PG Equipment

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PG Equipment refers to extra equipment for use in Phil's Game.

Contents

[edit] Force Weapon Property

On a successful hit, a force weapon emits a powerful jolt of magical force. The magical force does not harm the weapon's wielder. Force weapons deal +1d6 points of force damage on a successful hit. If the weapon successfully hits a target protected by a force effect, such as a shield spell or bracers of armor, it might dispel the force effect in addition to damaging the target. Make a dispel check (1d20+10) against the effect (DC 11 + caster level). If the check succeeds, the force effect is dispelled (if a spell) or suppressed for 1d4 rounds (if a magic item). Ranged weapons bestow this property on their ammunition. Incorporeal creatures get no miss chance against force weapons.

This property first appeared in the Arms and Equipment Guide and has been updated.

Moderate evocation; CL 11th; Craft Magic Arms and Armor, wall of force; Price +3 bonus.

[edit] Bolts of Impact

These unusual crossbow bolts contain a small vial of magically explosive liquid. The bolts are constructed so the vial is crushed and the liquid explodes when the bolt hits. Each bolt has a +3 attack bonus and explodes for an additional 3d4+3 points of force damage to the target. All those caught within a 5-foot burst radius must make a Reflex save (DC 14) or take half the force damage.

Moderate evocation; CL 9th; Craft Magic Arms and Armor, forcewave (see Magic of Faerûn) or spiritual weapon; Price 72,350 gp for 50 bolts.

[edit] Circlet of Starlight Sight

This circlet grants the wearer low-light vision, which is the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Faint transmutation; CL 1st; Craft Wondrous Item, low-light vision (see Magic of Faerûn); Price 6,000 gp.

[edit] Quiver of Anariel

Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver. Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.

[edit] Ruby Pendant of Beguiling

The ruby creates a charm monster (DC 16) effect on any creature within 30 feet that can see the pendant. The effect lasts for as long as the targets can see the pendant plus 10 minutes. The pendant is treated as a gaze attack except as noted below. A creature that fails its save is allowed a new save once the charm effect has ended and upon a new exposure to the pendant. However, once the target makes its save, the creature does not need to make another save against the pendant for the rest of the day.

In addition, as a result of targets being friendly to the wielder, the pendant also grants the wielder a +10 circumstance bonus on all Bluff checks made to convince a charmed creature of the truth of the wielder's words. The creature must be able to understand the wielder for this bonus to apply. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)

Moderate enchantment; CL 7th; Craft Wondrous Item, charm monster; Price 70,000 gp.

[edit] Staff of Perfection

This finely carved staff of teak (and occasionally oak) wood is charged with but one purpose -- bringing the beneficiaries of its magic that much closer to peak performance and perfection. It does this through the various stat-boosting spells, each of which is available from the staff.

The following spells are available from the staff of perfection:

  • Str: Bull's Strength
  • Dex: Cat's Grace
  • Con: Bear's Endurance
  • Int: Fox's Cunning
  • Wis: Owl's Wisdom
  • Cha: Eagle's Splendor

Each spell uses 1 charge and lasts 8 minutes. This staff has 50 charges. Caster Level: 8; Prerequisites: Create Staff, each of the six spells; Market Price: 22,500gp.

[edit] And for humor's sake...

[edit] Pendent of Suspension

These golden charms are suspended on simple chains, and often have the symbol or depiction of a female goddess etched into them. Pendents have one purpose: they provide support for a woman's bust, regardless of the garment worn (or not worn), in the form of telekinetic lift. Due to their magical nature, these items are worn mainly by the wealthy. They are often passed down from one generation of women to the next, much the same way as wedding rings, and have been known to be bequeathed to relatives or friends. These items can only be worn by females and do not function for males or creatures without genders. Pendents count as necklaces for the purposes of magic item body slots.

Faint transmutation; CL 1st; Craft Wondrous Item, mage hand; Price: 850gp; Weight: -.

[edit] Sword of True Striking

Every attack with this weapon is made at +20 to hit.

strong brokenation

Prerequisites: CL novice; 5 ranks in Stupid DM, 20 levels in munchkin player;

Market Price: unavailable in most campaigns; freely given in Oz.