Surprise!


Advice


Heya, I am running a campaign where the pcs recently looted a great sword with a surprise. Everytime the sword was used and the wielder rolled a natural 1 the sword would cast a fireball (cl5) on the wielder. This was not revealed until it happened.

I'm looking for similar items that trigger a special effect when certain conditions are met. These can be positive, negative or both/neither.

Any ideas both for conditions and effects?


Flaming Burst weapons come to mind (extra fire damage on a critical). So do Cruel weapons (user gets temporary hitpoints when he uses the weapon to KO or kills a creature). You also have things like Limning weapons that are more effective against certain types of enemies (those who use concealment), though you may be looking for more RNG effects.

Zippomcfry wrote:
Heya, I am running a campaign where the pcs recently looted a great sword with a surprise. Everytime the sword was used and the wielder rolled a natural 1 the sword would cast a fireball (cl5) on the wielder. This was not revealed until it happened.

I have to say though, if you didn't give your party a chance to identify the properties of that sword through (Detect Magic / Spellcraft), I think that's a bit unfair. If you did, and they didn't examine the weapon or blew the roll, ignore that comment.


As stated, always make sure they an spellcraft the item. If they spellcraft it wrong through, feel free to dick on them as appropriate.

The Backbiter Spear does the same thing except whenever you roll a natural 1 when using it the spear bends backwards and stabs you in the face. Extra fun if you drop them a vicious backbiter.

I do enjoy the +1 Vorpral Razor, players had no idea why I was rolling attack rolls every day while they were camping till they got it properly identified. Never triggered though, which is a shame.

But basically just get creative, cursed loot is fun but it is a lot more fun if the cursed loot has an upside.

A cloak of immolation that does not require remove curse to take off and makes you immune to cold damage at the cost of taking 1d6 fire damage every round.

A belt of masculinity/femininity that gives you resistance to mind affecting effects

A cursed stone that you cannot drop without remove curse (dropping the stone causes an identical replica to appear in your hand) but gives the character rock throwing as the Stone Oracle revelation...etc etc etc

If they are metagamers drop them a rod of disintergration that, when used, turns to dust. Invisibility rings that turn themselves, not the wearer, invisible when worn. They'll get the hint sooner or later.


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Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
ShroudedInLight wrote:

I do enjoy the +1 Vorpral Razor, players had no idea why I was rolling attack rolls every day while they were camping till they got it properly identified. Never triggered though, which is a shame.

Wait, like a shaving razor? Oh man, that is seriously cruel. And demented. Totally demented.


I just want to reiterate that players will expect the opportunity to find out if a cursed item is cursed with their detect magic Spellcraft rolls. Keep in mind that said items require the identification to beat the DC by at least 10 or the curse is not detected.


Yep, magical shaving razor that cuts your own head off your shoulders on a nat 20. To be fair to the players, they were in a Cave of Wonder's type area and warned not to take the treasure.

...which wasn't really fair of me since we all know players do what you tell them not to.

Sovereign Court

ShroudedInLight wrote:

Yep, magical shaving razor that cuts your own head off your shoulders on a nat 20. To be fair to the players, they were in a Cave of Wonder's type area and warned not to take the treasure.

...which wasn't really fair of me since we all know players do what you tell them not to.

even with a nat 20 roll, there is always the chance that the "confirmation roll" is a miss... (5%, a roll of 1 is always a miss).


An everburning torch that, when activated, produces light that is TOO bright and blinds the party for 2d10 rounds before fizzling out forever.

A fork that is actually a spoon, and a spoon that is actually a fork, only illusion prevents this truth from being realized until it is TOO LATE.

A powerful warhammer (or maul) that has a unique effect when the player rolls a 20: it performs a Bull Rush as a creature with +24 CMB, and it can bull rush ANYTHING. Queue umber hulks experiencing flight for the first time.

A Huge greatsword that would make Cloud froth. It can be wielded by a creature up to two size categories smaller than it without penalty. However, each time the user wields it, they must roll a 1d8 to determine which direction they stumble into because the sword is SO DARNED HEAVY. This does not use up their movement, and they can still take five foot free steps, nor does it provoke attacks of opportunity.

Also, if you attach an Effortless Lace to that greatsword, a small character can use it without penalty as a medium creature can.

The Exchange

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A book, entitled "The Tactical Use of the Spell Magic Missile" which, when studied for some time (say 24 hours), has two effects - one known and one unknown.

Known: When casting the spell Magic Missile, the caster throws one additional missile.

Unknown: All missiles thrown do 1 HP less than normal (1d4 rather than 1d4+1).

The Tactics, once studied and learned, take a remove curse to unlearn. (and are unlikely to be discovered).


Once got a homebrew item "The Black Mamba that forced me to make a perform(grand entrance) check at a +5 bonus whenever I teleported or opened a door and there was an audiance


I do enjoy the forced checks. Another fun item were boots of moonwalking that provide you with the UC Monk ability of Wind Jump (Su) as long as you walk backwards and make dance checks.

Of course they cannot be removed except with remove curse and cause you to fall prone if you fail the check.

The Exchange

Inlaa wrote:

An everburning torch that, when activated, produces light that is TOO bright and blinds the party for 2d10 rounds before fizzling out forever.

A fork that is actually a spoon, and a spoon that is actually a fork, only illusion prevents this truth from being realized until it is TOO LATE.

A spoon that goes limp, spilling whatever is in it, every time it is lifted with something in it.

There is no spoon!

Grand Lodge

A rod of wonder that always targets the user with any effect produced by the rod (or summons a creature directly above the user)


You know your sword sucks when it casts fireball 5 levels better than you can.


Just your average clone wrote:
A rod of wonder that always targets the user with any effect produced by the rod (or summons a creature directly above the user)

A Wand of Unfortunate Summoning: Casts Summon Monster I, but specifically casts it so that the creature appears 10-30 feet above the target location. Ergo, you can attempt to summon a pony overhead of a monster, and it will fall 10-30 feet and deal falling damage to both of them.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Inlaa wrote:
Just your average clone wrote:
A rod of wonder that always targets the user with any effect produced by the rod (or summons a creature directly above the user)
A Wand of Unfortunate Summoning: Casts Summon Monster I, but specifically casts it so that the creature appears 10-30 feet above the target location. Ergo, you can attempt to summon a pony overhead of a monster, and it will fall 10-30 feet and deal falling damage to both of them.

Typically, conjuration (summoning) spells require you to summon a creature on a surface capbable of bearing its weight.

Were you not aware of that rule, or is this item a deliberate exception to the rule?

Also, this doesn't sound like a cursed item. It goes from being a utilitarian item, to an offensive item. If someone has, and is willing to use, feather fall, then it essentially functions like a normal summon monster wand.


Quote:
Were you not aware of that rule, or is this item a deliberate exception to the rule?

Deliberate exception.

But just imagine the player's reaction the first time they use this rod and watch a poor, helpless pony just SPLATTER on the ground.

EDIT: I would also love to see a wand of cannonball summoning one day. You point it and it summons a creature shooting out from the wand like a cannonball.

That would be awesome.

EDIT: Also, I'm not specifically writing up cursed items because...

Quote:
I'm looking for similar items that trigger a special effect when certain conditions are met. These can be positive, negative or both/neither.


Wand of Summoning Cats: A wand of Summon Monster I that only ever summons cats. Also, the cat does what it wants to do instead of what the summoner wants it to do, because it's a cat.


Are the cats at least permanent?

The Exchange

Glyph of Warding trap on a wooden barrel that casts the spell Mad Monkeys whenever the barrel lid is lifted - now, see how long it takes the players to notice that it's a barrel of monkeys. Maybe have the monkeys scramble back into the barrel and close the lid at the end of the spell. Which resets the Glyph.

Or a "Wand of Mad Monkeys" in the form of a small barrel shaped box. Again a Barrel of Monkeys....

Scarab Sages

This one actually exists in the game...

Abrogalian Corset:
(specific armor) Aura moderate enchantment; CL 9th
Slot armor; Price 17,175 gp; Weight 10 lbs. Description
Devised by Her Infernal Majestrix, Abrogail I, this +3 studded leather armor is lavishly adorned with a bound swarm of hellwasps. Once ranking among the most spectacular pieces of clothing in Cheliax, the discomfort caused by during the creation of this corset is as legendary as the protection it offers.
The wasps bound to the corset prevent the first 20 points of damage you take each day (resetting at midnight). Once the wasps have prevented 20 points of damage for the day, they angrily animate and swarm around you, and you must make a DC 18 Fortitude save or be nauseated for 1 round. After 1 round of activity, the swarm then returns to the corset and goes dormant, and this ability to prevent damage does not function until it recovers at midnight.
The swarm cannot be targeted separately from the armor and cannot be killed unless the armor is destroyed (not just broken).
Construction: requirements Craft Magic Arms and Armor, lesser planar ally, summon swarm, caster level 9th; Cost 8,675 gp

so - as soon as you take 20 (total) HP in one day, you suffer a round of "nausea"... and everyone beside you is attacked by a Hellwasp Swarm!

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