D20r Sexy:Magical Items

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(Wondrous Items)
 
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== Armor Properties ==
== Armor Properties ==
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=== Self-Cleaning ===
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=== Enticing ===
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Self-cleaning armor has a fine cloth lining, and can absorb the wearer's blood, sweat, and even wastes without losing a freshly-cleaned appearance (and helping the wearer maintain a fresh appearance longer). Even damage to the armor repairs itself over a few days.
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Enticing armor is carefully crafted to highlight the wearer's features without reducing its defensive properties. The armor is Sexy-optimized and gives a +2 bonus to their Beauty modifier on top.
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''Caster Level: 5th. Prerequisites: Craft Magic Arms and Armor, mending, prestidigitation. Market Price: +1 bonus.''
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''Caster Level: 7th. Prerequisites: Craft Magic Arms and Armor, Perfect Beauty. Market Price: +2 bonus.''
=== Locked ===
=== Locked ===
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''Caster Level: 10th. Prerequisites: Craft Magic Arms and Armor, arcane lock. Market Price: +2 bonus.''
''Caster Level: 10th. Prerequisites: Craft Magic Arms and Armor, arcane lock. Market Price: +2 bonus.''
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=== Peaceful ===
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Peaceful Armor, typically white and carrying of symbols of peace, allows its wearer to cast ''sanctuary'' on themselves (DC 11 to resist).
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''Caster Level: 5th. Prerequisities: Craft Magic Arms and Armor, Sanctuary. Market Price: +1 bonus.''
=== Revealing ===
=== Revealing ===
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''Caster Level: 8th. Prerequisites: Craft Magic Arms and Armor, shrink item. Market Price: +1 bonus.''
''Caster Level: 8th. Prerequisites: Craft Magic Arms and Armor, shrink item. Market Price: +1 bonus.''
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=== Resolve ===
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Resolve Armor is dull and unembellished. When worn, it grants a +4 to Will saves, and a +10 to checks/saves to resist seduction or attempts to induce arousal.
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=== Self-Cleaning ===
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Self-cleaning armor has a fine cloth lining, and can absorb the wearer's blood, sweat, and even wastes without losing a freshly-cleaned appearance (and helping the wearer maintain a fresh appearance longer). Even damage to the armor repairs itself over a few days.
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''Caster Level: 5th. Prerequisites: Craft Magic Arms and Armor, mending, prestidigitation. Market Price: +1 bonus.''
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== Armor (Specific) ==
== Armor (Specific) ==
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''Caster Level: 9th. Prerequisites: Forge Ring, Impotence, Remove Disease. Market Price: 8,000 gp. Cost to Create: 4,000 GP + 160 XP''
''Caster Level: 9th. Prerequisites: Forge Ring, Impotence, Remove Disease. Market Price: 8,000 gp. Cost to Create: 4,000 GP + 160 XP''
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=== Ring of the Vampire ===
 
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''Rings of the Vampire'' are of unknown origin; most aware of them suspect them to be the result of a malicious enchanter and/or necromancer, possibly with diabolic influence. When one surfaces, trouble invariably follows.
 
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The ring makes the victim believe they are a vampire, and grants them many powers and drawbacks of them. Their AC receives a natural bonus of +3, and they gain a slam attack (if they did not already have one - 1d6 damage for medium, 1d8 for large). More significantly, they can drain blood from victims (but do not gain temporary HP from doing so), and can charm people (as per the spell ''Charm Monster'' cast by a 12th-level caster) by meeting their gaze. They do ''not'' gain the vampire's Dominate or Energy Drain abilities.
 
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Perhaps the nastiest property of the ring, is that the charm magic can more powerfully influence its victims thoughts if the "vampire" drains their blood, making them believe that they are slave vampires. Combined with the 'master' believing themselves to be a vampire, the result can quickly become a pandemic of disappearances.
 
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The most likely victims of this ring are philanthropic rich folk; it is believed that the rings may be attracted to them.
 
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The ring is cursed, requiring a high-level dispel to remove from the victim. If the ring is "lost", then it will inevitably reappear in the hands of a new victim some time in the future. Certain good-aligned rituals may be able to hold the ring for some time before it takes effect, but it is not known to be destructible.
 
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''Minor Artifact, Market Price: N/A''
 
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== Rods ==
== Rods ==
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A truly horrific variant of vorpal weapons, feared by all men. A successful critical hit on a male character severs their penis from their body, causing likely-fatal amounts of bleeding in non-undead beings (5 damage per turn until the wound is healed).
A truly horrific variant of vorpal weapons, feared by all men. A successful critical hit on a male character severs their penis from their body, causing likely-fatal amounts of bleeding in non-undead beings (5 damage per turn until the wound is healed).
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''Caster Level: 16th. Prerequisites: Craft Magic Arms and Armor, keen edge, disintegrate. Market Price: +4 bonus.''
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''Caster Level: 16th. Prerequisites: Craft Magic Arms and Armor, keen edge, disintegrate.Price: +4 bonus.''
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=== Dripping ===
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Dripping weapons can sheath themselves in acid on command. Strikes while this effect is active deal 1d6 acid damage on a successful hit. Ranged weapons grant this benefit to their ammunition.
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''Caster Level: 8th. Prerequisites: Craft Magic Arms and Armor, acid splash. Price: +1 bonus.''
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=== Dripping Splash ===
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Dripping Splash weapons count as Dripping, and also explode with acid on a critical hit, dealing an extra 1d10 acid damage on top (+1d10 for each multiplier beyond x2); this bonus applies even if the Dripping effect is turned off.
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''Caster Level: 10th. Prerequisites: Craft Magic Arms and Armor, acid splash. Price: +2 bonus.''
=== Ejaculating ===
=== Ejaculating ===
Only Piercing weapons can be Ejaculating. On a critical hit, the weapon takes on a phallic image and ejaculates a sperm-like material into the wound, adding 2d4 Dexterity and Constitution damage, and nauseating the victim (Fort save DC 14 negates).
Only Piercing weapons can be Ejaculating. On a critical hit, the weapon takes on a phallic image and ejaculates a sperm-like material into the wound, adding 2d4 Dexterity and Constitution damage, and nauseating the victim (Fort save DC 14 negates).
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=== Masochistic ===
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Masochistic weapons have a writhing, dark blow when activated, causing their user to feel some of the pain they inflict in return for striking harder. While active, a Masochistic weapon deals 2d4 more damage, with the wielder taking nonlethal damage equal to half the damage inflicted. Ranged weapons grant this benefit to their ammunition.
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''Caster Level: 8th. Prerequisites: Craft Magic Arms and Armor, inflict light wounds, shield other. Price: +1 bonus.''
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=== Masochistic Burst ===
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Masochistic Burst weapons have the Masochistic property, and explode with raw force on a critical hit, dealing an extra 1d8*Critical multiplier damage on a critical hit.
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''Caster Level: 10th. Prerequisites: Craft Magic Arms and Armor, inflict serious wounds wounds, shield other. Price: +2 bonus.''
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=== Pleasure ===
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Pleasure weapns are imbued with sexual energy (repressed when sheathed or on command) - bestowing the effects upon its ammo if it is a ranged weapon. A creature struck by a pleasureable weapon takes nonlethal damage, and must make a Will save (DC 15) or become Aroused.
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''Caster Level: 6th. Prerequisites: Craft Magic Arms and Armor, Desire. Price: +1 bonus.''
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=== Will Sapping ===
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A signature of slavers and dominators, Will-sapping weapons look pale and sickly. A living creature struck with a will-sapping weapon must make a Will save or take 1 point of wisdom damage - permanently drained on a critical hit.
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''Caster Level: 7th. Prerequisites: Craft Magic Arms and Armor, Bestow Curse. Price: +2 bonus.''
== Weapons (Specific) ==
== Weapons (Specific) ==

Current revision as of 04:52, 1 October 2010

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