronze have to do with humanoid aberrations, let alone aberrations at all? Plus these items are essentially permanent weapon changes, if the PC wants them to be. The landing on edge and flipping thing is just too much, too.

*And yes, Ryan, as I read it you could put the three each on a different metal weapon and even switch it up as you wanted.

*Reject.

*It took me a while to realize "The cold iron and silver coins bestow their special qualities" means "they treat the item as if it were of that special material. I was thinking these would add flaming, keen, whatever.

*Issues: This is three items, not one item. The price assumes a set of three, but there's no reason why you couldn't or wouldn't find these separately. What Clark said about the flipping and edge-landing is just goofy (that's a cantrip-level effect that has nothing to do with the item's abilities, and is only relevant because the author decided to make them coins instead of gems, straps, or whatever). What Ryan said about "humanoid aberrations"... something is humanoid, or an aberration, but not both, and we don't distinguish...

Wow. Thank you! I really appreciate the feedback. One of my editors/friends felt the same about the coin flip and aberration amendment (first version did not have the humanoid qualifier,) and I really should have listened to him.

Thanks again!


Hello judges, as with so many before me, keen for your insights into my submission. Many thanks for your time!

That said, I think I know three or so missteps (very SIAC, the spell requirement didn't really gel with the terran element, and quite likely my use of non-American English.)

Coins of Callidity
Aura moderate enchantment and transmutation; CL 9th
Slot – ; Price 27,000 gp; Weight – lbs.
Description

Three coins, one made from cold iron, one from silver and one from bronze, make up this set. Heads is always etched in Terran describing the metal whilst tails is either marked with the creators personal sigil, or left blank.

When placed heads flush against a metal weapon, the coins attach and bestow a special quality based upon the coin used. Attaching and detaching a coin in this fashion is a standard action. The cold iron and silver coins bestow their special qualities, respectively. The bronze coin inures the metal to corrosion, making the weapon immune to the effects of a rust monster. A weapon can only benefit from one coin at a time.

Once per day, when not used in their weaponised form, and delivered via a melee touch attack and a command word, the coins reveal their other power. The cold iron and silver coins can adhere to and bind a creature susceptible to the respective metal as per the Hold Monster spell. The bronze coin provides the same effect for humanoid aberrations.

If the effect is broken, or ends, the coin falls to the ground, landing on edge, and does not roll from where it lands. Similarly, should the coins be flipped into the air, and left to fall, the same effect occurs.

Construction Requirements
Craft Wondrous Item, align weapon, hold monster; Cost 13,500 gp


Nuts to the 'Crowie.' ^_^

Epoque? :)


Pubmeet! But... the Great Northern? *shudder* How about Bazaar in St Leonards? Oooooh yeeeeeaaaaaaaaaah.

And Reebo - you totally forgot to mention this on Saturday. Shame on you!


Greetings all!

My character has recently come into the possession of a cursed Helm of Freedom, allowing immunity to Held and Paralysis effects. The unfortunate side effect is that it reduces Wisdom to 2.

Pouring through the section on magic, I had a thought that a Break Enchantment might be cast on an item to rid it of its curse, much in the same manner as a BE, Dispel Magic or Remove Curse might remove it from a character afflicted by a curse.

However, those spells do not of course allow that. After putting my head together with my DM, he thought the only thing that could remove a curse would be a Wish, but to also throw the question out to boards to see if someone knows of, o has any other game legal way to remove a curse from an item.

My own thoughts have evolved alongside the lines of making a similar item creation check to right the item, as per the repair magic item function of the item creation feats.

So, gentle sirs and ladies - what are your thoughts and experiences?