Post Channeling Items Here


RPG Superstar™ 2009 General Discussion

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I designed a channeling item, and was intrigued when one of the judges commented on the fact that they'd received lots of those... but apparently they didn't make it into the top 32. Well, I would really like to see them. One of the reasons I designed a channeling item is that I'm playing a cleric and I'd like some options for magic items that enhance that power.

So if you made a channeling item, please post it here. Thank you!

To get things rolling, here is mine:

PRAYER BEADS OF THE REDEEMED SEPULCHER
Aura moderate necromancy [good]; CL 10th
Slot none; Price 13,000 gp; Weight -
Description
Malevolent necromancers and similar villains take great pleasure infesting holy burial sites with the living dead. If the undead are driven away and such places cleansed, it is common to consecrate the location by erecting a small shrine. In these shrines, virtuous clerics fashion these long strings of prayer beads. Such prayer beads may be tied to, and untied from, any holy symbol. When using a holy symbol with these prayer beads attached to channel positive energy, the user's cleric level is treated as two higher than normal for purposes of channeling positive energy, and the user may choose to reduce the number of dice she rolls in exchange for any combination of the following benefits. The user may reduce the positive energy unleashed by: 1d6 to increase the DC of the Will save undead make by 1 (up to +4), and 2d6 to increase the radius of the positive energy burst by 5 feet (up to +20 feet). One can benefit from only a single set of prayer beads at a time.
Construction
Requirements Craft Wondrous Item, 10th-level cleric; Cost 6,500 gp

The Exchange

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James Hunnicutt wrote:
I designed a channeling item, and was intrigued when one of the judges commented on the fact that they'd received lots of those... but apparently they didn't make it into the top 32. Well, I would really like to see them. One of the reasons I designed a channeling item is that I'm playing a cleric and I'd like some options for magic items that enhance that power.

My eye of fire is posted over on the Feedback thread. Basically, it allows a positive energy channeler to convert channeled energy into either a defense (death ward) or a single-target ranged attack (searing light).


Sure thing - here's mine:

DIVINE AMULET {not the best name in the world...}
Aura faint necromancy; CL 3rd
Slot neck; Price 4,200 gp (+1), 9,600 gp (+2), 16,200 gp (+3), 24,000 gp (+4), 33,000 gp (+5); Weight --

Description
This device appears to be a simple circular disk, made of dark hardwood, silver, gold, platinum or adamantium, with one face polished mirror smooth and attached to a braided leather cord (if wood) or a fine chain of the same metal.

When a divine amulet is worn by a character devoted to a deity or philosophy (Cleric, Druid, etc.) the smooth face acquires an etched representation of, and can be used exactly like, her holy symbol. Up to three times a day, a divine amulet can be used to boost channelled energy, increasing the energy damage by 1d6 and improving the Will save DC by an amount determined by the base material of the device: wood +1, silver +2, gold +3, platinum +4, adamantium +5.

Construction
Requirements Craft Wondrous Item, ability to channel positive or negative energy, creator’s caster level must be at least three times the symbol’s bonus; Cost 2,100 gp (+1), 4,800 gp (+2), 8,100 gp (+3), 12,000 gp (+4), 16,500 gp (+5)

----
Aside from the uninspired name, I decided I'd botched the costing after the fact. I based the above numbers on the following:

1. Use Activated Spell, with effects similar to inflict/cure light wounds or cause/remove fear, both of which are level 1. Creator’s caster level must be at least three times the symbol’s bonus.

= Level x CL x 2000
= 1 x { 3 | 6 | 9 | 12 | 15 } x 2000
= 6000 | 12000 | 18000 | 24000 | 30000

2. Increases Will DC by 1,2,3,4 or 5. This is essentially a reversal of a "resistance":

= Bonus squared x 1000
= {1 | 4 | 9 | 16 | 25 } x 1000
= 1000 | 4000 | 9000 | 16000 | 25000

3. 3 charges per day

= calculation x 3/5
+1: ( 6000 + 1000) x 3/5 = 4200
+2: (12000 + 4000) x 3/5 = 9600
+3: (18000 + 9000) x 3/5 = 16200
+4: (24000 + 16000) x 3/5 = 24000
+5: (30000 + 25000) x 3/5 = 33000

My mistake, I believe, was in step 1 where I should have only applied the minimum caster level (CL 3) and shouldn't have adjusted that as the bonus increased because the effect this step represents is a constant (that is, it is not affected by the value of the will DC bonus).

So the revised costing calculation would be as follows:

Step 1:
= Level x CL x 2000
= 1 x 3 x 2000
= 6000

Step 2:
= Bonus squared x 1000
= {1 | 4 | 9 | 16 | 25 } x 1000
= 1000 | 4000 | 9000 | 16000 | 25000

Step 3:
= calculation x 3/5
+1: (12000 + 1000) x 3/5 = 4200
+2: (12000 + 4000) x 3/5 = 6000
+3: (12000 + 9000) x 3/5 = 9000
+4: (12000 + 16000) x 3/5 = 13200
+5: (12000 + 25000) x 3/5 = 18600

:-j(enni)

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Matrissa the Enchantress wrote:

Sure thing - here's mine:

DIVINE AMULET {not the best name in the world...}
Aura faint necromancy; CL 3rd
Slot neck; Price 4,200 gp (+1), 9,600 gp (+2), 16,200 gp (+3), 24,000 gp (+4), 33,000 gp (+5); Weight --

Description
This device appears to be a simple circular disk, made of dark hardwood, silver, gold, platinum or adamantium, with one face polished mirror smooth and attached to a braided leather cord (if wood) or a fine chain of the same metal.

When a divine amulet is worn by a character devoted to a deity or philosophy (Cleric, Druid, etc.) the smooth face acquires an etched representation of, and can be used exactly like, her holy symbol. Up to three times a day, a divine amulet can be used to boost channelled energy, increasing the energy damage by 1d6 and improving the Will save DC by an amount determined by the base material of the device: wood +1, silver +2, gold +3, platinum +4, adamantium +5.

Construction
Requirements Craft Wondrous Item, ability to channel positive or negative energy, creator’s caster level must be at least three times the symbol’s bonus; Cost 2,100 gp (+1), 4,800 gp (+2), 8,100 gp (+3), 12,000 gp (+4), 16,500 gp (+5)

Very cool. I'd started with a holy symbol, but didn't know what to do with the fact that there are so many different deities. I like your approach: the symbol taking on the semblance of whatever your deity is.

Dark Archive

The Prayer Beads variable utility is neat. I like the ability to expand the radius affected, by lowering the damage.

I went for a magical holy symbol (which, IMO, given the ability of Clerics to create magic items from 1st edition on, and the fact that each of them has to tote one of these suckers around for their entire spellcasting career, seems like a no-brainer to make magical...), and made up symbols for Gozreh, Asmodeus and Nethys while playing around with the format, as I wanted to make a 'standard' for designing magical holy symbols for any deity.

Each would have three powers;
1) A +2 bonus to skills (or other checks) relevant to the deity.
2) The ability to spontaneously exchange (as a full round action) prepared divine spells for spells in the deities 'theme.'
3) The ability to expend a Channel Energy use to empower some other effect appropriate to the deity.

The one I chose to submit was;

SOVEREIGN SIGIL
Aura faint enchantment and evocation; CL 5th
Slot –; Price 5,000 gp; Weight 1 lb.

DESCRIPTION
This holy symbol of Asmodeus is a pentacle of wrought red iron, encircled in fire-blackened silver. Any user gains a +2 bonus to Bluff, Intimidate and Knowledge (the planes) checks, and any divine caster can expend a divine spell-slot of the appropriate level as a full-round action to generate a ray of fire (treat as ray of frost, but inflicts fire damage instead, requires a divine cantrip of any sort to be prepared), command (requires the expenditure of a 1st level spell) or hold person (requires the expenditure of a 2nd level spell). A cleric of Asmodeus with this item can choose to have his channeled energy effect instead inflict a 30 ft. burst of fire damage, instead of negative energy, with a Reflex save (at the same DC) to take only half damage.

CONSTRUCTION
Requirements Craft Wondrous Item, produce flame, command, hold person, creator must be a priest of Asmodeus; Cost 2,500 gp

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Here's mine:

Eibom’s Ineffable Headstone
Aura moderate necromancy [evil]; CL 10th
Slot hands; Price 65,000 gp; Weight 30 lbs.
Description

A black chain adorned with a heavy manacle pierces the crown of this weathered slate headstone, engraved only with a hand pointing at a star.

Clasping the manacle about the wrist reveals the Headstone’s powers. Its four charges renew each sunset. Once affixed into the ground (a full-round action), the Headstone may be activated:


  • Attract undead within 500 feet to the Headstone, DC 15 Will save. (2 charges)
  • Channel Negative energy as a 10th level cleric. Undead make a DC 15 Will save or fall under the bearer’s command. Undead within a Desecrate automatically fail. (1 charge)
  • Increase another power’s DC by three. (1 charge, part of activated power)

While manacled, the bearer is considered a 10th Level cleric for commanding undead and may command up to 30 Hit Dice. Removing the manacle frees controlled undead.

The bearer may activate powers when no charges remain by suffering 10% of his maximum hit points in damage per charge. This damage cannot heal magically, only through rest.

Construction

Requirements Craft Wondrous Item, 10th level cleric, enthrall, animate undead; Cost 32,500 gp.

***

Any comments are welcome.

thanks,

-Ben.

RPG Superstar 2009 Top 16 aka NChance

Set wrote:

SOVEREIGN SIGIL

Aura faint enchantment and evocation; CL 5th
Slot –; Price 5,000 gp; Weight 1 lb.

DESCRIPTION
This holy symbol of Asmodeus is a pentacle of wrought red iron, encircled in fire-blackened silver. Any user gains a +2 bonus to Bluff, Intimidate and Knowledge (the planes) checks, and any divine caster can expend a divine spell-slot of the appropriate level as a full-round action to generate a ray of fire (treat as ray of frost, but inflicts fire damage instead, requires a divine cantrip of any sort to be prepared), command (requires the expenditure of a 1st level spell) or hold person (requires the expenditure of a 2nd level spell). A cleric of Asmodeus with this item can choose to have his channeled energy effect instead inflict a 30 ft. burst of fire damage, instead of negative energy, with a Reflex save (at the same DC) to take only half damage.

CONSTRUCTION
Requirements Craft Wondrous Item, produce flame, command, hold person, creator must be a priest of Asmodeus; Cost 2,500

I like this, a lot. You did a lot of great work on converting domains Set and I sad to see that you didn't make it in with this item. It's a niche item, but it's a good one that grabs a theme and sticks to it. I believe I may be snagging this one for my Pathfinder game in one manner or another...

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delabarre wrote:
My eye of fire is posted over on the Feedback thread. Basically, it allows a positive energy channeler to convert channeled energy into either a defense (death ward) or a single-target ranged attack (searing light).

That other thread is quite lengthy, and I was hoping to create some one-stop-shopping for channeling items.

terraleon wrote:

Eibom’s Ineffable Headstone

Aura moderate necromancy [evil]; CL 10th
Slot hands; Price 65,000 gp; Weight 30 lbs.
Description

A black chain adorned with a heavy manacle pierces the crown of this weathered slate headstone, engraved only with a hand pointing at a star.

Clasping the manacle about the wrist reveals the Headstone’s powers. Its four charges renew each sunset. Once affixed into the ground (a full-round action), the Headstone may be activated:


  • Attract undead within 500 feet to the Headstone, DC 15 Will save. (2 charges)
  • Channel Negative energy as a 10th level cleric. Undead make a DC 15 Will save or fall under the bearer’s command. Undead within a Desecrate automatically fail. (1 charge)
  • Increase another power’s DC by three. (1 charge, part of activated power)

While manacled, the bearer is considered a 10th Level cleric for commanding undead and may command up to 30 Hit Dice. Removing the manacle frees controlled undead.

The bearer may activate powers when no charges remain by suffering 10% of his maximum hit points in damage per charge. This damage cannot heal magically, only through rest.

I like it, but 4 charges seems like a lot for such a powerful item. The extra charges for sacrificing hp should have a limit, like you can only do that for one or two extra charges max per day.

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James Hunnicutt wrote:
I like it, but 4 charges seems like a lot for such a powerful item. The extra charges for sacrificing hp should have a limit, like you can only do that for one or two extra charges max per day.

And I figured 4 was just about right-- 1 to summon the undead, 1 to channel with 1 to bump the DC, and perhaps one charge held in reserve.

The sacrifice mechanic is meant to allow a character the opportunity to decide just how important the power to control undead is-- how much of your life is it worth? And it allows a convenient way for a big bad guy to obliterate himself while summoning all undead within 500 feet to him. ("Ding-ding-ding, I have wounded adventurers a-la carte here. Dinner is served!")

-Ben.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
James Hunnicutt wrote:
That other thread is quite lengthy, and I was hoping to create some one-stop-shopping for channeling items.

EYE OF FIRE

Aura moderate necromancy; CL 10th
Slot face/eyes; Price 133,000 gp Weight -;
DESCRIPTION
An eye of fire appears as a glowing white crystal ball approximately 1 inch in diameter, shedding light as per a continual flame spell.
If inserted into a living creature's empty eye socket, the eye's intensity increases, project bright light forward in a 30 foot cone, and dim light out to 60 feet. The recipient can block this light by closing his eyelid over the eye.
The recipient of an eye of fire cannot see with it, but can detect undead continuously as per the spell.
The final two powers of the eye of fire can only be activated by a recipient who has the Channel Positive Energy class ability. By expending one use of his channeling ability, the recipient may either cast a death ward on himself, or fire a beam of searing light from the eye. Both of these spell-like abilities operate at a caster level equal to his number of energy channeling dice (maximum 10).
CONSTRUCTION
Requirements Craft Wondrous Item, continual flame, death ward, detect undead, searing light, Craft (glassblowing); Cost 66,500 gp

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