Looking for custom items / weapons / armour and Spells to incorporate into my game


Homebrew and House Rules


So I run Rise of the Runelord's on most Sunday's and we're fairly far through now (about halfway), but the group I play with are more about roleplay than anything else.

They really love combat, but they love character interaction and surprises more, and as I'm the only one who knows the rules well, I give them free reign to do pretty much what they want, provided it doesn't break the game or make them too overpowered for their level.

As such, I don't play with negative levels, and I make several rules up on the spot so that I can keep management of everyone's characters to a minimal and still govern the game and simplify certain aspects.

If a Wizard wants to spend time researching a new spell and the player creates something fresh and imaginative and puts the time in (in game), I work with them. That's the same for if they invest time into inventing new weapons, items and all sorts.

So what I'm looking for are some interesting items, armour and shield typed protective wear, new weapons and new spells not featured in pathfinder so far. This is because I want to still add surprise items in for the Black Market stalls and other such areas.

These extra's can be experimental or just ideas you have in your head, but as the Paizo community, I'm asking for you guys to throw anything at me that you think may be cool, imaginative, exciting or game enhancing.

I've already decided that whatever spell's you can put on one item, you can put on any.

For example, instead of a cloak of resistance, you could see a ring of resistance turn up in Magnimar or Katapesh etc, so please go nuts, and you may even find with enough contribution, viable additions for your own game within this thread eventually. :)


The bananastaf: on the tip of the bananastaff there grows a bunch of 2d4 bananas. If all bananas are picked, the bunch will regrow in 24 hours.

This is for a "random found item" type of thing. Price it from 100 gp to 100000, just to mess with folks.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

There are plenty of third party products that you can buy, generally for only a couple of bucks each that should suit your needs. Some of them even have Herolab files made for them (like the SuperGeniusGames products) if that's a meaningful point for you.


Haha, effectively a ring of sustenance but for monkey's. Nice first suggestion!

Edit: Lazar - I don't actually use Herolabs. I type everything in notepad format, but I'm looking for more community created stuff than anything currently known in existing products. :)


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I'll keep my eye on this. I liek custom items, here's another one that my GM gave me last week:

Getaway Chalk:
Draw a square on the ground; as long as you are within 2 miles of it you can teleport back to it as a standard action. Each week, you can “draw” the equivalent of 36 5x5 squares, the chalk regenerates these squares each week. You can bring other individuals with you, but you must draw enough space for all the individuals to fit (so, if you wanted to bring 2 individuals with you, you would need to draw on 3 5x5 squares).

I'm trying to work out the pricing for it since it has a bunch of conditionals attached for it; it seems like a good item to use in my own campaigns, and the GM told me he had created it pretty spontaneously, so he has no pricing up.

Requirements:

Spell: Getaway;
CL: 11th; Cost about 40000 gp, could be changed)


Incidentally, my impossible bloodline sorceress (craft bloodline) in a RotrL was allowed to "invent" things.

As such, i've come up with a schematic for a makeshift flamethrower, with oil/kerosine as the fuel. Called Flamespitter, for obvious reasons....

If you'd like a look at it for your use, give me a PM.
Any1 can for that matter.


Talking necklace: It magically repeats a message that you record on it at a pre-determined time. It resets after 24 hours. Lots of role-play potential...

Potion of Sobriety: Instantly makes you sober.

Enchanted Playing Cards: No matter who deals or what game is being played, every 4th round the owner gets dealt a winning hand. Detect Magic will reveal the cards for what they are according to the spell's normal rules.


Try these. Some of created a few. they need some adaptation for your campaign.

MCA New Magical Items


Al Gezur's Alchemical Enhancing Array
Slot: Chest
Description: A small brass and iron box with vials and dials upon it with straps to wrap it around the back and attach it right above the wearer's heart.
Activation: Free Action
Effect: Up to 3/day the wearer can choose to activate the array causing needles to jab into the wearer's heart, draw blood, mix it with alchemical concoctions and then force it back into the wearer. Depending on the setting chosen the following happens:

Setting 1: Wearer takes 2d6 of non-damage resistance impacted lethal damage. Wearer then receives a +2 alchemical bonus to STR for 1 hour. If the wearer has the fatigued condition it is removed.
Setting 2: Wearer takes 4d6 of non-damage resistance impacted lethal damage. Wearer then receives a +4 alchemical bonus to STR for 1 hour. If the wearer has either the fatigued or exhausted condition it is removed.
Setting 3: Wearer takes 6d6 of non-damage resistance impacted lethal damage. Wearer then receives a +6 alchemical bonus to STR for 1 hour. If the wearer has either the fatigued or exhausted condition it is removed. Wearer also receives bonus of Neutralize Poison.


Quicksilver Chronoshift Pendant

Aura Moderate Transmutation; CL 11th
Slot neck; Weight 2 lb.; Price 11,880 gp (lesser), 35,640 gp (moderate), 66,000 gp (greater)
DESCRIPTION

This outlandish talisman is fashioned from crystallized mercury, composed with interlocking infinity symbols. This is then attached to a crystallized silver chain around the bearer's neck. This metallic substance infuses the bearer's speed, allowing fast activities to be completed in half the time.

While equipped, the bearer may perform an additional swift or immediate action. Using the pendant is a free action that must be done on the bearer's turn, and must be used before the start of the bearer's next turn, or its enhancing capabilities are lost.

The amount of times the bearer may use this power is dependant upon the grade of Quicksilver used, whether it is low, average, or high quality. A lesser Quicksilver Chronoshift Pendant allows the power to be usable once per day, a standard Quicksilver Chronoshift Pendant allows the power to be usable thrice per day, and a greater Quicksilver Chronoshift Pendant allows the power to be usable at-will. Regardless of the grade of Quicksilver, the pendant's power can be used no more often than once per round.

Although the temporal infusion increases the bearer's speed, it is also unstable when used in conjunction with the performance of chronic spellcraft, causing any spells or spell-like abilities cast with this additional Swift or Immediate Action to automatically fail if a quickened or immediate action-casting spell or spell-like ability has already been cast from the bearer while the pendant is active.

CONSTRUCTION

Requirements Craft Wondrous Item, haste, transformation; Cost: 5,940 gp (lesser), 17,820 gp (moderate), 33,000 (greater)


Sorry if this is kinda long...

Orb of Spell Mastery

Aura Moderate Illusion and see text; CL 9th
Slot none; Weight 1 lb. Price 10,825 gp (Normal) 19,000 gp (awakened)
DESCRIPTION

This small unassuming sphere of adamantine is useless to anyone without the ability to prepare and cast arcane spells. To a wizard or similar class however, this arcane device can be invaluable. The Orb of Spell Mastery can be used to cast Silent Image or Ghost Sound at-will, but more importantly it functions as a spellbook. Any spell known (or available by spellbook or scroll) can be scribed into the Orb of Spell Mastery (spellcraft check DC 15+spell level) at no cost. If the attempt fails it cannot be tried again until the wizard gains a level. Once a spell is scribed into the Orb's mysterious data systems it's arcane formulas and notes can be called forth with it's illusion-projecting powers and used to prepare spells as a normal spellbook.

The spells a wizard stores in the orb can be encrypted (if the wizard so chooses) so that only he or she may use it, and any found Orb of Arcana may have any number of spells from it's previous owners, sealed away by their spellcraft. The DC to break this encryption is 20 + the spellcraft bonus of the caster who encrypted it.

But there exists a variant of this useful little device. Some casters go beyond simply creating a tool and imbue their magical assistant with intelligence and will. An awakened Orb of Spell Mastery operates like a normal Orb of Spell Mastery, but is also a construct capable of acting as a wizard's familiar.

Awakened Orb of Spell Mastery critter stats:

Awakened Orb CR -
XP 0
Diminutive construct (alignment as master)
Init +2 Senses Darkvision 60', Perception +4

DEFENSE
AC 20, 16 touch, 18 flat-footed (+2 Dex, +4 size, +4 natural)
hp ½ master’s
Fort *, Ref *, Will * - * as master’s saves; Hardness 20

OFFENSE
Speed 30 ft., fly 30 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Fly +10, Perception +4, Stealth +4

SPECIAL ABILITIES
Construct traits

An Awakened Orb of Spell Mastery has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

As a construct, the Awakened Orb has a few different properties than a regular familiar.

An Awakened orb provides the special ability of a +3 to his or her spellcraft check.

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Master Class Level Natural Armor Adj. Intelligence Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link, Flight
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Avatar Projection
7th–8th +4 9 Telepathic Bond
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Flight (Su): The familiar gains the ability to fly at a speed of 40 with perfect maneuverability.

Avatar Projection (Sp): If the master is 5th level or higher, the familiar can use its ghost sound and silent image abilities to project an avatar of itself and speak to its master or others around it. Despite using two spells at once, it is still only one standard action for the familiar to activate this ability and it can maintain this effect indefinitely. The shape of the avatar is determined by the wizard, but cannot be projected more than a 5 foot square from the familiar nor be larger than a huge creature.

Telepathic Bond (Su): If the master is 7th level or higher, the familiar can communicate with its master as per the spell Telepathic Bond.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.


Billow Cape
Cost: 500 GP-ish, everything else: You can figure it out

This magic cloak is always flowing in the breeze, and sprinkling flower petals, feathers, or cherry blossoms at appropriately iconic moments, even if the wearer has never even SEEN a cherry tree and even if their is no atmosphere for there to be any wind.

Yes, this was an actual thing in a campaign I was acquainted with. Yes, this made me think of it again.

Possum Pouch
Cost: 3000 GP

It's a type 1 bag of holding that uses Alter Self in its creation. It merges seamlessly with a person's skin on command making it difficult to find even with a fairly thorough search (+10 to sleight-of-hand checks to hide it, and you can hide it even though it's a really large object with no penalty). Obviously if it is very full it will will make you look weirdly pot-bellied, but a rogue who is hiding stuff gets over that stuff.

Lip guard
Cost: 1000 GP

This lipstick provides a Death Ward effect that is only effective against the kiss of a succubus or other negative effects delivered by kisses. A single tube contains 50 applications and each application lasts 1 day or until discharged by protecting the character.

Yes it still works if she doesn't kiss your lips.

Chain Chomp

It's an animated bear trap, it seems to think it's a very loyal guard dog. Costs 250 gold.

I made some of these up, but not most of them.


Bell of the Mischievous Servant

Price 1000 Aura: Faint Conjuration

This silver bell is engraved with simple figures playing pranks on one another. When rung, it summons an Unseen Servant. The Unseen Servant will remain up to one hour, however there is a 5% chance each time that it is given an order that the Servant will instead play a harmless prank upon a random member of the party. These pranks are simple things like pantsing, drawing a symbol on the face, or making a bad smell near the target. In no case should they damage anything beyond pride.

One order that will not be disobeyed is to prank an enemy. This allows a Dirty Trick maneuver against a single target using a CMB of +10, but causes the bell to become inactive for 24 hours.

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