Joined: Oct 30, 2013 Posts: 7305 Location: England
I got bored and decided to convert some junk from various sources in to Pathfinder magical equipment and/or artifacts. I'll probably do some more at some point. If anyone has any requests and I can reasonably find some information about what your talking about I'll probably build it too.
The Grinning Cowl (Homebrew)
The Grinning Cowl Aura moderate illusion, divination and transmutation; CL 10th; Slot head; Price 15,000gp; Weight 1 lb.
Description This simple mask is crafted from black silk with fine silver thread woven across the surface giving the thing a wide grinning smile. Curiously the mask has no eye-holes.
The Grinning Cowl is wondrous item that sharpens the users senses and masks their identity. These masks were originally created by the clergy of the Grinning Rogue to aid their agents though the secret of their construction has long since spread throughout the Sovereignty and beyond - a situation to which the priests show little concern.
As the Grinning Cowl has no eye-holes anyone who dons it will lose the benefits of any special vision properties they would normally possess, such as low-light vision or the ability to make gaze attacks. While wearing the cowl its owner gains darkvision out to a range of 60ft and, due to the cowl covering their eyes, they receive a +4 bonus to saving throws against gaze attacks.
As well as granting its wearer the ability to see in the dark the Cowl also sharpens their senses when dealing with traps. They receive a +5 bonus to Perception checks made to find traps and secret doors and can make a check to notice any within 10ft of them even if not actively searching for them.
Finally while the Cowl is worn anyone who looks at the wearer must make a Will saving throw (DC 12). On a successful save the viewer sees the wearer as normal. On a failed save they instead see the wearer as a tall, thin human male dressed in dark leathers. A viewer who has passed their saving throw can not be effected by the same Cowl within a 24 hour period.
Construction Requirements Craft Wondrous Item, Find Traps, Minor Image; Cost: 7500gp
Description The blade of this gleaming longsword is enscribed on both sides with words in the celestial script. The blade never seems to dull or mark and always manages to catch the light when drawn.
Excalibur is a +4 Adamantine Axiomatic Glorious Keen Longsword that grants its bearer unshakable courage and the ability to inspire and lead those around him. The bearer of Excalibur is granted immunity to fear (magical or otherwise) and grants all allies within 60ft who can both see and hear him a +2 morale bonus to saving throws against fear effects. In addition the wielder can create a Heroism effect up to three times per day.
If the bearer of Excalibur is a paladin or cavalier they gain one additional use of their Smite Evil or Challenge class feature each day. If the bearer is not a paladin or cavalier they gain a single use of the Challenge class feature each day (their effective cavalier level is equal to one half their total character level).
Finally the bearer of Excalibur gains a cohort and followers as if they had the Leadership feat. If the character already has the Leadership feat they instead receive a +2 bonus to their leadership score.
Destruction Excalibur can only be destroyed if it is wielded by a lawful good character who willing uses the blade to commit an act of pure unprovoked evil such as the slaying of an innocent soul. If used in such a manner the blades light will flare up and attempt to destroy all evil aligned creatures within 60ft of it (as a Holy Smite spell with no upper limit on damage) before the light of the blade fades to nothing and the metal cracks and shatters.
Description This rainbow-hued feather is some two feet long and slightly warm to the touch.
When the pinion is placed upon the remains of a creature that has died within the last hour it combusts in a golden flame before crumbling to ash. The creature is then subject to a Resurrection effect.
Description The entirety of this brutal-looking weapon seems to be coating in a thick layer of blood and viscera and though it appears metallic to the touch you can't shake the feeling that the thing is alive. Set into the hilt of the thing is a great bloodshot eye that follows you as you move.
Soul Edge is an intelligent +5 Souldrinking Vicious Greatsword that seeks to devour the souls of the living.
Soul Edges single purpose is to spread bloodshed and chaos wherever it goes. Regardless of it's wielders goals or alignment Soul Edge will always attempt to establish dominance over them that it may direct them towards greater acts of brutal and unrelenting violence. Any who grip the weapon fall under it's curse and will be unable to willingly release it (a Remove Curse effect is required to drop Soul Edge.)
Even those who are able to stave of the weapons attempts to dominate them are not out of danger. For each day that passes during which the wielder didn't commit an act of murder Soul Edge will target them with one of it's uses of Enervation - usually before attempting to reassert itself.
Anyone who successfully wields the blade for 24 hours will find that it slowly begins to alter itself into a form more compatible with its owner. Soul Edge with change its shape into a weapon of appropriate size that its wielder is proficient with. This is similar to the Transformative weapon ability with the exception that it is capable of more dramatically changing its size to function with it's wielder.
Statistics Alignment CE; Ego 23; Senses 60ft Darkvision Int 12; Wis 10; Cha 16 Communication Empathy; Languages Common, Abyssal
Powers 3/dayEnervation, Vampiric Touch (as a swift action upon a creature it strikes in combat)
Destruction Soul Edge can only be destroyed by being sundered by a Holy weapon. Even after it has been destroyed in this manner it's evil lingers on. When successfully destroyed Soul Edge will shatter into 3d8 shards which scatter themselves across the world (as the Greater Teleport spell). Each of the shards retains a tiny sliver of the original blades power and call out to those who would seek to claim it (as a Sympathy effect keyed to evil creatures). As the shards are brought together Soul Edge slowly begins to reform and regain its former power. Only by tracking down and destroying each of these shards can Soul Edge by truly destroyed.
Souldrinking
The weapon bestows one negative level each time it successfully deals damage. On a critical hit the weapon bestows two negative levels and grants its weilder a +2 profane bonus to Strength and +1d8 temporary hit points. The temporary hit points and profane bonus fade after 1 hour.
Description This elven dagger, while a fine and well-crafted blade, is otherwise rather unremarkable in design.
Sting is a +1 Keen Dagger that glows blue in responce to the approach of orcs. The blade of this weapon produces a faint glow (as the Light spell) when a creature with the Goblinoid or Orc subtype come within 240ft of its wielder.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Last edited by Garren_Windspear on Wed Jun 11, 2014 7:17 pm, edited 2 times in total.
Charon's Claw (Forgotten Realms), a sentient sword of Netherese make, was designed especially to fight mages. It subjects its wilder to a battle of wills which, should the wielder fail, would cause the wielder's skin and flesh to burn and melt. The same effect can be produced on enemies, though prolonged contact is necessary. The sword can leave a trail of black ash as it is swung, at the will of the wielder. Its cuts causes wounds that fester. It also protects the wielder from all forms of magical attacks. The sword refuses to strike against the beings that crafted it in the first place, and can gain full control over its past wielders at the command of one. It has been known to also provide such slaves with eternal youth and resurrection, though whether these effects can be replicated outside the will of a shade master is unknown. The sword has recently been destroyed when it was thrown to the fire primordial Maegera.
Description This slender longsword possess a gleaming red blade inscribed with designs of cloaked figured and scythes. The hilt, crosspiece and pommel are white - like bleached bone - and crafted to resemble the skull, spine and ribcage.
Charon's Claw is an intelligent +5 Keen Smoking Wounding Longsword that causes deep festering wounds and can annihilate it's victims and owner with equal ease.
Charon's Claw appears to possess no special purpose in this world and never communicates with its owner. Indeed the very thing seems to despise being wielded at all and will attempt to destroy any who dare touch it, regardless of their alignment or intentions.
Any character who touches Charon's Claw must make a successful Will saving throw (DC 21) or be subject to a Disintegrate affect (as the spell; CL 20th). This contact must be for a round or longer, merely getting struck with the blade does not carry this effect.
Statistics Alignment NE; Ego 22; Senses 120ft Darkvision Int 16; Wis 14; Cha 10 Communication Empathy; Languages Common, Netherese, Loross, Draconic
Destruction Charon's Claw can only be destroyed by being plunged into the flaming body of an elemental creature of exceptional strength. During this process the creature will be subject to Charon's Claws disintegration effect every round one or the other is destroyed.
Smoking
Upon command this weapon fills wielder's area (5-foot square) with noxious smoke equivalent to Stinking Cloud spell (the wielder not affected by this but any that venture into his square are). The smokes provides concealment but the wielder can see through smoke as normal. The smoke dissipates and reforms when wielder moves into a new square.
Description This gauntlet has been crafted from fine, light metal and is concealed by a covering of black and red silk.
The Magebane Gauntlet is a potent items of exceptional value for those who wish the engage in battle with spellcasters and other magical creatures.
The wearer of the gauntlet is surrounded by an invisible barrier that proves impervious to most effects. This barrier functions as an Antimagic Field that has a range of personal. In additional to this the wearer of the gauntlet is also subject to a constant Detect Magic effect.
In addition to its other abilities the Magebane Gauntlet can create a Spell Turning affect as an immediate action up to three times per day. This effect lasts only long enough to turn a single spell before fading.
Destruction TBA.
For the sake of completion Artemis has also carried a +4 Souldrinking Dagger (you can find the Souldrinking trait under Soul Edge in the original post).
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Black Keys (Type-Moon) are the most common conceptual weapon Executors are seen using. They take the form of swords with black hilts, though they are more often used as projectiles or as piercing weapons. The Black Keys excel at interfering with and damaging spiritual phenomena, but are not the most favorable weapons in physical combat. Experienced Executors are known to be able to produce Black Keys from such items as pages of a bible, allowing them to carry countless Black Keys at the same time. Ciel, in particular, tends to wield three in each hand. It has been shown that they can also be used to track enemies within certain ranges, as well as form seals. They are also often seen being used to deflect spell-based attacks. Each Black Key is relatively brittle, and can be destroyed by physical force. Some have been seen to break down into bible pages after use.
Probably not allowed to have a +3 with two mods, but went for it anyway:
Black Key (Type-Moon)
Black Key Aura Moderate evocation and transformation; CL 10th; Slot None; Weight 3 lbs.
Description An undecorated sword with a black hilt, produced by divine magic.
The Black Key is a +3 Holy Throwing Longsword.
A creature may wield up to three Black Keys in one hand. Creating a Black Key is an Free Action. Black Keys are destroyed 1 hr. after creation.
The Seventh Scripture (Type-Moon) is a powerful conceptual weapon with the horn of a unicorn as its core, whose powers allow it to deny its victims any form of reincarnation. Originally a weapon only useful against spiritual beings, The Seventh Scripture has been turned into a 60kg (+ additional parts, sometimes including missile launchers, etc) pile bunker by its current wielder, Ciel, and thus is also fit for physical combat. It has a guardian spirit, in the form of a half-human, half-horse looking girl, but she doesn't add much to the weapon as a whole. The physical portion of the weapon could probably be destroyed by physical force, but it is unknown whether The Seventh Scripture as a conceptual weapon can be destroyed.
The Seventh Scripture (Type-Moon)
The Seventh Scripture Aura Overwhelming evocation and abjuration; CL 20th; Slot None; Weight 132 lbs.
Description A pilebunker, painted black. It has a guardian spirit in the form of a half-human, half-horse girl.
The Seventh Scripture is a +5 Holy Nullifying Large Ram that does piercing damage and denies its victims revival
You may cast a ranged magic attack 1 + Cha mod number of times each day as a standard action. After a successful melee attack against a single creature, you may cast this attack as a free action any number of the allotted times. The attack treats the creature as being helpless, but only affects that creature.
A creature that dies to The Seventh Scripture is immune to any form of reincarnation effects, revive effects, and raise dead effects. This effect is permanent and cannot be dispelled by any means.
Statistics Alignment LG; Ego 1; Sense 30 ft Int 11; Wis 10; Cha 10 Communication Speech; Language Common
Powers Any/Day Summon/Dismiss Guardian Spirit
Summon/Dismiss Guardian Spirit is a free action with no components. It summons an ditzy and whiny half-human, half-horse girl who who can levitate and lift light load, and is invisible and mute except to The Seventh Scripture's wielder. It has a strength score of 5, but is incapable of making attacks. The weapon can only communicate with its master through the guardian spirit.
Probably not allowed to have a +3 with two mods, but went for it anyway:
Actually the weapon is just a total +6 weapon for it's perfectly fine. On an entirely unrelated note I love the idea of a magical intelligent battering ram.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Since when were legendary/unique weapons so easily obtained?
I really wanted to make Ciel into a Pathfinder character after the above, but she is... stupidly impossible to make. She's a melee/ranged fighter, but her spells are all Sorcerer/Wizardly. And she's not actually religious, etc...
Squinty sort of just did. Besides, as far as I've gathered, other people weren't really supposed to make their own stuff here, although I don't think that Garren really minds.
And isn't it usually the case that the smaller stuff... aren't really worth/fun making pathfinder counterparts for?
I'd much prefer small and interesting items over +X weapon of dealing lots of damage. Like Immovable Rod.
I don't really have any requests myself though. First thing that comes to mind is Kiki Shikazi's 12 deviant blades, but I doubt you've seen Katanagatari, and they would probably be rather high-level.
Squinty sort of just did. Besides, as far as I've gathered, other people weren't really supposed to make their own stuff here, although I don't think that Garren really minds.
Just to confirm I'm perfectly fine with people posting their stuff here. I just like giving things silly names is all. In relation to the lower level stuff I actually intend to build some more junk like that at some point. I did the starting things just to have some big flashy junk with lots of abilities and stuff on the off-chance people wanted to post things here. I'm in the same boat as you when it comes to magic items; strange utility items with unique uses are often far cooler then a +24 Hackmaster Great Sword of Greater Swording.
I don't really have any requests myself though. First thing that comes to mind is Kiki Shikazi's 12 deviant blades, but I doubt you've seen Katanagatari, and they would probably be rather high-level.
Can't promise you a time-frame but there's a wiki for this thing so the information is available. I'll have a look into it and see what I can't come up with.
Edit: Well the wiki I found was... vague about a lot of things. I get the feeling I'd have to sit down and watch the show to find out exactly what I'm dealing with here. The blades seem to run the gamut from 'is pointy' to 'is a freaking glock/revolver combo' though from what I can tell most of them wouldn't be all that powerful by D&D standards so at least you would get them at lower levels.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Man, those are some high CL items. I'd like to see some more that players could obtain more easily.
~SE++
Oh yeah forgot the address this. While what Storyteller is true about legendary items is indeed true in relation to rarity you must also remember that the CL line actually has nothing to do with the level at which the item can be created - as soon as you can hit the items creation prerequisites you can built it. Most of these items simply don't have creation prerequisites because they are intended to be artifacts - only a single example exists at any one time (although yeah I totally should have put prerequisites on Sting and the Phoenix Pinion).
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Joined: Oct 30, 2013 Posts: 7305 Location: England
T-t-triple post!!!
Figured I'd throw down some 'craft or reward appropriate' items. For bonus points I figure I'd include some lore friendly ones for the homebrew world I'm working on.
The Grinning Cowl (Homebrew)
The Grinning Cowl Aura moderate illusion, divination and transmutation; CL 10th; Slot head; Price 15,000gp; Weight 1 lb.
Description This simple mask is crafted from black silk with fine silver thread woven across the surface giving the thing a wide grinning smile. Curiously the mask has no eye-holes.
The Grinning Cowl is wondrous item that sharpens the users senses and masks their identity. These masks were originally created by the clergy of the Grinning Rogue to aid their agents though the secret of their construction has long since spread throughout the Sovereignty and beyond - a situation to which the priests show little concern.
As the Grinning Cowl has no eye-holes anyone who dons it will lose the benefits of any special vision properties they would normally possess, such as low-light vision or the ability to make gaze attacks. While wearing the cowl its owner gains darkvision out to a range of 60ft and, due to the cowl covering their eyes, they receive a +4 bonus to saving throws against gaze attacks.
As well as granting its wearer the ability to see in the dark the Cowl also sharpens their senses when dealing with traps. They receive a +5 bonus to Perception checks made to find traps and secret doors and can make a check to notice any within 10ft of them even if not actively searching for them.
Finally while the Cowl is worn anyone who looks at the wearer must make a Will saving throw (DC 12). On a successful save the viewer sees the wearer as normal. On a failed save they instead see the wearer as a tall, thin human male dressed in dark leathers. A viewer who has passed their saving throw can not be effected by the same Cowl within a 24 hour period.
Construction Requirements Craft Wondrous Item, Find Traps, Minor Image; Cost: 7500gp
Description Stored within a simple clay jar this crimson warpaint has a texture like grit and a smell of carrion to it - just touching the stuff to your skin makes you irrationally angry for some reason.
Orcish Warpaint is not named for its primary users but for its content - each does of warpaint contains the blood of an orc and with it a fraction of their magical resilience and rage.
Each pot of Warpaint contains enough for two uses. It takes a single standard action to apply the paint and it lasts 2d6 rounds after application (the user does not know how long it will last). The Warpaint must be applied to bare skin to have an effect - most commonly to the face. So long as the warpaint remains in effect the user gains Spell Resistance 15 to all divine spells.
However while the blood is in effect the wearer becomes extremely vulnerable to bursts of violent rage. The first time the wearer is damaged by any attack they become affected by a Rage effect (as the spell). This effect lasts for the remainder of the warpaints duration.
Construction Requirements Craft Wondrous Item, Spell Resistance, Gentle Repose; Cost: 3000gp. Special: The creation process for the warpaint requires a single drop of orc blood.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
I originally intended for my post to be a request, but I was bored, and I figured I might as well try to create the weapon myself. Katanagatari is actually pretty entertaining. I need to get the light novels sometime.
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Kanna is a katana with a straight blade and a hilt shaped like plum flower. It was forged with its focus on durability. The katana will not break, bend, or chip, no matter the circumstance.
Kanna is a +5 (Deadly) Impervious Katana.
Whenever a creature makes a roll against Kanna's breaking DC, it takes 1. Whenever a creature makes a saving roll involving Kanna, it takes 20.
Namakura, the Beheading Blade (Katanagatari)
Namakura, the Beheading Blade Aura Overwhelming necromancy and transformation; CL 20th; Slot None; Weight 6 lbs; Critical 15-20/x2
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Namakura is a katana with a black sheath, adorned with triangles from top to the hilt. It was forged with its focus on cutting. The katana can cut through any object, and the sheath allows extremely fast quickdraw attacks.
Namakura is a +5 (Deadly) Vorpal Keen Katana.
Whenever you draw Namakura, you may make a slashing attack as a free action. If you have the Quick Draw feat and rolled less than 20, you may take 20 for that attack instead.
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Tsurugi is a katana with red sheath and three bands near the guard. It was forged with its focus on numbers. The "sword" consists of the original and its 999 copies. While each a fine katana, it is otherwise unremarkable.
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Hari is a katana with a thin glass blade and a white sheath and hilt decorated with floral pattern. It was forged with its focus on lightness. The katana is hard to see, is extremely brittle, and weighs next to nothing.
Hari is a +5 (Deadly) Katana.
Whenever a creature attacks with Hari, if it is not a Weapon Master (Katana) with Weapon Focus, Greater (Katana), it makes a Dex check against Hari's Break DC. If it fails, Hari breaks.
Destruction Hari has an HP of 1 and break DC of 0.
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Yoroi is a blue western plate armor with a motif based on the ocean. It was forged with its focus on defense. The "katana", being a full body armor, protects against any and all forms of attack.
Yoroi is a +5 Fortification Full Armor with Armor Spikes.
While wearing Yoroi, unarmed strikes made by the creature becomes as though the creature had the Improved Unarmed Strike feat. Damage reduction involving Yoroi cannot be ignored.
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Kanazuchi is a a black, blunt weapon in the shape of two half-swords connected at the bottom by a ring. It was forged with its focus on weight. The "katana" is ridiculously heavy, capable of sinking deep into the ground when dropped from shoulder height.
Kanazuchi is a +5 Greatclub.
Bita, the Evil Blade (Katanagatari)
Bita the Evil Blade Aura Overwhelming conjuration and evocation; CL 15th; Slot None; Weight 1 lbs;
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Bita is a short, bladed weapon shaped like a kunai, with a jagged handle. It was forged with its focus on keeping enemies alive. The "katana" wears a layer of electricity, and forcibly shocks creatures touching it into life.
Bita is a +5 Merciful Shocking Burst Dagger.
Bita's abilities cannot be turned off. While affected by Bita, a creature cannot fall unconscious, fall asleep, or die.
Nokogiri, the King Blade (Katanagatari)
Nokogiri the King Blade Aura Overwhelming enchantment; CL 15th; Slot None; Weight 3 lbs; Damage Bludgeoning
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Nokogiri is a wooden sword marked with a floral patten and a yellow stripe. It was forged with its focus on purity. The "katana" raises its wielder's moral values to the highest level.
Bita is a +5 Katana.
A creature wielding Nokogiri becomes Lawful Good. This effect remains even after the creature loses possession of the weapon.
Description One of the twelve complete deviant blades forged by Shikizaki Kiki, Hakari is a hilt decorated in a floral pattern and a flower wreath for a guard. It has no blade. It was forged with its focus on honesty. The "katana" is meant for the wielder to ponder upon.
Description These reading glasses appear to be entirely normal except for a small crystal on the left eye's arm that holds its power. These glasses must be worn for one hour before their effects take hold on the wearer. Once the glasses have been worn for at least one hour, the user is able to read and understand text in any language as long as the glasses are worn. This does not allow the wearer to speak the languages read while using the glasses, only read and write them.
Construction Requirements Craft Wondrous Item, Comprehend Languages, Detect Magic, Owl's Wisdom, Read magic; Cost 500 gp
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