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Drunkard's Dagger
Aura: moderate varied; CL: 8th (min 8 for +2 greater magic weapon bonus, unless i'm mistaken)
Slot: none price:

Spoiler:

Description
This finely crafted bottle is intricately gilded with silver and platinum over crystalline glass, the metal twisting together up the neck of the bottle, the cork long since lost, with any attempts to replace it failing.
(i decided to keep most of this, mostly because i want it to be immediately obvious that its special in some way without assuming that your mage is checking everything)

As long as it remains intact it will fill with grog each night as the sun sets and emptying as it rises. Although its sized for a medium creature it holds exactly enough to inebriate anyone holding it as long as they drink it all at once. Attempting to share the drink with another will cause it to magically empty down to one single drop. Anything inside when the bottle fills is expelled, causing an awful mess.

Anyone with the Catch off Guard feat can feel its truest function as soon as they hold it. If broken at the bottom and held at the top it becomes +2 improvised dagger and anyone damaged by it must make a DC 15 or gain the drunk template. The target is immune to this effect for 24 hours regardless of saving throw.
(i don't know about items applying a template but it was all i could find with google-fu, and its functionally the same as being sickened.)

When the bottle is full, intact, and used as part of successful melee attack on a living creature the bottle immediately breaks and the target receives a -5 penalty on the save to avoid becoming drunk. Used this way the the bottle is still treated as a +2 light improvised weapon but it deals 1d4 blunt damage.

If it's broken as the sun goes down it reforms into a bottle.

Requirements
Craft Magical Arms and Armor, Catch off Guard, create water, make whole, [i/]ray of sickening, [i]greater magic weapon


I'll take care of price later, when im done working on it. Is ray of sickening a bad fit now? Thanks for all the advice!


Late to the party but here's my idea.
Chelsea's Dagger
Aura: moderate varied; CL: 8th
Slot: none price:19,256(?)

Description
This finely crafted bottle is intricately gilded with silver and platinum over crystalline glass, hinge corked with a jewel encrusted "C" on the top. Anyone who drinks the contents can identify it as "penny swill", a drink comprised entirely of the last of many different drinks. as long as it remains intact it will fill each night as the sun sets if empty.

If broken by at the bottom and held at the top it functions as a +2 improvised dagger of berzerking except it's beneficial rage effects only function when the entire drink is consumed before combat as a full round action (although not large this drink is incredibly disgusting and strong, making it count as 5 drinks for the effect of alcohol as a drug)

(this part im not sure about mechanically)
In addition for every round of combat the wielder functionally gains the sickened condition (stacking with the previously gained condition)
if the weapon hits an opponent it transfers one stack of sickened condition to her victim for one hour (fort DC 12+2 for each stack of sickened on the wielder) no matter if the save is successful or not the opponent is immune to this effect for 24 hours.
If the compounding sickened modifier exceeds the wielder's new con mod (negating spells like bear's endurance) she vomits and falls unconscious for 1 hour per collective sickened modifier(-4 = 4 hours ect.) At that time the bottle reforms to fill again the next night.

None of this happens if the bottle is thrown fully formed full or not, instead treat it as a improvised thrown weapon with a range of 10ft dealing 1d4 damage B/P. If it hits while full and breaks the victim is effected as if she drank 5 drinks. When broken and not in hand its destroyed forever.

Disarming the dagger ends the effect as if the sickened modifier exceeded the wielder's Con mod. Depending on the method of disarming (i.e unarmed strikes) the effect could continue with the new wielder
at GM's discretion.

Requirements
create water, make whole, ray of sickening, greater magic weapon, rage, Craft Wondrous Item, Craft Magical Arms and Armor, Craft Brew 5 ranks, Cost 9,628gp(?)