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Pacifier Manacles
Aura faint necromancy and transmutation (lesser), moderate necromancy and transmutation (greater); CL 5th (lesser), 10th (greater)
Slot wrist; Price 3,000 gp (lesser), 7,000 gp (greater) ; Weight 2 lbs.
Description
These black cuffs, usually made of chains and adorned with skulls, may be placed on any Large or smaller humanoid, automatically adjusting it’s size to match the captive.
Once placed they put a heavy burden on the captive’s shoulder, who is treated as being on medium load and fatigued. If the captive gets more than 30 feets away from the manacle key the burden increases and the captive is treated as being on heavy load and exhausted. All effects disappear if the manacles are removed using their key.
If the manacle is destroyed or opened without using its original key the burden last until the captive rests for 8 hours, he is also target of a brand (lesser) or greater brand (greater) spell. The brand is placed on his forehead and displays which crime the target committed, such as: murder or treason.
Construction
Requirements Craft Woundrous Item, ray of exhaustion, brand (lesser), greater brand (greater); Cost 1,500 gp (lesser), 3,500 gp (greater)
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I'm grateful for any kind of feedback!

Clark Peterson wrote: sandrinus wrote:
Mask of the Devourer
We all had a bit of a hang up with the rotten mean thing. What is rotten meat? Do we really want items that require PCs to keep rotten meat in their inventory? How rotten is rotten? Any kind of meat?
It just highlighted that the item was trying to be gross rather than trying to be good. Hello again Clark, thanks for the feedback!
I tried to use the rotten meat as an indirect drawback to good characters, cause keeping rotten meat in their inventory would make the character feel akward, at least (among othe social drawbacks such as the smell or appearence). In the other hand it would prove useful for evil necromancers or the like... with an infinity of zombie minions the item could prove very useful.
I really should have specified the rotten meat a bit further.. i'll take that in account next year!
Thanks again for the feedback! its a pity it did not made the cut!
PS: If anyone feels like... i would gladly receive more feedback :D

Hello Clark, Thanks for the oportunity to have feedback again!!
I submitted ¨The mask of the Devourer¨...
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Mask of the Devourer
Aura moderate conjuration; CL 11th
Slot head; Price 48,000 gp; Weight -.
Description
This creepy-looking mask made from patched skin covers the botton half of the user's face like a veil.
To activate the mask, the user must take a bite of rotten meat and pass a DC 14 Fortitude Save. If the save fails the user is sickened for 1d4 minute and can't activate the mask in the next 24 hours.
When the mask is activated 4 long tentacles covered with mouths sprout from beneath it. The user can issue mental comands to the tentacles for the next 10 rounds. Each tentacle act as an independet being and can do a slam attack, grapple an oponent or act as an extra hand.
The tentacles have the same base attack as the user, 10 feet reach, 22 Str, Improved Grab, 1d8 base damage for the slam attack, 15 hp and can be attacked by a sucessful sunder attempt. If a tentacle is severed, the user can sprout a new one in his next turn as a free action. In adittion, whenever a creature initiates its round grappled by a tentacle, its mouths deal 10 points of damage to that creature.
At the end of the activation period the tentacles search for 5 pounds of rotten meat within reach, if it can't find the meat in the next 3 rounds the mask feeds on the user draining 1d4 Con before deactivating, if the meat is found the tentacles force the user to take a full round action to consume it before deactivating. The amount of rotten meat searched by the mask increases by 5 pounds at each use in the same day.
Construction
Requirements Craft Wondrous Item, summon monster VI; Cost 24,000 gp

Thanks for the oportunity to recieve feedback clark :D
Vial of Darkness
Aura Moderate Transmutation; CL 5th
Slot -; Price 22,000 gp; Weight -.
This dark crystal vial contains black ooze that suck up the light that surrounds it. The Vial carries ooze sufficient to five uses, once per day one use is replenished. To apply the ooze is considered a standard action.
If applied on the eyes, the ooze grants Darkvision; applied twice the Darkvision works in magical Darkness and is extended up to 120 feet.
If applied on a weapon, the ooze grants +1d6 shadow damage for 50 minutes; applied twice the bonus changes to +2d6 and attacks targeting this weapon have a miss chance of 50%.
If applied in the air, the ooze creates a magical Darkness; applied twice the Darkness become Deeper Darkness.
The user can choose to spill the ooze all over his body as a full round action, doing this works as if the ooze was applied twice in the eyes, weapons and air centered on him. In addition the user is under the effect of the spell Shadow Walk. This maneuver consumes five uses of the vial and lasts 5 rounds.
Requirements: Craft Wondrous Items, Darkvision, Deeper Darkness, Shadow Walk; Cost: 11,000.

It was my first submission... I was really looking for feedbacks... hope you guys can read, enjoy and comment :D
Demon Haunts the Devil's Hall
Slavery is a condemnable act. Not in Cheliax. A chelish couple kept slave women in a secret room of their manor. This poor slaves were used in sexual and sadistic games. Days ago, Kamile Thrune had the idea to spice up their games and bind a demon (a succubus) as a sex toy.
Her husband, Xivas Thrune, made a forbidden ritual to call this succubus from the depths of the Abyss. His lack of practice in this type of ritual caused the man commit a fatal mistake: he left a rift in the place where the portal had been opened. The Succubus was imprisoned using a magic shackle made by Xivas using wardstone shards. The shackle binds the Demon into the material plane (as the Dimensional Anchor spell). The key that open the shackles is in a necklace worn by Kamile. The demons cannot touch either the key and the shackles due to the wardstone shards.
The day after the call, after having fun with their new slave, the couple woke up to the sound of a crack as a shadow leaped for their throats. The first Nabasu that crossed the dimensional rift had killed them. The day after, one other Nabasu crossed the rift. Although the Succubus asked for the Nabasus' help, they couldn't touch the key that would free her. Enraged, the Nabasu assaulted a nearby town causing terror and attracting the Pathfinder Society's attention.
Encounters
After a calm trip to Cheliax, the adventurers get to the property at dawn. The gates are open and nothing prevents their entrance. The property is not too big, the manor visible up a hill, a cottage close to the gates.
#1st Encounter: The Groundskeeper and the Imp
If the adventurers head to the cottage, they notice the door is open and some candles light the place. An old groundskeeper call them in. The man have an unusual pet: an Imp that behaves like a dog, always barking curses. With some investigation, the players discovers that the couple has been locked in the manor for the last few days, that Xivas had brought some materials usually used in rituals and that the Imp thinks Demons infest the house.
#2nd Encounter: the Deceiver
As the adventurers approach the house, one Nabasu hides atop the house roof, pretending to be a gargoyle. He uses his telepathy and bluff skills to try to cause the adventurers to fight each other. If he managed to weaken the party or just gets bored, he attacks.
#3rd Encounter: the Butcher
As the party enters the manor, they can see a trail of spilled blood leading to a door in the room. As soon as the player examine the blood or the door, a scream can be heard from beyond the door. When the adventures cross into the other room, they can see another Nabasu, its maw covered in blood, holding an very injured unconscious girl. The Nabasu is very aggressive and fight to the death. The girl is losing blood and the party are the only ones who can save her.
#4th Encounter: Dead Couple
Upon reaching the second floor, the party enter the master bedroom, finding it torn apart. The couple is found dead on the bed. The woman have scratches around the key-necklace, out of the demons' reach due to the wardstone.
Searching the room, the adventurers may find a diary that tells the couple's plans to call and enslave the succubus and other embarrassing descriptions of their sexual and sadistic games.
#5th Enconter: Succubus and Nabasu
The party encounters a secret stairway that leads to the room where the slaves were kept. A sulfurous smell taints the air and the room is warmer than it should. A character who understand the planes may deduce this indicates that a dimensional rift is still open in the room. A third Nabasu is hidden in the room. The sucubus is shackled in human guise. The adventurers may free the succubus by mistake, using the key found in Kamile necklace. The nabasu try to kill the party while the sucubus tries to escape. The party must seal the rift to end the infestation.
Qadira Mission: Bring the diary to expose the couple
Cheliax Mission: Recover the wardstones in the magic shackles and key
Andoran Mission: Save the Slave girl
Osirion Mission: Retrieve an ancient Osirian sculpture
Taldor Mission: Bring women noble dresses
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