| Yora |
I am looking for ideas for magic items to place around in the campaign I am preparing.
For context, it's a world in which there are no NPCs above 10th level and powerful outsiders play pretty no direct role. Which limits the items to minor and medium items, but no major items (which would be lesser artifacts).
Also, making and possessing magic items is a major deal, so I am not looking for minor things like automatic campfire lighters or waterproof bedrolls.
Items would not have to be statted up completely, simply the idea would already help me out. Hints to items from the SRD are also welcome.
Some ideas I already have:
Falcon Helm: A viking style helm plated with copper and etched with a feather pattern. The wearer of the helm gains a +10 competence bonus to Perception checks.
Winter Wolf Cloak: A cloak with a hood made from a winter wolves pelt. The wearer gains resistance to cold 10 and when the hood with the wolves head is worn up, the wearer can exhale a 20 ft.-cone dealing 5d6 points of damage as a spell-like ability three times per day.
| Malignor |
Howabout magic bodypaint, like what Celts used?
Body Paint - Battle Protection
Aura faint transmutation; CL 3rd, 6th, 9th or 12th
Slot body and armor; Price caster level x600gp; Weight 2 lbs (full, medium size)
DESCRIPTION
A small clay or wooden jar contains an amount of paint. A newly made container has enough paint to cover 10 creatures whose size is the same as the creator. This item holds enough magic to provide no more than 10 charges, so any extra paint (if used on smaller creatures) is inert.
The magic doesn’t activate until receiving the first attack (not requiring an action), and lasts 10 minutes per effective caster level of the paint. During this activated time, so long as the painted body remains largely exposed and visible, the wearer gains a natural armor bonus of +2 to +5, as if affected by the Barkskin spell whose caster level is that of the item. When the magic fades, the paint begins to flake off normally.
CONSTRUCTION
Requirements Craft Fetish; Cost caster level x300 gp; Materials ashes of burned hide from a creature or plant known for its natural armor, such as a turtle or strong tree.
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Body Paint - Spirit Realm Transformation
Aura faint abjuration; CL 5th+
Slot body and armor; Price caster level x1000gp; Weight 2 lbs (full, medium size)
DESCRIPTION
A small clay or wooden jar contains an amount of paint. A newly made container has enough paint to cover 10 creatures whose size is the same as the creator. This item holds enough magic to provide no more than 10 charges, so any extra paint (if used on smaller creatures) is inert. A creature one step larger uses up 4 uses of paint, and a creature two sizes larger uses up 9 uses of paint. A creature one step smaller uses up a 1/4th use of paint, and a creature two sizes smaller uses a 1/9th use of paint.
The magic doesn’t activate until the wearer lets out a haunting howl or cry (free action), or is targeted by a death or negative energy attack, at which point it lasts 1 minutes per caster level. During this time, so long as the painted body remains largely exposed and visible, the wearer benefits from Undead Anatomy I, using the wearer as the base creature (so a human can’t be a zombie bear), and whose undead creature is determined upon crafting the paint. When the magic fades, the form reverts to normal and paint begins to flake off normally.
CONSTRUCTION
Requirements Craft Fetish; Cost caster level x500 gp; Materials blood, powder or ashes from a natural substance or creature or plant known for its connection to the spirit realm. May alternately be from a grave.
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Body Paint - Beast Totem Transformation
Aura faint abjuration; CL 5th+
Slot body and armor; Price caster level x1000gp; Weight 2 lbs (full, medium size)
DESCRIPTION
A small clay or wooden jar contains an amount of paint. A newly made container has enough paint to cover 10 creatures whose size is the same as the creator. This item holds enough magic to provide no more than 10 charges, so any extra paint (if used on smaller creatures) is inert. A creature one step larger uses up 4 uses of paint, and a creature two sizes larger uses up 9 uses of paint. A creature one step smaller uses up a 1/4th use of paint, and a creature two sizes smaller uses a 1/9th use of paint.
The magic doesn’t activate until the wearer mimics the animal sound (free action), or attempts to move like the animal (movement action, can cover distance if the wearer wants), at which point it lasts 1 minute per caster level. During this time, so long as the painted body remains largely exposed and visible, the wearer benefits from Beast Form I, whose form is selected upon creation of the paint. When the magic fades, the form reverts to normal and the paint begins to flake off normally.
CONSTRUCTION
Requirements Craft Fetish; Cost caster level x500 gp; Materials blood, powder or ashes from a the creature to be transformed into
| Yora |
Those are pretty cool.
I also just came up with spell storing tattoos as they are found in thailand. Still have to figure out how to price them exactly, but it would be a permanent item crafted on the wearers skin (no item slot) that can hold a spell of 1st or 2nd level (lesser) or 3rd or 4th level (greater) until triggered by the wearer or automatically if a certain specified condition happens (usually being target of an effect against which the stored spell can protect). It then can be recharged simply by any spellcaster casting a new spell at it. As a limiting factor, every tattoo is linked to a single school of spells which it can store.
A true spell tattoo can hold a 1st to 4th level spell of the appropriate school for an unlimited amount of time, but doing so works like creating a continous effect wondrous item at 1/4th the normal cost and time. However, it can be dispelled like a spell with a permanent duration, leaving the tattoo empty but read for a new spell to be stored in it.
Black Mask: A wooden mask covering the upper half of the face and painted black, that works just like a pair of goggles of the night.
Beast Skin: Cloaks made from the pelts of medium or large animals that allow the wearer to turn into an animal of the appropriate type at will.
| Grizzly the Archer |
This thread is more in the home brew/suggestions area, not advice.
As for real items geared towards barbarians:
Furious weapons
Courageous weapons - they benefit a lot
Headband of havoc- immediate action rage, and increase rage power level by 4 levels, similar to monks robe/champion sash/so forth.
Cord of stubborn resolve- immune to fatigue, but take 1d6 non-lethal, barbarians love this item- free rage cycling.