Pathfinder in the Mists

Discussing all things Ravenloft
User avatar
The Giamarga
Evil Genius
Evil Genius
Posts: 2313
Joined: Wed Jan 19, 2005 7:11 pm
Location: wandering

Re: Pathfinder in the Mists

Post by The Giamarga »

Ryan Naylor wrote:They're feats that come in the werebeast chapter. Monster feats, but specific to werebeasts. They're back here somewhere...
Can't find the werebeast feats. Are you sure you posted them?
User avatar
Nemesio
Evil Genius
Evil Genius
Posts: 2030
Joined: Sat Nov 24, 2012 2:26 pm
Gender: Male
Location: Holbrook MA
Contact:

Re: Pathfinder in the Mists

Post by Nemesio »

Ryan Naylor wrote:A hag's age category counts as a witch level for getting access to major hexes, so all three hags get more greater hexes than they otherwise would have. See the hag template again.

I'm no longer sure why a toad became a centipede. I may have got it wrong. I may have done it intentionally. I can't remember. She was hungry and ate the delicious moist-looking toad?
Ha! Well done Ryan. I kind of like the centipede and verminous qualities of Leticia...
Ryan Naylor
Evil Genius
Evil Genius
Posts: 1285
Joined: Thu Jun 24, 2004 10:55 pm

Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Giamarga wrote:
Ryan Naylor wrote:They're feats that come in the werebeast chapter. Monster feats, but specific to werebeasts. They're back here somewhere...
Can't find the werebeast feats. Are you sure you posted them?
...No. :?


I'll see if I can find them somewhere.
Ryan Naylor
Evil Genius
Evil Genius
Posts: 1285
Joined: Thu Jun 24, 2004 10:55 pm

Re: Pathfinder in the Mists

Post by Ryan Naylor »

And while we're on the subject of hags, we'll go on to their creations: magical items. (Werebeast feats will follow when I find them - they're being tricksy)




Altered Magic Items
Magic items are subject to the same rules and alterations presented in Chapter Four: Magic in the Mists. You should ensure that you are familiar with these rules when arbitrating the effects of magic items.

Using a magic items that reproduce the effects of spells that are cause for Powers Checks are also cause for Powers Checks. Creating an evil magic item is also cause for a Powers Check. Likewise, carrying an evil or cursed magic item, particularly if it is intelligent, counts as willing association with an evil creature, and is cause for a Powers Check.

Cursed Items
Cursed items are empowered by the dark magic within them, and can be exceptionally difficult to destroy. Any magic item that is cursed, evil or has any other clear drawback for its user gain a bonus to their hardness and saving throws equal to one quarter their caster level.

Intelligent Items
Evil intelligent items in Ravenloft gain a +5 bonus to their Ego.

Bags of Holding and Portable Holes
If either of these items are placed inside the other, they implode, destroying themselves and anything stored inside them. Any creature within 10 ft except darklords must make a Fortitude save (DC 20) or be wrenched through the implosion to a random location in Ravenloft, taking 10d6 points of damage in the process.

Book of Vile Darkness
Any good character who reads the text must make a Madness save.

Disruption
Undead may apply their channel resistance to their Fortitude saves. More powerful weapons of disruption exist; the save DC is equal to 10 + (2 x effective enhancement bonus), and the spell prerequisite is a healing spell of cleric level equal to 4 + the weapon’s effective enhancement bonus.

Forsaken Plate
Creating or using this item requires a Powers check.

Helm of Opposite Alignment
The involuntary alignment change caused by this item requires a Madness save.

Holy Avenger
Darklords get a +4 insight bonus to their attempts to detect the disruption auras of paladins who carry these weapons.

Horn of Valhalla
The barbarians summoned have the Mists descriptor and are always evil. If they have no one else to fight, they gladly turn on each other.

Periapt of Health
The bearer is not immune to supernatural disease, although they do get a +4 luck bonus to saves against these afflictions.

Rod of Security
As create demiplane. When the pocket dimension gains a darklord, it becomes permanent. Darklords cannot enter the pocket domain. The rod does not function when the domain’s borders are closed.

Sphere of Annihilation
Casting gate on the sphere causes a massive explosion, dealing 2d6 x 10 damage to everything in a 180 ft radius, instead of causing a planar rift.
Ryan Naylor
Evil Genius
Evil Genius
Posts: 1285
Joined: Thu Jun 24, 2004 10:55 pm

Re: Pathfinder in the Mists

Post by Ryan Naylor »

New Magic Items
Magic Armour

Regenerating: This armour can repair damage to itself and to its bearer. The armour gains a +10 enhancement bonus to all saving throws (although it doesn’t grant this bonus to its wearer). Those who attempt to use Heal on the bearer receive an enhancement bonus equal to the armour’s enhancement bonus. The bearer can also cast cure light wounds (self only) as a 6th level cleric once per day per enhancement bonus. Finally, if broken, the armour regenerates 1 hit point per hour. If destroyed, the armour takes 1 week per enhancement bonus to regenerate, but permanently loses 1 point of enhancement bonus (becoming nonmagical if destroyed enough times). Only armour made of natural materials can have this enchantment.
Moderate conjuration; CL 11th; Craft Magic Arms and Armour, heal, mending; Price +3 bonus.

Shadow Touch: As ghost touch, except that instead of reaching into the Ethereal Plane, the armour or shield is fused with its own shadow, and is solid and able to protect against creatures on the Plane of Shadow.
Strong transmutation; CL 15th; Craft Magic Arms and Armour, shadow walk; Price +3 bonus.

Magic Weapons

Death Bane: A death bane weapon is enchanted to kill a single individual. Against that creature, it has a +3 enhancement bonus and deals an extra 2d6 damage.
Moderate necromancy; CL 8th; Craft Magic Arms and Armour, enervation, the true name of the individual the weapon is created to slay; Price +1 bonus.

Fey-Forged: These weapons, made of white wood and metal from the Shadow Rift, are the bane of the fey. Fey-forged weapons bypass the damage reduction of the fey, and provide SR 13 against their spells and spell-like abilities affecting the bearer.
Strong abjuration; CL 14th; Craft Magic Arms and Armour, true seeing, wood and metal from the Shadow Rift; Price +3 bonus.

Heartseeker: This enchantment can only be applied to piercing weapons. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon pierces the creature’s heart (if it has one). Some creatures, such as plants and oozes, have no hearts, while others, such as golems and undead creatures other than vampires, are not affected. Most other creatures, however, die. Outsiders may make a Fortitude save (DC 15) to survive and take standard damage. A vampire stuck by a critical hit from a heartseeker weapon of at least Small size takes damage and is immobilized as if it had been staked.
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armour, slay living; Price +5 bonus.

Hot Blooded: This enchantment only takes effect when the weapon is drawn in anger or to avenge an insult. In these cases, it adds its enhancement bonus as an insight bonus to the bearer’s Strength and Constitution scores, an insight penalty to Wisdom and Charisma, and deals +1d6 damage to anyone who has directly injured or insulted the wielder in the current scene. The wielder must make a Will save (DC 20 – 1 per opponent killed) to avoid fighting until all opponents are slain or he is killed. There is no risk of attacking allies while enraged.
Moderate enchantment; CL 7th; Craft Magic Arms and Armour, rage; Price +1 bonus.

Shadow Touch: As ghost touch, except that instead of reaching into the Ethereal Plane, the weapon is fused with its own shadow, and is solid and able to damage creatures on the Plane of Shadow.
Moderate transmutation; CL 9th; Craft Magic Arms and Armour, plane shift; Price +1 bonus.

Wailing: Only bladed weapon can have this enchantment. When used in combat, the blade begins an eerie, ululating howl which rises in intensity for each opponent killed. The bearer receives a fear bonus equal to the blade’s enhancement bonus to Intimidate checks against people who witness the use of the weapon. Opponents in melee suffer the weapon’s enhancement bonus as a morale penalty to their attacks. For each person killed, this modifier increases by 1 until the next new moon (to a maximum of double the weapon’s enhancement bonus). Penalties begin to fade at the rate of 1 per round if the wielder fails to slay any opponents for 3 rounds.
Moderate necromancy; CL 9th; Craft Magic Arms and Armour, fear; Price +2 bonus.

Ba’al Verzi Dagger: This dagger is long, gleaming and etched with sinister runes. Its hilt is made of lacquered crimson, black and gold, symbolising blood, shadows and money. Its sheath is fashioned from the skin of the first victim the dagger’s master slew.
Ba’al Verzi daggers are +1 keen daggers. They ignore any armour or shield bonus to AC.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armour, keen edge, phase door, creator must be evil; Price: 32,302 gp.

Baron’s Arm: These exotic double weapons are wielded by the Black Leopards, Valachan’s army of enforcers. One end of the weapon is a black +1 heavy mace, fashioned as an armoured gauntlet or panther’s claw. The other end is a short, metal tipped cat o’ nine tails (which functions as a nonmagical flail). A critical hit with either end leaves such horrific scarring the subject provokes 1 level worse of xenophobia.
Faint transmutation; CL 5th; Craft Magic Arms and Armour, disfiguring touch; Price: 8,340 gp.

Deathstone Daggers: These daggers appear to be made of obsidian. They are typically only used by those in the employ of Ivana Boritsi of Borca. They function as +1 unholy daggers, but crumble as soon as they successfully injure a living creature. The wounded creature must then make a Fortitude save (DC 20) or suffer a negative level, and must make another save each round until successful. Those killed by this level drain become trapped within the Deathstone, hidden below the Boritsi manor, unable to be contacted or raised by magic of less than 7th level.
Faint necromancy [evil]; CL 5th; Minor Artifact; Price: 32,302 gp.

Rods
Arcane Grounding Rod: This copper rod draws magical energies into itself. When planted in the ground, all spells with ranges greater than touch that have their target or point of origin within 100 ft are drawn into it with no effect. The captured energy deals 1d6 damage per spell level captured to the first thing to touch it. One captured level leaks harmlessly away each round. The rod can hold a maximum of 20 spell levels; if it exceeds this amount, it explodes, dealing 20d6 damage to everything within 10 ft. An arcane grounding rod that attracts a disintegrate spell is destroyed instantly.
Strong abjuration; CL 14th; Craft Rod, spell turning; Price: 48,500 gp; Weight: 5 lb.
Ryan Naylor
Evil Genius
Evil Genius
Posts: 1285
Joined: Thu Jun 24, 2004 10:55 pm

Re: Pathfinder in the Mists

Post by Ryan Naylor »

Wondrous Items

Anvil of darkness: An anvil of darkness is the key to the creation of doom guards. The anvil must be forged from the remains of a slain iron golem and have a golembane scarab set at its heart, making these very rare. The user of an anvil of darkness can waive all of the prerequisites for creating doom guards except the Craft (armoursmithing) check and the raw materials required to make a masterwork suit of full plate armour (330 gp). Each such suit of armour must be crafted by a lone armoursmith, and only one such smith can use the anvil at a time. Newly created doom guards regard their creator as their “master,” but one master can pass the title to a new person if she so wishes. If an anvil of darkness is destroyed, all doom guards it had created immediately collapse into mundane piles of armour.
Strong conjuration; CL 15th; Craft Arms and Armour, Craft Wondrous Item, geas/quest, fabricate, detect magic, iron golem remains; Price: 80,000 gp; Weight: 600 lb.

Amulet of the Beast (Ivory): This ivory amulet usually bears the image of a chained wild beast. Whoever dons the amulet becomes a maledictive lycanthrope with phenotype corresponding to the beast depicted on the amulet. However, the bearer does not gain the shapechanger type, and cannot infect others with lycanthropy. The amulet cannot be removed until remove curse is cast on it. Creating this item requires a Powers check.
Moderate transmutation; CL 7th; Craft Wondrous Item, bestow curse, induce lycanthropy, fur from the relevant animal; Slot neck; Price: 28,000 gp.

Amulet of the Beast (Silver): This amulet bears the image of a chained wild beast. A lycanthrope wearing this amulet cannot transform into any of its alternate forms, even if exposed to its trigger. This does not prevent other forms of shapechanging or polymorph magic.
Moderate transmutation; CL 7th; Craft Wondrous Item, suppress lycanthropy, fur from an afflicted lycanthrope; Slot neck; Price: 56,000 gp

Bell of Warding: This massive silver and iron bell with a gold clapper imprisons all elementals, fey, outsiders, and undead within a half mile radius (as trap the soul) for 1 hour. Unless the bell is rung again at the end of this time, the imprisoned creatures are freed. A bell of warding cannot imprison a darklord.
Strong conjuration; CL 20th; Craft Wondrous Item, bless, trap the soul; Price: 60,000 gp; Weight: 2,000 lb.

Black Stones: This fist-sized stone is smooth and cool to the touch, jet black in colour with a dim red glow at its very heart. It can grant 3 wishes to its bearer, at the cost of 1d4-2 Constitution drain (to a minimum of 1) per wish. The drain cannot be healed until all 3 wishes are used, at which point they begin healing as normal ability damage. When the 3 wishes are used, the bearer must make a Will save (DC 30) or travel to the Lake of the Shrouded Moon in Invidia and throw the stone in. At the time, another Will save (DC 25) is required to avoid wondering why this might be an odd thing to do.
Strong evocation; CL 20th; Minor Artifact; Price: 90,000 gp; Weight: 1 lb.

Bramble man: This item looks like a 2 ft tall bundle of twigs given a crudely humanoid shape. When made, a bramble man is imbued with a spell that can affect a creature. When the command word is spoken, the next creature to touch the man becomes the target of the spell. However, the spell does not actually take effect until the bramble man is destroyed (hardness 0, hit points 3, break DC 5). The link is not suppressed by distance (within a domain), but can be suppressed for 1d4 rounds with dispel magic or break enchantment.
Moderate evocation; CL 9th; Craft Wondrous Item, imbue with spell ability, bestow curse; Price: 1,000 gp + (imbued spell level x caster level x 50 gp); Weight: 2 lb.

Chime of Dark Need: When rung, this chime provokes intense hunger in those nearby. One carnivorous creature within 30 ft (including creatures such as vampires and ghouls) must make a Will save (DC 16) or attack the nearest creature that it could regard as prey for 1d6 rounds. The creature ignores all attacks against it and all other dangers. It is flat footed to attacks from other creatures. Carnivores are affected in order of decreasing CR until one fails its save or all those within range have saved. Once a save is past, the creature is immune to the effect of that chime for 24 hours.
All humanoids (except those with the giant subtype) are immune to the normal effects of the chime. Instead, all those who can hear the chimes must also make a Will save (DC 16) or become increasingly carnivorous. After six failed saves, they become cannibalistic.
Moderate enchantment; CL 9th; Craft Wondrous Item, feast of ashes; Price: 32,400 gp; Weight: 5 lb.

Coffer of Peace: A stout iron coffer about a foot in length containing a crude effigy of a corpse, fashioned of rags, sticks, and a small black stone. If opened (as a standard action), the nearest undead (within 10 ft) must pass a Will save (DC 20) or have their spirit drawn into the coffer. If corporeal, the undead’s body is left behind. The coffer can only contain one soul at a time. If the coffer is buried before the next dawn or dusk, the spirit is destroyed; if not, its sprit bursts free, returning to its body if it has one. If its body has been destroyed, mindless corporeal undead are destroyed; intelligent corporeal undead gain the ghost template. This item does not affect darklords. Crafting this item requires a power check.
Moderate necromancy; CL 9th; Craft Wondrous Item, dismissal; Price: 10,500 gp; Weight: 15 lb.

Dead Man’s Tell: These gruesome items are crafted from severed body parts and can be enchanted with any one of the following spells: detect magic, detect animals or plants, detect snares and pits, discern lies, detect chaos, detect law, detect poison, detect secret doors, detect undead, locate object, detect scrying, detect aberration, detect shapechanger, locate creature, or symbol of revelation. The items remains enchanted for 1 day per caster level or until it detects the appropriate aura. During creation, auras of a particular strength (including minimum or maximum strengths) can be chosen. Once detected, the item alerts its bearer as best it can (typically by movement and noise; Perception DC 5 to notice) then rots away. Where relevant, the item reveals information corresponding to 3 rounds worth of observation.
Faint divination and necromancy; CL 9th; Craft Wondrous Item, the divination spell to be imbued, body parts; Price: Spell level x caster level x 100 gp; Weight: 1 lb.

Dreamcatcher: This item, a tangle of intertwined twigs, strings, beads and feathers, protects a sleeping person from all dream affecting spells, as well as the intrusions of night hags, bastelli, and dream spawn. When suspended nearby, the sleeper gains SR 12 + caster level against the spells, spell-like abilities and supernatural abilities that influence their dreams. This bonus is only effective while they are asleep. If the creature fails, the sleeper is immune to dream-influencing effects from that creature for 24 hours. The dreamcatcher has 5 charges.
While a dreamcatcher has any charges remaining, it also provides a bonus to lucid dreaming checks equal to half its caster level.
Any Abber nomad can create a dreamcatcher in 8 hours; the prerequisites are waived for them. Dreamcatchers cannot block the intrusions of darklords.
Moderate abjuration; CL 9th; Craft Wondrous Item, dream or nightmare, protection from evil; Price: 250 gp per caster level (2,250 gp)

Evil eye amulet: This silver amulet is carved in the shape of a hand forming a warding gesture. It provides a +2 luck bonus to Will saves against Enchantment spells and a +4 luck bonus to saves against spells with the curse descriptor. The DC of curse checks to lay a curse on the user increases by 4. Each time the amulet grants a bonus, whether the save is successful or not, the amulet loses a charge. These items may be made with up to 50 charges, but most of those given to giorgios have only 5.
Faint abjuration; CL 5th; Craft Wondrous item, protection from curses, full-blooded Canjar Vistani; Slot neck; Price: 2,000 gp.

Eye of Wicked Sight: A black orb of obsidian that must replace one of the user’s original eyes, the eye of the wicked sight grants the user the Ethereal Empathy feat. This item also increases any xenophobia the user provokes by 1 rank unless the affected eye is hidden (as by an eye-patch, for instance).
Faint divination; CL 3rd; Craft Wondrous Item, see ethereal resonance; Price: 12,000 gp.

Figurine of wondrous power (bloodstone hawk): When animated, a bloodstone hawk acts in all ways like a young mobat (albeit one that looks like a hawk) under the command of its summoner. The item can be used twice per week for up to 12 hours per use. When this time is up or the command word is spoken, the hawk again becomes a tiny statuette.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price: 10,000 gp; Weight: 1 lb.

Gloaming candle: This candle produces thick, foul smelling smoke as a smokestick. The smoke and the smell are unable to be detected by hags or those with the witch class.
Faint conjuration; CL 3rd; Craft Wondrous Item, detect aberration, fog cloud; Price: 320 gp.

Hand of Power: A hand of power is a candle magically crafted from the hand of a corpse, almost invariably crafted by hags. Lighting a hand of power is a standard action provoking attacks of opportunity. Once lit, the hand can only be snuffed by the creature that lit it or by magically summoned wind or water. A hand cannot be damaged while lit. They burn for a maximum of 13 hours (in half hour increments). Crafting this item requires a Powers check.

Four Fingered Hand: Lighting a wick inside a building causes one creature within to make a Will save or be afflicted by a slumber hex. The master of the house is targeted first, then other occupants in decreasing order of importance (to a maximum of 4). The user is never targeted. For each subject put to sleep, the user suffers a night of nightmares.
Moderate enchantment; CL 9th; Craft Wondrous Item, slumber hex, the hand of a strangled or drowned criminal severed with a silver blade at the new moon; Price: 33,750 gp.

Many Fingered Hand: When lit, this hand provides a +4 profane bonus to channel energy, Spell Focus (Necromancy) and a continuous protection from good. For each hour the hand is lit, there is a cumulative 10% chance that the caster is attacked by an insane ghost with the malevolence power and CR equal to the user’s.
Strong necromancy; CL 12th; Craft Wondrous Item, blight hex, the hand of a hanged criminal severed on a foggy night while the corpse still hangs from the gallows; Price: 54,000 gp.

One Fingered Hand: When lit, the user gains the benefits of transformation, plus DR 5/good. When the candle is snuffed, the user suffers 2d10 points of damage per 10 mins the candle was lit (rounded up).
Strong transmutation; CL 11th; Craft Wondrous Item, ward hex, the hand of a criminal whipped or beaten to death severed with a hot silver blade; Price: 36,000 gp.

Three Fingered Hand: When lit, all arcane spells of 6th level or lower cast by the user are Empowered, Enlarged, Extended and Widened. However, with each spell cast, the user must make a Fortitude save (DC 20) or suffer the negative effects of the spell (or 2d8 damage if the spell is harmless). When the hand is snuffed, the user must succeed at a Will save (DC 15 + 1 per hour the hand was lit) or be reduced to 0 hp from magical backlash.
Strong necromancy; CL 16th; Craft Wondrous Item, retribution major hex, the hand of an impaled criminal severed with a bronze blade, fat from an arcane spellcaster; Price: 65,000 gp.

Two Fingered Hand: When lit, the hand and its user become ethereal, as ethereal jaunt. The chance of encountering any creatures native to the Ethereal Plane increases by 10%, and they are always hostile.
Moderate transmutation; CL 13th; Craft Wondrous Item, speak in dreams major hex, the hand of a criminal left to starve to death severed during a rainstorm; Price: 45,250 gp

Unfingered Hand: When lit, the user gains haste, jump and spider climb. When snuffed, the user must make a Fortitude save (DC 18) or suffer the negative effects of aging one age category.
Moderate transmutation; CL 9th; Craft Wondrous Item, fortune hex, the hand of a criminal beheaded or drawn and quartered, severed with a cold iron blade by the light of the full moon; Price: 40,500 gp.

Heartsblood Orb: A crystal ball the size of an apple with a dark smear at its centre. The bearer of the orb gains cold, electricity and fire resistance 10 and +1 to all saving throws.
Moderate abjuration; CL 11th; Craft Wondrous Item, resist energy; Price: 66,000 gp; Weight: 1 lb.

Icon of Faith: These items typically appear as wood framed paintings of ancestors or religiously significant events. Some contain holy relics. Praying before an icon for 1 minute allows the icon to produce a divination once per week, and bless and cure light wounds twice per day. Other icons with stronger powers also exist.
Moderate conjuration; CL 9th; Craft Wondrous Item, craft (painting), cure light wounds, divination; Price: 7,200 gp; Weight: 3 lb.

Lantern Jack: These small pumpkins grow into 3 ft tall plant creatures upon being planted (as a full round action). A lantern jack’s head glows with an inner light of the brightness of a candle. They are capable of using tools and weapons and obey the orders of their creator. They are mute, communicating via simple gestures. They last for 1 week before collapsing into decay. They have the same alignment as their creator. They must rest for 3 hours each night, plunging their root feet into the soil. Each night, they must make a Will save (DC 10 + days of existence) or have their alignment move 1 step closer to NE, at which point they become free willed. They have the statistics of vegepygmies, although they aren’t immune to electricity, don’t have damage reduction, and are CR ¼.
Moderate transmutation; CL 9th; Craft Wondrous Item, awaken; Price: 2,250 gp; Weight: 1 lb.

Moon Jewellery: This jewellery usually takes the form of a small silver disk, worn on a necklace, medallion or broach. Moon jewellery offers a resistance bonus for all saving throws (Fortitude, Reflexes, Will). The bonus offered is +1 while the moon is waxing or +2 during the three nights when the moon is full. However, the wearer suffers a –1 penalty to all saves when the moon is waning or –2 during the three nights when the moon is new. Once the jewellery has modified a single saving throw, its effects apply for an entire lunar cycle, even if the wearer removes the jewellery. The moon must be visible when the moon jewellery is first used for it to take effect. Only full-blooded Canjar Vistani can craft moon jewellery.
Faint transmutation; CL 3rd; Craft Wondrous Item, resistance, full-blooded Canjar Vistani; Slot neck; Price: 750 gp.

Moon silver: These protective amulets, carved to represent an eclipse of the moon, grant a +2 luck bonus to resist infection with lycanthropy, and lycanthropes suffer a -5 luck penalty to Constitution checks to assume hybrid or animal form.
Faint transmutation; CL 5th; Craft Wondrous Item, protection from evil, full-blooded Canjar Vistani; Slot neck; Price: 4,000 gp.

Orb of Augmentation: An orb of augmentation is created by sealing the still-living brain of an arcane spellcaster inside a special crystal orb. Each orb is aligned to a particular type of arcane magic (based on the type of spellcaster of the brain); sorcerer/wizard orbs are the most common. Each type of orb can only be used by a spellcaster of the appropriate type. Unlike most magical items, the caster level of an orb of augmentation is determined by the level of the brain, rather than the item’s creator.
An orb of augmentation has 10 charges. If depleted, it regenerates 1 charge per week; an orb reduced to 0 charges is destroyed, the brain within burnt out. As long as it has at least 1 charge remaining, the spellcaster may use it as the focus for his own spells, gaining a +2 profane bonus to caster level (to a maximum total caster level equal to double the caster level of the orb).
The orb can also be used to provide raw energy to cast any spell. This spell must be one able to be cast by a spellcaster of the class and caster level of the orb’s brain. This costs a number of charges equal to the spell’s level, and takes effect at the caster level of the orb or the user +2, whichever is lower. If the spell is above the level normally able to be cast by the user, they must make a caster level check (DC 2 x spell level + 1). If that fails, they must make a Wisdom check (DC 10) or suffer a mishap, as a scroll. Multiple orbs can be linked together for extra power, in which case each extra orb contributes half its caster level, loses the full number of charges, and adds a full round action to the casting time.
Either use of an orb of augmentation increases the casting time of the spell to a minimum of a full round action. Crafting an orb of augmentation requires a Powers check.
Strong (all schools) [evil]; CL 14th; Craft Wondrous Item, forcecage, gentle repose; Price: 3,600 gp per caster level of the brain used; Weight: 10 lb.

Sanguine Chalice: This silver goblet is etched with intertwined skulls and roses, with several large rubies set in the base. The chalice is activated by blood (equivalent to 2 points of Constitution damage). If the contents of the chalice are drunk, the user gains one of the following benefits of their choice: neutralize poison, cure critical wounds, remove disease, divine power, lesser age resistance (at the item’s caster level). The chalice is usable only 3 times per day. Crafting this item requires a Powers check.
Moderate necromancy; CL 7th; Craft Wondrous Item, neutralize poison, cure critical wounds, remove disease, divine power, lesser age resistance; Price: 68,000 gp; Weight: 1 lb.

Soul searcher medallion: This amulet is a small crystal orb that hangs from a silver chain. To be used, the medallion must be held in both hands and used to focus on an individual within 60 ft (a full round action). The medallion functions as a true seeing spell for the focused creature, reveals the true alignment of the focus (superceding Ravenloft’s normal prohibition on detecting moral alignment), and reveals whether the focus is affected by any Enchantment or curse spells. The medallions are notoriously fragile, however; they have a hardness of 0 and 1 hp, and must make a Fortitude save (DC damage taken) or be destroyed whenever the bearer suffers physical damage.
Strong divination; CL 12th; Craft Wondrous Item, true seeing; Slot neck; Price: 64,800 gp.

Talon bracers: This bracers, welded shut during a Talon’s initiation, grant their user SR 13, +2 morale bonus to Will saves, and a +4 competence bonus to Sense Motive. However, they also insidiously charm their bearer to be utterly loyal to Vlad Drakov.
Moderate transmutation; CL 12th; Create Wondrous Item, geas/quest; Slot wrists; Price: 14,000 gp; Weight: 1 lb.

Tarokka deck: Tarokka decks are the tools of the Vistani. The raunies of their tribes use them to empower their divinations and act as a focus for their Sight, and only they know how to create them. The rare decks that make their way into the hands of a giorgio are often stolen and cursed.
Lesser Tarokka deck: Four times per day on command (typically during a reading), a lesser Tarokka deck enables its user to recall any one 1st or 2nd level divination spell that she has prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.
Greater Tarokka deck: As above, except twice per day, the deck also allows the user to recall any one 3rd or 4th level divination spell that has been prepared and cast.
Strong divination; CL 12th; Create Wondrous Item, must be a Vistani seer; Price: 12,000 gp (lesser) or 36,000 gp (greater).

Tasting Cup: These crystal goblets are covered in swirling, serpentine designs. If a poisonous liquid is poured into the goblet, the clear crystal stains violet. The tint fades once the goblet is emptied and wiped clean. Similar items, shaped as small spoons that become uncomfortably hot in the presence of poison, also exist.
Moderate divination; CL 5th; Craft Wondrous Item, detect poison; Price: 4,000 gp; Weight: 1 lb.

Vital venom: The technique of making this poison is known only to Ivana Boritsi. The draught must be consumed on the night of the new moon. The drinker must make two Fortitude saves (DC 20), suffering 2d4 Constitution damage per failed save. If the imbiber survives, they do not suffer the physical effects of aging for 4 months. A character can extend their youth indefinitely using the venom, but if they allow the effects to wear off, they age at 50 times the normal rate until their physical age matches their true age.
Faint necromancy; CL 6th; Minor Artifact; Price: 2,000 gp.

Warding Tokens: Warding tokens are typically either religious accoutrements (like censers to ward against ghosts) or animal body parts (like knuckle bones or a wolf’s paw stuffed with wolfsbane). When activated with a standard action, they create a circle of protection equal to 5 ft x CL in diameter. Any creature of a specific phenotype (jackals, wolves, ghosts of a particular race or faith, etc) with an SR less than 16 cannot enter the circle. Those within must flee. The ward lasts 1 min/CL, following which the item is destroyed. The ward is destroyed if the user tries to force the barrier against a blocked creature.
Permanent, continuously functioning variations also exist, although their warded radius is only 10 ft.
Faint abjuration (moderate if permanent); CL 5th (9th if permanent); Craft Wondrous Item, magic circle against evil, an item representing or repellent to the creature; Price: 750 gp. (40,000 gp if permanent); Weight: 1 lb.

Witch finder compass: This enormous wood and glass compass points to the nearest witch, hag or female arcane spellcaster.
Strong divination; CL 15th; Create Wondrous Item, discern location; Price: 30,000 gp; Weight: 5 lb.

Witch pin: A witch pin passes harmlessly through the flesh of any spellcaster or nonhuman, except the flesh of clerics of Belenus. Against others, it does 1 point of damage.
Faint divination; CL 5th; Create Wondrous Item, detect magic; Price: 1,000 gp.
User avatar
The Giamarga
Evil Genius
Evil Genius
Posts: 2313
Joined: Wed Jan 19, 2005 7:11 pm
Location: wandering

Re: Pathfinder in the Mists

Post by The Giamarga »

Ba’al Verzi Dagger: This dagger is long, gleaming and etched with sinister runes. Its hilt is made of lacquered crimson, black and gold, symbolising blood, shadows and money. Its sheath is fashioned from the skin of the first victim the dagger’s master slew.
Ba’al Verzi daggers are +1 keen daggers. They ignore any armour or shield bonus to AC.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armour, keen edge, phase door, creator must be evil; Price: 32,302 gp.
Ah Ba'al Verzi knives. Nice. I'm not sure if i like the phasing part. It is verypowerful. Did they have those powers in the novels?

For my vague idea of a quasi legacy/weapon bond ability for the prestige class I would have gone with a +1 keen base too and perhaps added the assassin's dagger properties (i.e. a bonus on death attack). Phasing could have been a capstone ability to choose, with several other enchantments available before that.
Baron’s Arm: These exotic double weapons are wielded by the Black Leopards, Valachan’s army of enforcers. One end of the weapon is a black +1 heavy mace, fashioned as an armoured gauntlet or panther’s claw. The other end is a short, metal tipped cat o’ nine tails (which functions as a nonmagical flail). A critical hit with either end leaves such horrific scarring the subject provokes 1 level worse of xenophobia.
Faint transmutation; CL 5th; Craft Magic Arms and Armour, disfiguring touch; Price: 8,340 gp.
Very nice. Like the scarring part. But is a cat i' nine tails really a flail? Is not more a whip?
Deathstone Daggers: These daggers appear to be made of obsidian. They are typically only used by those in the employ of Ivana Boritsi of Borca. They function as +1 unholy daggers, but crumble as soon as they successfully injure a living creature. The wounded creature must then make a Fortitude save (DC 20) or suffer a negative level, and must make another save each round until successful. Those killed by this level drain become trapped within the Deathstone, hidden below the Boritsi manor, unable to be contacted or raised by magic of less than 7th level.
Faint necromancy [evil]; CL 5th; Minor Artifact; Price: 32,302 gp.
Great idea to include these.
Warding Tokens: Warding tokens are typically either religious accoutrements (like censers to ward against ghosts) or animal body parts (like knuckle bones or a wolf’s paw stuffed with wolfsbane). When activated with a standard action, they create a circle of protection equal to 5 ft x CL in diameter. Any creature of a specific phenotype (jackals, wolves, ghosts of a particular race or faith, etc) with an SR less than 16 cannot enter the circle. Those within must flee. The ward lasts 1 min/CL, following which the item is destroyed. The ward is destroyed if the user tries to force the barrier against a blocked creature.
Permanent, continuously functioning variations also exist, although their warded radius is only 10 ft.
Faint abjuration (moderate if permanent); CL 5th (9th if permanent); Craft Wondrous Item, magic circle against evil, an item representing or repellent to the creature; Price: 750 gp. (40,000 gp if permanent); Weight: 1 lb.
So this is the wolf's paw generalized. I like it.

I also like the Moon Jewellery (weird spelling intentional?) and Moon silver (amulet).

Is Vital Venom really a minor artifact? Shouldn't the rather be one as it supersedes Ravenlofts rules with the alignment detection.

Where did you get the idea for Dead Man’s Tell from? It's weird and gross and with the warding token fills the niche of superstitious folk magic fetish amulets/wards nicely.

Where are the Black Stones from? Are they new?
User avatar
The Giamarga
Evil Genius
Evil Genius
Posts: 2313
Joined: Wed Jan 19, 2005 7:11 pm
Location: wandering

Re: Pathfinder in the Mists

Post by The Giamarga »

Missing items: The Rift Spanner, the Apparatus , the Rod of Rastinon, the Transubstantial Halo/Ring, the Scoll of Escape, the Deathstone. These are probaly all artifacts though.
User avatar
Zilfer
Evil Genius
Evil Genius
Posts: 4231
Joined: Wed Apr 20, 2011 8:14 pm
Gender: Male
Location: WA (Land of lots of trees)
Contact:

Re: Pathfinder in the Mists

Post by Zilfer »

I've never really gotten the saving throw for the last part of the black stones.... your saving to NOT think it's weird? Meaning if you make the will save you don't think it's weird? I would think it is weird either way. xD Am i reading it incorrectly or missing a word in that sentance?

Btw nice do up of the items. :D

I like the pumkin.... (just discussed over lunch halloween themed campaign she's running for the character's entering a mansion)

I told her she should make pumpkins that look like the people and then they come across a dead man in a position where it looks like he was holding a pumpkin but it is smashed.... (subtly hinting if the pumpkin dies they do)

:D *buzzes out of topic for now*

Edit, I'd be interested in those items as well! xD
There's always something to lose.

Fraternity of Shadows Discord
https://discord.gg/AM6Kp95ekf
User avatar
Mortavius
Evil Genius
Evil Genius
Posts: 630
Joined: Wed Dec 17, 2003 11:21 am
Location: BC, Canada

Re: Pathfinder in the Mists

Post by Mortavius »

It looks like Ryan was doing generic items and not unique items. These are things that there could be multiples of, or at least multiple made.

A number of items from Forged of Darkness aren't in the list, for example. I doubt they need to be artifact level, just not unique.
Ryan Naylor
Evil Genius
Evil Genius
Posts: 1285
Joined: Thu Jun 24, 2004 10:55 pm

Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Giamarga wrote:
Ba’al Verzi Dagger:
Ah Ba'al Verzi knives. Nice. I'm not sure if i like the phasing part. It is verypowerful. Did they have those powers in the novels?
No (well, not explicitly), but they did in VRA.

32,000 gp means the phasing is about equivalent to a +4 enchantment, or slightly less than a vorpal blade. Given that's instant death on a crit and this is more or less an incorporeal touch attack, I think it's balanced. Have a look at some of the other +4 equivalent powers and see if you think that's overpowered then.
Baron’s Arm: Very nice. Like the scarring part. But is a cat i' nine tails really a flail? Is not more a whip?
The whip in Pathfinder is more or less the 15' long Indiana Jones bullwhip. In reality, it's not designed to do a lot of damage, and in Pathfinder, it really doesn't do any - it's more a tool for disarming and so on.

In contrast, a cat o'nine tails is explicitly designed to do damage, and was only used for severe punishments in reality.

The Baron's arm whip is even more dangerous than that, because the lashes are tipped with metal claws, so that's something that's going to do a lot of damage. Hence, it functions as a flail, not a whip.
Warding Tokens: So this is the wolf's paw generalized. I like it.
I think there were jackal's bones in VRA as well, but obviously there's a long folk tradition of these sorts of objects (as you say later).
I also like the Moon Jewellery (weird spelling intentional?) and Moon silver (amulet).
Yes, because I'm Australian and speak Australian English, not American English.
Is Vital Venom really a minor artifact? Shouldn't the rather be one as it supersedes Ravenlofts rules with the alignment detection.
Is there a word missing from the second sentence? The soul searcher medallion perhaps?

And since only Ivana can create it, it counts as a minor artifact. The soul searchers are too fragile and expensive to be a major influence on the game, so it's OK for PCs to create them when they need to, and so not an artifact.
Where did you get the idea for Dead Man’s Tell from? It's weird and gross and with the warding token fills the niche of superstitious folk magic fetish amulets/wards nicely.
It may be Gaz V. I think that's when we were talking about them. I remember talking about them behind the scenes, so they may not have made it into the final draft. Not sure, and I can't check when I'm at work.
Where are the Black Stones from? Are they new?
No, but they're awesome. RL DMG.
Ryan Naylor
Evil Genius
Evil Genius
Posts: 1285
Joined: Thu Jun 24, 2004 10:55 pm

Re: Pathfinder in the Mists

Post by Ryan Naylor »

Mortavius wrote:It looks like Ryan was doing generic items and not unique items. These are things that there could be multiples of, or at least multiple made.

A number of items from Forged of Darkness aren't in the list, for example. I doubt they need to be artifact level, just not unique.
Yes, I'm leaving out the unique ones, artifact or not.

Incidentally, it's Scroll of Return, not Scroll of Escape. Just to nitpick Giamarga a little. :)
User avatar
Zilfer
Evil Genius
Evil Genius
Posts: 4231
Joined: Wed Apr 20, 2011 8:14 pm
Gender: Male
Location: WA (Land of lots of trees)
Contact:

Re: Pathfinder in the Mists

Post by Zilfer »

Yeah I remember reading something similiar to that but never got what the ending effect was all about....
There's always something to lose.

Fraternity of Shadows Discord
https://discord.gg/AM6Kp95ekf
Ryan Naylor
Evil Genius
Evil Genius
Posts: 1285
Joined: Thu Jun 24, 2004 10:55 pm

Re: Pathfinder in the Mists

Post by Ryan Naylor »

Zilfer wrote:I've never really gotten the saving throw for the last part of the black stones.... your saving to NOT think it's weird? Meaning if you make the will save you don't think it's weird? I would think it is weird either way. xD Am i reading it incorrectly or missing a word in that sentance?
If you pass the first save, you can do what you like. If you fail, you are compelled to go to the lake and throw the stone in. If you pass the second save, you notice the compulsion and how strage it is. If you fail, you don't notice the compulsion and it seems perfectly reasonable to trek across the Core to throw the stone away.

It's mind control.
Btw nice do up of the items. :D
Thanks!
User avatar
Zilfer
Evil Genius
Evil Genius
Posts: 4231
Joined: Wed Apr 20, 2011 8:14 pm
Gender: Male
Location: WA (Land of lots of trees)
Contact:

Re: Pathfinder in the Mists

Post by Zilfer »

Yeah no worries. Thanks for the clarification. That's what I thought it was but something about me reading it doesn't transfer right into my brain..... o.O'

Aw well onward with the topic!
There's always something to lose.

Fraternity of Shadows Discord
https://discord.gg/AM6Kp95ekf
Post Reply