| Lord of Conflict |
Every Once and a while I look to the realm of Tamriel and try to stat some stuff in Pathfinder, figured I would share and see what other people think. As you will notice not all of it is finished, any suggestions are welcome. No promises that I will post new content regularly, but I will read all replies.
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Nettlebane
Aura strong CL 20th
Aura:
This strange dagger is dark colored and laced through with veins of green.
Nettlebane functions as a +5 Plant Bane Dagger. Nettlebane ignores the hardness, DR, and Natural Armor bonus of plants, creatures with the "plant" type, and certain fey (subject to GM's discretion).
Destruction
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I took some liberties with this one
Normally purchased by nobles as a means to publicly hamulate rivals by being presented as a "gift" to the intended victim, these rings are generally only made to look like they are crafted from expensive materials (gold, silver, gems ect), though some are made of precious materials to better fool their intended targets.
These rings have previously came in 3 variants, though scheming nobles and petty spell casters are always thinking of new ways to avenge perceived slights.
Ring of Disrobing, Lesser
CL 5 (cursed)
Ring
When one of these rings is first put on, all externally warn items (clothing, armor, other jewelry ect.) immediately fall off the wearer leaving them in not but their underwear. Additional clothing and or worn equipment cannot be donned as long as the ring remains on the wearer. This effect cannot remove other cursed gear.
Ring of Disrobing, Normal
CL 10 (cursed)
Ring
When one of these rings is first put on, all warn items (clothing, armor, other jewelry ect.) immediately fall off the wearer and clothing and or worn equipment cannot be donned as long as the ring remains on the wearer. This effect cannot remove other cursed gear if their CL is equal to the Ring's CL-4 or higher.
Ring of Disrobing, Greater
CL 15 (cursed)
Ring
This version functions as a Ring of Disrobing, Normal, but requires a will saving throw of 15 to remove once worn. This effect cannot remove other cursed gear if their CL is equal the Ring's CL or higher.
An individual can cast Alarm on any Ring of Disrobing to set the ring's curse to only trigger on a pre-set conditions.
Supposedly the rings of disrobing were based of an artifact made by a mischievous god as a gift for a fellow god with a chaotic sense of humor. The original Ring of Disrobing is rumored to occasionally appear in the jewelry box of an unsuspecting soul, or a copy ring of disrobing being replaced by the original article.
The last credited victim of the original Ring of Disrobing was Countess Alaston Nainen. Many credit her mastery of illusion magic as a direct result of this.
Ring of Disrobing (THE ORIGINAL)
CL 37 (cursed), [Major Artifact]
Ring
When this ring is first put on, all warn items (clothing, armor, other jewelry ect.) immediately fall off the wearer and clothing and or worn equipment cannot be donned as long as the ring remains on the wearer. Removing the ring requires a will saving throw of 33 or the deity that owns it can order it to fall from the hand that wears it. This effect cannot remove other cursed gear if their CL is higher then the ring.
Destruction
This ring can be destroyed if worn by a creature whose body consists of wearable items.
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Ring of Masser
CL 15
Price ???
Slot: Ring
This appears as a simply designed silver ring, adorned with a small ruby.
Made by a cat folk sneak thief with talent in Illusion magic, the ring has since passed through many hands.
When worn this ring gives a +10 Luck bonus on stealth, and Con saves vs fatigue and exhaustion, and a +5 bonus on the DC of illusion spells cast by the wearer.
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Mentor's Ring
CL 15
Price ???
Slot Ring
This white gold ring has two small purple gems on its sides and one long rectangular purple gem in the middle.
Wearers of the Mentor's Ring gain a +4 enhancement bonus on intelligence and wisdom and a +10 insight bonus on spell-craft checks. If the wearer is a prepared arcane caster they can modify one spell of their choosing during spell preparation with a meta-magic feat of their choosing without increasing the spell level. The meta-magic feat must be one they already can use normally.
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Warlock's Ring
CL ???
Price ???
Slot: Ring
This ring is made with a dark, silver, and is embedded with four rubies, two small on the sides, one small on the base near the hand, and one long stretching out over the finger.
The Warlock's Ring functions as a ring of regeneration. In addition, the wearer is protected by spell resistance 15, or increases existing spell resistance by 5, and they benefit from the effects of a Hast spell as long as they wear it.
This might be too potent to be a basic item, but I do not think it is quite powerful enough to be an artifact.
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Arm of the Moon
Aura Strong Conjuration, Enchantment, and Evocation
CL 20th
Slot none; Price gp; Weight lbs.
Description
Bestow curse (1 charge)
Inflict Moderate Wounds (1 charge)
Moonstruck (1 charge)
Prismatic Spray (3 charges)
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Arm of the Sun
Aura Strong Conjuration, Evocation, Transmutation
CL 20th
Slot none; Price gp; Weight lbs.
Description
Cure Moderate Wounds (1 charge)
Fear the Sun (1 charge)
Morning Sun (3 charges)
Searing Light (1 charge)
When the Arm's of the Sun and Moon are used together the wielder can spend 2 charges from both staffs to cast Interplanetary Teleport.
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Dragon Priest Armor
Light
AC, +3
MDB, 4
ACP, -1
ASFC, 0%
ibs, 15
The Book of the Frozen Legion
This thick tome has covers seemingly made of ice and is constantly cold to the touch
Price gp; Aura strong ; CL 20th;
Weight 2 lb.
9th—4-polar midnight, icy prison mass, gate, summon monster 9
8th—5-polar ray, summon monster 8
7th—6-deflection, instant summons, frost mammoth, ice body, word of beckoning, summon monster 7
6th—7-cold ice strike, freezing sphere, ice crystal teleport, summon monster 6
5th—8-dismissal, icy prison, permanency, teleport, (cone of cold), icy prison, summon monster 5
4th—9-dimensional anchor, frosty aura, frigid souls, energy hack (cold), wall of ice, ice storm, creeping ice, summon monster 4
3rd—10-protection from energy (fire or cold), elemental aura (cold), vengeful comet, frosthammer^, ice spears, sleet storm, summon monster 3,
2nd—11-resist energy (cold, fire), chill metal^, unshakable chill, ice slick, elemental touch (cold), winter grasp^, flurry of snowballs, frigid touch, frost fall, snow shape, sommon monster 2
1st—12-endure elements (cold, fire), frostbite, ice armor^, icicle dagger, snowball, chill touch, dancing darkness, obscuring mist, floating disk, shield, skim, summon monster 1
0--ray of frost,
Ritual
Chilled Summons (Su) A creature you summon gains the might of the frost and cold. Spend this boon effect as a free action when you cast a conjuration (summoning) wizard spell. The creature you summon with that spell gains the Boreal Creature template
Within the books pages lye a ritual to summon an army of frozen soldiers. To uncover the ritual the reader must spend 8 hours studying the book per 3 skill checks at DC 28. The skills are Spellcraft, Knowledge (arcana), and Knowledge (planes). These checks can be done in any order.
Dunmer
Humanoid 0RP
Standard 0RP +2 str, +2 int, -2 cha
Energy Resistance 1RP: Dunmer have fire resistance 5.
Arcane Focus 1RP: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Elven Magic 3RP: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Linguist 1RP: Dunmer begin play speaking Cyrodilic and Dunmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Druidic)
Spell-like Ability, Greater 3RP: Summon Ancestral Guardian (Dunmer instead of Dwarves)
Adding the Ash Vampire simple Templet increases a creature's CR by 2
Rejuvenation (Su): When an Ash Vampire is destroyed, the Heart of Lorkhan immediately begins to rebuild the Ash Vampire's body. This process takes 1d10 days. After this time passes, the Ash Vampire emerges from the Heart fully healed (albeit without any gear it left behind on its old body). This process can only be interfered with by destroying the heart.
Divine Empowerment (Su): An Ash Vampire is imbued with god-like ability giving them a +5 Profane Bonus on all attributes, and Skills.
Divine Protection (Su): An Ash Vampire is imbued with god-like protection giving them a +5 Profane Bonus on all AC, Saves, and Spell Resistance equal to 10+HD
Third Eye (Su): An Ash Vampire's connection to the Heart of Lorkhan has given them greater universal awareness, and awakening their third eye. Ash Vampires are constantly under the effects of the following spells: arcane sight, darkvision, true sight, analyze aura, and read magic.
Melee: An Ash Vampire gains two claw attacks and Improved Natural Attack (claw) as a bonus feat. An Ash Vampire's claw attack does 1d6 ability damage to a random ability score (DC 25, the save is Charisma based)
Immortal (Ex) Binding to the Heart of Lorkhan has allowed Ash Vampires to live well beyond an elf’s normal lifespan. They gain the +3 bonus to their Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, yet they retain the youth of young men and do not take the penalties to their physical ability scores. An Ash Vampire's supernaturally empowered life grants them complete immunity to ability damage and drain, charm and compulsion effects, death effects, disease, energy drain, petrification, poison, and all forms of madness (including confusion effects and feeblemind).
False Dreamer (Su): Ash Vampires can cast the fallowing spells-like abilities At Will: Nightmare, Dream, Dream Council,
3/Day: Dream Voyage
Corprus (Su) Curse and disease—Claw; save Fort DC 25; onset 1 round; frequency 1/day; effect 1d6 Int, 1d6 Wis and 1d6 Cha damage, +1d6 Str and Con; and the user is immune to other diseases while afflicted; cure —. Corprus is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed.
If the afflicted character dies while infected or one of their mental stats drops to zero, they rise again as an Ash Creature.
Dagoth-Ur CR 30/MR 10
XP 2,968,700
LE male Dunmer Ash Vampire mythic 20 ()
Medium (augmented humanoid, Elf, mythic)
Init +M; Senses darkvision ft., see in darkness, spell perception; Perception +
DEFENSE
AC 41, touch 28, flat-footed 33 (+8 armor, +5 deflection, +8 Dex, +5 natural, +5 Profane)
hp (20d6+)
Fort +20, Ref +19, Will +28
Defensive Abilities +, ; DR ; ; SR
OFFENSE
Speed 30 ft.
Melee 2 Claw +20 (1d6+10+1d6 ability damage+Corprus),
Special Attacks
Wrath of Dagoth (Su),
Spells Prepared (CL 20th; concentration +)
9th—
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—
STATISTICS
Str 31, Dex 27, Con 29, Int 40, Wis 32, Cha 30
Base Atk +; CMB +20; CMD 43
Feats
Craft Wondrous Item, Craft Magic Arms and Armor, Craft Construct, Fleshwarper, Forge Ring, Burning Spell, Centered Spell, Eschew Materials, Dispel Synergy, Bonus Feat : Improved Natural Attack (Claw),
Mythic Feats
Mythic Craft, Mythic Eschew Materials, Extra Mythic Power, Maximize Surge, Extra Path Ability [Channel Power (Su)],
Skills
Appraise +38, Craft Alchemy 38, Craft Construct +30, Craft Jewelry +30, Diplomacy +20, Fly +21, Heal +26, Intimidate +20, Knowledge (Arcane +38, Dungeoneering +28, Engineering +38, Geography +28, History +33, Local +23, Nature +28, Nobility +28, Planes +28, Religion +38), Perception +31, Profession Leader +24, Sense Motive +31, Spell-craft +38, Survival +16, Use-Magic-Device +33,
Languages
SQ
Arcane Reservoir, Arcane Exploits [Arcane Barrier (Su), Counterspell (Su), Arcane Discovery (Arcane Builder: Wondours Items), Dimensional Slide (Su), Potent Magic (Su), Flame Arc (Su), Damnation Susurrus (Su), Item Crafting], Greater Arcane Exploits [Counter Drain (Su), Hellfire Ray (Su)], Mythic Path Abilities [Arcane Potency (Su) x3, Competent Caster (Ex), Component Freedom (Ex) x2: Vocal, and Semantic, Divine Source (Su) x3: {Domains; Fire, Evil, Law, Glory Subdomains; Ash, Plague, Tyranny, Legend}, Mythic Sustenance (Su)], Rejuvenation (Su), Divine Empowerment (Su), Divine Protection (Su), Third Eye (Su), Immortal (Ex), False Dreamer
Combat Gear
Heart Ring, Mask of Dagoth-Ur, Belt of Physical Perfection +8, Seven-League Boots, Ring of Wizardry Type 4, Spellguard Bracers
SPECIAL ABILITIES
Godly Magic (Ex): Dagoth-Ur cast all spells as their Mythic Version if applicable. This ability increases his total CR by 1.
Awakened Lord (Ex) Dagoth-Ur knows all sorcerer/wizard spells and Witch spells. Dagoth-Ur also has knowledge of many other spells that he has researched. Many of these are arcane versions of divine spells. In addition, Dagoth-Ur can create artifacts, and has done so to great extent.
Inherent Bonuses (Ex) A powerful mage in his own right, Dagoth-Ur used wish spells to gain a +5 inherent bonus to all of his ability scores before his ascension.
Power of Lorkhan: Dagoth-Ur's deep conection to the Heart of Lorkhan gives him a +5 Sacred Bonus on all attributes.
Permanent Spell (Sp) Dagoth-Ur has made the following spell permanent on himself: tongues.
Wrath of Dagoth (Su) Once per round Dagoth-Ur unleashes a pulse of power doing the fallowing effects to enemy targets in a 30 ft radius.
5d10 (damage type?)
1d3 Str Damage
1d3 Con Damage
1d3 Dex Damage
1d3 Will Damage
The afflicted target must roll the next D20 roll twice and take the lower result
The target's movement speed is lessened by 5 ft for 1 round
Affected targets roll a DC 35 Will save and succeed take only half force damage and does not take the other effects.
-Exceptional Statistics (Ex) Dagoth-Ur's ability scores were generated using 25 points, rather than the standard 15. Additionally, he has much more gear than an NPC of his level would normally have. These modifications increase his total CR by 2.
Gear
Heart Ring
Aura: Strong Abjuration and Evocation CL 25th
Slot ring; Price gp; Weight —
This ring is made with powerful protective Magics
You may cast all the following as a swift action or reaction.
-Mythic Dispell Magic (Target)
-Mythic Resist Energy (fire, cold, and electricity)
-Freedom of Movement
-And gain a +10 Arcane bonus to spell resistance.
Destruction
The Heart Ring cannot be destroyed as long as the Heart of Lorkhan exists. Once the Heart of Lorkhan has been destroyed the Heart Ring must be heated in the flames of Red Mountain then struck by an artifact while using Dagoth-Ur's Mask as an anvil.
Mask of Dagoth-Ur
Aura: Strong Conjuration CL 25th
Slot head; Price gp; Weight 6
This mask is made from an alloy of gold and ebony
The Mask of Dagoth-Ur functions as Braces of Armor +8, an Amulet of Natural Armor +5, and a Ring of Protection +5. The mask also gives the enchanted armor abilities: Determination, Denying, and Ghost Touch
Spells cast while wearing this mask benefit from a +1 caster level.
Destruction
The Mask of Dagoth-Ur cannot be destroyed as long as its namesake lives. With his death the mask can be destroyed like any other magic item (Hardness 16, HP 100, Break DC 45)
| Azothath |
some very expensive magic items and book. Mythic monsters. So mostly only late(high level) game stuff.
ummm, there's no mechanical disadvantage to being naked in PF1. Remove Curse (available to the rich) will rid someone of the cursed ring rather easily, so it is a curse of the pocket book. It would be better to either make the attire go invisible to others at times, or cause a slotted item to not function (see dispel magic). Then something like Tenacious +4 CL vs remove curse at a crafting cost.
I didn't find your descriptive text very interesting. I'm not familiar with "Tamriel" so I can't assess the accuracy of the builds/monsters.
| I grok do u |
Looking forward to seeing the cursed arrow that turns adventurers into NPC guards who casually dismiss sweetroll theft.
Daedric artifacts will be interesting too. You may want to incorporate Unchained's scaling item rules for those.
| Lord of Conflict |
some very expensive magic items and book. Mythic monsters. So mostly only late(high level) game stuff.
Elder Scrolls uses a D100 system, so a LOT of gear does not translate to low level sadly, or I just suck at this. The latter is well within the realm of possibility, I am willing to admit. Dagoth-Ur is a end of game boss that I find cool.
ummm, there's no mechanical disadvantage to being naked in PF1. Remove Curse (available to the rich) will rid someone of the cursed ring rather easily, so it is a curse of the pocket book. It would be better to either make the attire go invisible to others at times, or cause a slotted item to not function (see dispel magic). Then something like Tenacious +4 CL vs remove curse at a crafting cost.
It was something I thought was funny, and seemed like something that petty nobles would do to spite each other at parties. Only the original is supposed to be difficult for everyone to remove.
I didn't find your descriptive text very interesting. I'm not familiar with "Tamriel" so I can't assess the accuracy of the builds/monsters.
The Setting is called Elder Scrolls, these are things from various games, Primarily Morrowind, and Skyrim.
| Lord of Conflict |
Looking forward to seeing the cursed arrow that turns adventurers into NPC guards who casually dismiss sweetroll theft.
It took me way to long to realize the joke.
Daedric artifacts will be interesting too. You may want to incorporate Unchained's scaling item rules for those.
There are Daedric Artifacts on the list of things I would like to stat, I will look into the Unchained Scaling item rules.
| Andostre |
At one point, I was creating PF1 entries for the Tamriel deities. I statted up the Imperial Divines and had started on the Daedric Lords before putting the work aside for a while.
I had plans to list out the deities of the different pantheons, as well. Pretty much every race has their own pantheon, although many of the deities are revered in multiple pantheons. Often, the deity is the same across pantheons, but for some, I was planning on having different versions of the same deity depending on which pantheon they were being worshipped from.
| Lord of Conflict |
| 1 person marked this as a favorite. |
At one point, I was creating PF1 entries for the Tamriel deities. I statted up the Imperial Divines and had started on the Daedric Lords before putting the work aside for a while.
I had plans to list out the deities of the different pantheons, as well. Pretty much every race has their own pantheon, although many of the deities are revered in multiple pantheons. Often, the deity is the same across pantheons, but for some, I was planning on having different versions of the same deity depending on which pantheon they were being worshipped from.
Got to love how in depth the religions of Elder Scrolls were. If you ever get around to stating it all up please do share. I would to love see your work.
| Lord of Conflict |
Kahvozein's Fang
Aura strong (type???)
CL 20th
This curved dagger is shaped like a dragons incisor and incredibly sharp.
This +5 dagger ignores DR and Hardness.
Destruction
????
Goldbrand
Aura strong transmutation and evocation [fire]
CL 20th
Slot none;
Price gp;
Weight 38 lbs.
Description
Goldbrand was made of magically hardened gold, tempered to the strength of adamantine yet retaining its luster. Although made of gold, Goldbrand functions as an adamantine weapon for the purposes of overcoming damage reduction and bypassing hardness. Goldbrand is a +5 Keen Katana and its density allows it to damage foes as if it were one size category larger than its actual size (2d6). It can be properly wielded only by characters with a Strength of 18 or higher—all other characters must either wield it as a two-handed weapon or take a –2 penalty on attack rolls with the weapon. When striking a target Goldbrand does 3d10 fire damage, it also does an extra 2d12 fire damage on critical hits.
Destruction
????