| Lemmy |
Hello again, folks!
Just now I was checking the custom items I gave to my players in the campaign I'm currently GMing. And I had the idea to ask you guys to share your personal favorite items that you didn't take from any book, but instead, created it yourself!
Gotta say, my personal favorites right now is the Pipe Wrench of Torag.
Pipe Wrench of Torag: Found on the hands of a dead dwarf cleric, this adamantine pipe wrench is immune to all rusting effects and grants its wielder a character a 2 bonus to Disable Device, Knowledge(Engineering) and Knowledge(Religion). It can also cast mending at will.
In combat, it works as a +1 adamantine heavy mace.
There is also a gauntlet named Hand of Iomedae, but I don't remember exactly its properties, as I'm not home right now to check my notes. -.-'
So, tell me, is there an item you created that you think is really cool and interesting, even if it's not the most powerful artifact around?
Share your home-made gadgets with the rest of us!
Who knows, maybe Paizo adds them in the next edition of Ultimate Equipment!
| tifton |
a 10x10 treasure stich tarp attached to a Expedition Pavilion inside is a table with heroe's feast. When the command word is spoken this tarp rolles up into a small 6 inch by 6 inch by 6 inch cloth bundle. when anotehr command word is spoken the bundle unrolls into a 10 by 10 by 10 steel box with a door inside the box it is 30 by 30 by 10. very nice little hide out in your pocket.
| Game Player |
Something I was working on (and would like your advice on this) is a set of gloves called Spectral hands. The effect of these gloves when worn by a caster is that touch spells can be done at a distance.
I was thinking of having 3 types (lesser, normal, greater) in which the distance increases (+10, +20, +30)
So a cleric with lesser gloves could cast cure lights and "touch" an ally that is 10 ft away.
A wizard with normal gloves could cast shocking grasp and "touch" someone up to 20 ft away.
A sorcerer with greater gloves could cast chill touch and "touch" someone up to 30 ft away.
If they seem too powerful then there could be two kinds that have a reach of 10 and 20 ft. (lesser and greater).
Thoughts?
| Mark Hoover |
Directional Arrow: stab this into the ground and it displays true north granting a +2 to Survival to avoid getting lost. It also kicks out 4 floating lights which provide a 30' radius of light.
Also working on one for the wizard in the group. He carries a lot of books and is worried that his encumbrance will get too high:
Kindlenook's Bookstrap: this device is a simple strap that fastens a book to one's hip. However up to 10 books may be "loaded" into the strap at any one time; 9 of those books become simply 3" square images on the leather while the 10th displays in 3 dimensions. The strap also protects the books from standard wear and tear, heat, and cold, short of total immersion in harmful substances. When the wielder wishes they may simply touch the image of the book they want, drag the image to the first position and the current book will reduce to an image of its own while the new book appears in its place.
| Zotpox |
Masterwork club a Medium Simple two-Handed Melee Weapon
+1 enhancement bonus on attack rolls
cost 300 gp
dmg s 1d4
dmg m 1d6
critical x2
range -
weight 3 lbs
type B
hardness 5
HP 20
break DC 20
special Two handed, Masterwork
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls
Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied).
This two handed masterwork club is a smooth, round stick 2.75 inches in diameter at the thickest part and 42 inches in overall length with a 12 inch barrel and the other 30 inches narowing to form the handle. Is made of one piece of solid ash wood, with a rounded head and knob and given two coats of varnish. It is branded with the craftsman's name, and guild symbol: the brand is applied to the hard side of the club (Over the Sweet Spot), allowing the cluber visual control of the hardness of the surface hitting the victem. The handle is wrapped with a cloth grip and a light coating of pine tar in order to improve grip.