| Wiggz |
This might be the commonly held view, but I tend to be a lot stingier with magic items in my campaign. I don't like the idea of every character in the group laden down with magic items in every slot, able to buy and sell magic items as easily as they might anything else. It seems to make the 'magical' seem mundane to me and takes away something from the game.
While I do allow and use relatively minor magic items in that way often, anything of significant power should have a story and be uinque. Generally speaking my characters get 1 or 2 'specialized' magic items over the course of a campaign, items which have histories, are unique, are tailored more towards their particular character's 'flavor' and are generally a bit more powerful than what would commonly be available to characters of that level to make up for their scarcity.
Below I list 10 of my favorite such items in case anyone might be inspired by them, and I ask that anyone who has their own unique creations to please add to the list.
Gauntlet of Elemental Might
This large, ornate and slightly over-sized gauntlet has four large gemstones embedded along the knuckles of the hand, a diamond (air), saphire (water), ruby (fire) and emerald (earth)
The gauntlet occupies both the gauntlet/gloves slot and one ring slot and provides the following benefits:
Wearer is constantly affected as if by an Endure Elements spell.
Strength +6
Fire Resistance: 20
Electricity Resistance: 20
Cold Resistance: 20
Acid Resistance: 20
Can reduce all elemental damage from one source to 0, but that cracks the corresponding elemental gem rendering it useless and causes the wielder to lose resistance to that element unless repaired by a Limited Wish or Wish spell. If all four gems are destroyed in this fashion, the gauntlet becomes useless.
Great Horned Helm
Crafted from the skull of some monstrous minotaur, this large helm is etched all over with various runes in the goblin tongue and adorned with odd, crude totems made from extoic feathers and bits of bone.
The helm occupies the head slot and grants the following benefits:
+2 AC
+2 Resistance
Grants Power Attack, Intimidating Prowess and Corugon Smash feats whether the weilder meets the pre-requisites for these feats or not.
Kith’Kinath
This exquisite weapon is perfectly crafted, from weight and balance to its intricate detail. To say that its impossible-to-dull edge was razor sharp would be an insult and when gripped it seems to humm with power and intent, bringing body and mind into perfect, lethal harmony.
+5 dagger
+5 Will save vs enchantment spells
DC 20 Will save to use any other weapon, Geas to recover if lost.
Longstepping Boots
These knee-high boots are made of a soft, supple leather and are able to whisk the wearer away in the blink of an eye
These boots occupy the feet slot and allow the wearer to teleport 30’ as a move action. Destination must be within line of sight. This movement does not provoke an attack of opportunity.
Cloak of the Shadows
The interior of this cloak seems to give way to unfathomable darkness, concealing in blackness even the body of its wearer beneath.
This cloak grants the ability to see even in magical darkness and a
+4 item bonus on Stealth checks. It also grants the following abilities:
Deeper Darkness 3/day
Shadow Walk 1/day
Acts as a Protection vs. Good/Evil spell against any creature with the Shadow template or spell with the Shadow keyword.
Dwarven Runestones
Not really a unique item but rather a flavorful option to replace potions, especially in subterrenean campaigns. All game effects are the same, including costs associate with crafting them, except that they must be broken to be used rather than drunk.
Magic Tatoos
As above, these magic tatoos tend to be a regional or cultural preference but otherwise function exactly as a wand with the same crafting times and costs. They in all ways function as wands but must be touched rather than wielded, and are subject to Dispel Magic effects but not Sunder or Disarm attempts.
Shieldbreaker
This massive greatsword seems to radiate strength when confronted with another weapon and takes on a life of its own when challenged by armor or shield.
This +2 Greatsword grants Improved Sunder, Greater Sunder and Sundering Strike whether the weilder meets the pre-requisites for these feats or not. It is considered a +4 weapon for purposes of Sundering and deals an additional 2d6 damage when used against a weapon, armor or shield. It cannot be Sundered itself except by a weapon of +4 or greater quality.
Circlet of Fey Lights
This delicate circlet of spun gold is adorned with four crystal 'stars' which come alive when commanded to float and dance about through the air at the wearer's direction. They shed a soft sparkling radiance in their wake but can be awakened to great power at a word.
The circlet occupies the head slot and allows the wearer to cast the 'torch' version of Dancing Lights except that each light can move as if it were a Ball Lightning spell (a move action to direct them independently with a range of 250', otherwise they remain in place). Once per day, the wearer can activate those lights as a swift action as if casting a 15th level Ball Lightning spell.
Eyes of Rapture
These lenses, once put into place, give the wearer's eyes a violet hue but are otherwise unnoticeable to non-magical detection, but those who meet the wearer's gaze become susceptible to the most subtle forms of enchantment.
All enchantment spells cast by the wearer are automatically Silenced and Stilled without raising the level of a spell but with the following restrictions: All targets must be within a maximum range of 30’, have line of sight and must be aware of the caster. The item does not change any other aspect of the spell when it is cast (range, duration, number of targets, etc.)
| Wiggz |
By the way, on the Great Horned Helm what does the +2 Resistance bonus allocate to?
To all saving throws, similar to a Cloak of Resistance.
As I said, I know the items are a touch over-powered, but in most instances they are replacing 2-3 items that a character in another person's campign might have.
I try to avoid 'generic' magic items whenever I can and am always looking for new ideas, which is the main reason I started this thread. Keep in mind that to be unique, an item doesn't have to be particularly powerful. Once, during a low level campaign I had the party 'gifted' with items after leaving an elven village they had helped protect. One character, a female bard, was given a small, intricately carved wooden 'keeping' box which would keep anything placed inside in protective stasis. Within was a flower from a sacred and sentient tree they had helped protect from orcish marauders - when worn in her hair, she recieved a +2 Charisma bonus (essentially a lesser Headband of Alluring Charisma) as well as a +2 item bonus on Perform checks. She told me years later that it was her favorite item the character ever recieved and she used it all the way up into the high teens when the group eventually fell apart.
| Wiggz |
What type of AC bonus does the helm grant?
What type of save bonus for the dagger?
How often do the longstepping boots work?
Good flavor on the items. I personally like the circlet and the runestones.
I generally just treat them as 'item bonuses' because there is a rarely a concern with stacking bonuses from multiple magic items, and when the situation does arise I allow them to stack.
If attempting to adapt them to your campaign, I'd suggest probably treat the Helm as granting a natural armor bonus (like an Amulet of Natural Armor) and the dagger a resistance bonus (like a Cloak of Resistance). The boots work at will, essentially just providing another movement mode.
To give an example of how I tend to 'award' items, a 6th level rogue might have the dagger, but beyond that likely only masterwork leather armor and a Cloak of Resistance +2 or pair of Boots of Striding and Springing. I'm just not a big fan of monty-hauling it, and I want my character's magical items to be memorable. Plus, their uniqueness often leads to backstories and potential adventure hooks - like what if, after the PC acquires the dagger, someone shows up who once possessed it and under the effects of the geas. They steal it back and flee, with the PC's compelled to follow, find high level magical aid for their companion or watch him die.
I once gave the same dagger to a Fighter, had him claim it off the body of a rogue ranger who fought with it... he recieved it at the same time he hit 4th level and decided to build his future feat selections around using it - it became a large part of the character's identity, both blessing and curse. Since he was so low level, I allowed him to gradually 'retrain' out of a two-weapon fighter into a free-handed fighter and the character ended up being something entirely different than the somewhat generic option he had originally chosen. Of course, I'd never force that kind of choice on a player - just present them with the possibility and let them grow and develop as they wish.
| Lathiira |
Just seeking clarification. Got more than I expected :) Still didn't answer the question about the boots though.
As for monty-hauling, well, one man's monty-haul is another's pauper campaign. Your example rogue is 6th level with a +5 dagger, which to some is monty-haul. *shrug* Not judging one way or the other, I've got no experience with monty-haul campaigns in 3E or later, and only a few times in 2E when we went through the summer of the Killer Dungeons for fun. Even then, it's questionable how much monty-haul stuff went on...too long ago to remember!
I'm a fan of nonstandard items myself. I might want the standard stuff in order to remain competent (and alive), but I like the neat little things you can put together just by adding a little something to a basic item. Much of my gear on my latest character is custom gear that has background to it or is otherwise nonstandard (that'd be my robes, my crown, my cloak, and my gloves at this point). I'm all for it.
| Wiggz |
Lathiira wrote:How often do the longstepping boots work?
If attempting to adapt them to your campaign, I'd suggest probably treat the Helm as granting a natural armor bonus (like an Amulet of Natural Armor) and the dagger a resistance bonus (like a Cloak of Resistance). The boots work at will, essentially just providing another movement mode.
As a side note on the boots, my player talked me into a +4 circumstance bonus to AC against ranged attacks when making a double move. Seemed like sound reasoning to me.
| brassbaboon |
I like the flavor of the items. I do similar things (though not nearly as powerful) in my own campaigns. Many times a magical item has a benefit that is hinted at, but is not revealed until a particular trigger condition is met. For very powerful items, the trigger condition might be an actual quest.
One of my favorite magic items my GM provided for my first level druid was a magical container which doubled the effective time of enchanted foods. This allowed my druid to use the "goodberry" spell as a significant healing boost for the party. She's now level 8 and still uses it. I call it her "magic tupperware".
| Remco Sommeling |
I do not often make unique items as such, often simply tweaking exisitng items a little bit, a little history, specifics or a fancy name is often enough to make it special
Gauntlets of the Hurling Giant
- +4 enhancement bonus to strength
- When throwing any object up to one size category smaller than you, you can use your strength bonus rather than your dexterity bonus to hit.
- Throw anything is a bonus feat
Celestial Fury
- This Elven Curved Blade +2 has all the powers of a rod of thunder and lightning
Wallrunners
- The powers of these anklets can only be used barefoot, they combine the powers of slippers of spiderclimbing with boots of striding and springing
Stormshield
- basically a ring of force shield, except that the shield conjured is a +2 large shield of lightning resistance made of force
Sphen
|
Here are a few things I've cooked up over the past few years. Not everything is going to mmatch up very well, but it should be easy enough. Hope you enjoy them.
BAG OF LOST THINGS: Aura overwhelming Conjuration CL ? Slot none Weight 1 lb
This un-assuming brown leather bag appears at first to be little more than a Bag of Holding, albeit one with a very strong aura. And originally, that is what it was. In an attempt to make money, a wizard was experimenting with a way to connect one Bag of Holding with multiple others as well as Portable Holes through extra-dimensional spaces. Knowing the risk involved, he did so in secret not only to protect others, but to protect his investment should his experiments work. But with a fluke of a miss-spoken word during his testing, he accidently created a new pocket dimension and filled it with the contents of every Bag of Holding, Portable Hole, Secret Chest and any other extra-dimensional space adjoining our own. Calling his mistake the Bag of Lost Things, he soon became the target of many irate adventures and fellow magicians. Shortly after this, he disappeared without a trace and the Bag was removed from his laboratory and has traded hands many times. Adding to the mystery of the bag is that no matter how much is pulled from it, it never truly empties. Many now speculate that before he disappeared, the wizard somehow changed the space the bag is attached to so it attracts items that no longer have owners.
DESTRUCTION: The Bag of Lost Things can only be destroyed if all the original items are returned to their owners (or their decedents) and the Bag is taken back to the lab in which it was made and is returned to its creator.
1% Specific Item
2-6% Gold (%d = amount)
7-8% Ring (p.479)
9% Artifact (p.543; table on other page)
10-14% Other Valuables (gems, jewelry, statues, etc.)
15% Magic Wand (p.496)
16% Magic Staff (p.492)
17% Magic Rod (p.485)
18% Scroll (Arcane) (p.491)
19% Scroll (Divine) (p.491)
20-29% Mundane Item (p.158)
30-32% Magic Shield (p.497)
33% Lost Person
34-38% Mundane Weapon (p.142)
39-40% Magic Weapon (p.471)
41-45% Mundane Armor/Shield (p.151)
46-47% Magic Armor (p.464)
48-50% Wondrous Item (p.497-499)
51-60% Key
61-75% Sock
76-80% Cursed Item (p.537)
81-82% Nothing
83-85 % Other (DM’s choice)
86-93% Other Clothes (pants, robes, hats, etc.)
94-98% Lost Christmas Gifts (books, board games, etc.)
99% Remote Control
100% Pet
ARTIFACTS
1. Book Of Infinite Spells
2. Deck Of Many Things
3. Philosopher’s Stone
4. Sphere of Annihilation
5. Staff of the Magi
6. Talisman Of Pure Good
7. Talisman Of The Sphere
8. Talisman Of Ultimate Evil
9. Axe Of The Dwarvish Lords
10. Codex Of The Infinite Planes
11. The Orbs Of Dragonkind
12. The Shadow Staff
DESNA’S SUDDEN ACCESS: Aura strong transmutation CL 10th Slot none Price 175,000 Weight 1 lb.
Appearing as a tarnished bronze doorknob, this item is capable of creating a 3x6 foot door. When the user holds the knob on any flat, solid surface that is at least 4x7 square feet and speaks the command word, the door is created along with the frame.
The door and the frame are made of wood, and it is hinged in bronze in the middle enabling it to swing both ways. The door goes to 1 foot of depth and has a knob on both sides, but lacks a locking mechanism. If the door is grown onto a surface thicker than 1 foot, it still only grows to 1 foot of depth. As such, the door can only be opened towards the user.
In addition, the door can be dismissed in the same way it is created. The door can only be created and dismissed each once per day. Also, the door will not work on any magical surface or any surface that has been magically treated.
CONSTRUCTION: Craft Wondrous Item, passwall; Cost 90,000 gp
DOOR MOUSE: Aura: strong Conjuration CL: 7-13 Slot: none Price: 20,180 – 47,100 gp Weight: 1 lb This tiny metal rodent stirs to life when the command word is given. Sniffing the air, it moves into the key hole and begins to eat through the lock mechanism. A must have for most adventuring parties without a rogue, these little lock pickers come in a variety of different materials and levels of effectiveness.
Creating a link between the user and the mouse, any traps triggered by the Door Mouse eating through a lock are directed at the one who activated it. Distance does not alter this effect, but standard save rules apply. The Door Mouse takes one minute to eat through the lock and can be used once per day. An iron mouse eats through a DC10 lock, steel a DC15, gold DC20, mithral DC25, adamantine DC30.
CONSTRUCTION: Craft Arms and Armor; minor creation, major creation, Cost iron10,090 gp, steel 12,985 gp, gold 15,890 gp, mithral 19,960 gp, adamantine 23,550 gp
ELDRITCH CROSSBOW: aura mod. Evocation CL 6th Slot wand Price 50,000 gp Weight 3 lbs
This well made hand-crossbow is in reality a very oddly shaped and over-sized wand. Made of well polished oak, a careful inspection reveals that not only is it not strung, it lacks the necessary groves at the end of the bow that allow it to be strung. In their place are very fine and ornate carvings of runes and various beasts.
In place of bolts, the Eldritch Crossbow fires instead an Eldritch Blast that deals 1d4 for every two arcane caster levels of the user. Unlike most, this “wand” has an infinite amount of charges and only stops working if broken. However, it can only be used a number of times per day equal to the user’s total arcane caster levels. With the exception of the ammunition fired, it has all the normal range and other restrictions as a normal hand-crossbow and cannot be enchanted without paying twice the normal price for the enhancement. Attack rolls made while using the eldritch crossbow are rolled as if you were making a ranged touch attack.
CONSTRUCTION: Craft Wand, eldritch blast; Cost 25,000 cost
EXPLOSIVE BOLT: Aura strong Evocation CL 20th Slot none Price 109,600 gp Weight ---
This crossbow bolt sits snugly in a solid lead case carefully cradled by soft velvet on all sides. It quivers faintly in its nook and touching it causes your hair to stand on end. It is extremely dangerous and will explode with any significant force applied to the head of it. When it explodes, it does 50d12 force damage to everything within 100 yards, creating a tremendous crater. Any living thing caught within 50 yards from the center of the radius must make a Fortitude save equal to the damage taken or else die from the blast.
CONSTRUCTION: Craft Arms and Armor, meteor swarm, Cost 54,800 gp
FRED THE FEDORA: Aura strong non-specific CL 20th Slot head Price 115,002 gp Weight ½ lb
Ego 51 Alignment neutral Int 20 Wis 20 Cha 10
Fred is a plain brown hat that prefers to be left alone so he can sleep. When someone puts him on, they can occasionally hear a faint snoring sound coming from somewhere around them. Long thought on one subject usually wakes Fred up in the interest in showing off his superior knowledge on all subjects. Once awake, he tries to get his new wearer to travel regularly to new and often dangerous places in hopes of learning something new. Anything from the true names of dragons and wizards to way coral forms is of interest to Fred.
Fred has +28 to all Knowledge skills and treats all Knowledge skill checks as class skills. He knows all languages, but does not have the ability to read. He experiences through the wearer and absorbs their memories to add to his knowledge. This does not harm the wearer and they are rarely if ever aware of Fred going through their minds, mining for new information.
GLOVES OF THE JESTER: Aura strong Enchantment CL 18th Slot hands Price 100,000 gp Weight 1 lbs
These black, fingerless gloves fit snugly over the hands of any creature from Small to Large. Their aura is hard to pin down, adding a +10 to the DC to determine the school, otherwise it appears as a chaotic mix of them all. It is nearly impossible to learn the effects of the gloves through study as each effect requires its own Spellcraft check to learn. When both gloves are worn, anything the wearer touches with their hands, whether directly or through a weapon (be it melee or ranged), is randomly effected by the gloves magic. These effects by-pass all spell resistance and are only negated completely by an anti-magic field.
CONSTRUCTION: Craft Wondrous Item, confusion, Creator must be chaotic and at least level 20, Cost 50,000 gp
(effect on target last for only 1 minute)
1) Changes color
2) Grows leaves
3) Takes 1d6 Fire
4) Target becomes: blind, deaf, mute, numb (1d4)
5) Heals 1d6
6) Floats 1 foot above ground
7) Takes 1d6 Ice
8) Changes gender
9) Grows extra limb
10) Teleports 15ft in random direction
11) Takes 1d6 Electric
12) Changes species
SPECIES TABLE
D% Incarnation STR DEX CON
1% Bugbear +4 +2 +2
2-13% Dwarf +0 +0 +2
14-25% Elf +0 +2 -2
26% Gnoll +4 +0 +2
27-38% Gnome -2 +0 +2
39-42% Goblin -2 +2 +0
43-52% Half-Elf +0 +2 +0
53-62% Half-Orc +2 +0 +0
63-74% Halfling -2 +2 +0
75-89% Human +0 +0 +2
90-93% Kobold -4 +2 -2
94% Lizardfolk +2 +0 +2
95-98% Orc +4 +0 +0
99% Troglodyte +0 -2 +4
100% DM’s Choice ? ? ?