hb:items

Homebrew Items

This page contains all the homebrew items I have available in my campaign setting.

Phillip's Practical Outfit

This seemingly mundane robe responds to the mental commands of it's wearer, transforming into any article of clothing the wearer can imagine. The quality of the clothing is based on a Craft (Tailoring) check as if crafting the clothing (though masterwork artisan tools do not apply their bonus to this check). Unlike a hat of disguise, or the galmouring armor enchantment, this is a physical change to the article of clothing, not an illusory effect.

Moderate creation/transmutation; CL 9th; Craft Wondrous Item, Major Creation, Fabricate; Price 5,750 gp; Weight varies.

Marybelle's Electro-static Robe

This article of clothing (usually a robe, but it can be any kind of clothing) builds up a static charge as it's wearer deals and takes electricity damage. If the wearer produces an effect that deals electricity damage, for every 3 points of damage she deals the robe is charged with 1 point of damage. If a single effect affects multiple targets, use only the highest damage to calculate how many points the robe charges. For example, if Marybelle uses a lightning blast and hits 3 foes, dealing 52 points of damage, but two of her foes have electricity resistance 20 and the last one only has electricity resistance 10, use the 42 points of damage dealt to the third foe to calculate the charge from that spell (in this case, 14 points).

Likewise, whenever the wearer is damaged by an electric effect, the robe charges for half the damage dealt to the wearer. Take into account resistance to electricty before calculating the amount of charge the robe gains. If the wearer is immune to electricity, the robe cannot be charged in this way.

Once the robe is charged, the next successful melee attack against the wearer will discharge the stored charge at the attacker dealing electricity damage equal to the amount of points charged. If the attacker is resistant to electricity, the damage resisted returns to the robe, retaining that charge. Creatures immune to electricity do not discharge the robe, and it retains all of it's charged points.

One minute after the robe has gained it's first charge, it begins to harmlessly discharge it's built up static charge into the air surrounding the wearer at a rate of one point per round. This continues until the robe is completely discharged, regardless of if more charge is stored into it while it still holds a charge.

Moderate evocation; CL 10th; Craft Wondrous Item, lightning bolt; Price 40,000 gp;Weight 1 lb.

Energy Bow

This well crafted, seemingly unstrung bow creates a shimmering bow string of energy when the weilder motions his hands as if drawing back the bow. As the weilder draws it back to his full draw, a glowing arrow of pure force shines brilliantly, ready to be released.

This +5 composite longbow automatically adjusts itself to match it's wielder's strength. When drawn back without an arrow knocked, a shimmering arrow of force materializes itself. As a force effect, this arrow strikes unerringly against incorporeal foes, and can even strike ethereal foes from the material plane. Additionally, as a magical effect, it bypasses any damage reduction a foe may have. The bow can also draw back normal arrows if so desired, but the arrows remain as they are, not benefitting from the effects of being force arrows.

In addition the bow may be used to perform power shots. By putting extra strain on the bow, the wielder can confer more damage to the arrows he fires, at the expense of his accuracy. The wielder may take a penalty to his attack rolls up to his base attack bonus, and add that number as a bonus to his damage rolls. This lasts until the wielder's next turn.

  • hb/items.txt
  • Last modified: 2016/11/06 17:12
  • by 127.0.0.1