Friday, January 20, 2017

Gifts from Pocman the Great

Here is my first pass at the item that the party received from Pocman. You may not know all of these details yet but you will find out soon enough.

The tea set also includes 10 doses of tea and 10 tinder twigs. The bow Randy received is a masterwork darkwood composite longbow of strength with a bonus equal to his strength bonus. The darkwood bow is currently strung with the bow string but it can be applied to any bow or crossbow.

Quilt of Useful Items

SOURCE Keith / Pathfinder Roleplaying Game Core Rulebook p.528
PRICE 14,000 GP
SLOT none
CL 9th
WEIGHT 3 lb.
AURA moderate transmutation

This appears to be an unremarkable patch-work quilt, providing the benefits of a winter blanket. A character who handles it notes that it is adorned with special small cloth patches of various shapes. Only the handler of the quilt can recognize the patches for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below.

A newly created quilt of useful items always has two each of the following patches:

• Dagger
• Bullseye lantern (full and lit)
• Mirror (a highly polished 2-foot-by-4-foot steel mirror)
• Pole (10-foot length)
• Hempen rope (50-foot coil)
• Sack

In addition, this quilt has 16 additional patches.

1 - Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself )
1 - Gems, 10 (100 gp value each)
2 - Ladder, wooden (24 ft. long)
2 - Mule (with saddle bags)
2 - Pit, open (10 ft. by 10 ft. by 10 ft.)
1 - Potion of cure serious wounds
2 - Rowboat (12 ft. long)
2 - Minor scroll of one randomly determined spell
2 - War dogs, pair (treat as riding dogs)

1 - Window (2 ft. by 4 ft., up to 2 ft. deep)

Once removed, a patch cannot be replaced.

CONSTRUCTION
Requirements Craft Wondrous Item, fabricate; Cost 7,000 gp

Alchemist’s Tea Set (Healing)

SOURCE Keith
PRICE 39,000 GP
SLOT none
CL 5th
WEIGHT 10 lb.
AURA faint conjuration

This magic device comes in a leather case containing an intricate metal and glass teapot, a metal mesh infuser on a chain, 8 metal and porcelain cups, a ceramic airtight canister which holds up to 10 doses of dry tea, and a waterproof metal box which holds up to 10 tinder twigs. Water is poured in the top of the pot and tea from the canister is placed in the infuser and inserted into the teapot. The device is lit at the bottom using a tinder twig. The brewing process requires 10 minutes. After such time, and up to 30 minutes later, the tea may be poured from the alchemist’s teapot into one of the companion cups.

Drinking tea from the alchemist’s tea set is soothing and beneficial. Consuming a cup of tea brewed by the alchemist’s tea set benefits the drinker as if both a cure light wounds (1d8+5) and a lesser restoration had been cast upon him. Tea cannot be poured from its cup or saved for later use; it must be drunk within 30 minutes of being brewed or the tea loses any magical effects. The effects take place immediately after consumption of the cup’s contents.

Each use of the alchemist’s tea set makes 8 cups of tea and requires ½ gallon of water (a full waterskin) and one dose of dry tea.

CONSTRUCTION
Requirements Brew Potion, Craft Wondrous Item, cure light wounds, lesser restoration; Cost 19,500 gp

Healer’s Satchel (First Aid)

SOURCE Pathfinder Player Companion: Healer’s Handbook p. 28
PRICE Specialized 3,000 GP
SLOT none
CL 3rd
WEIGHT 1 lb.
AURA faint conjuration

This well-worn physician’s bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer’s kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period. When the wielder expends 2 uses from a healer’s satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 × her Wisdom bonus to the amount restored. The wielder also gains a +4 circumstance bonus on Heal checks when she expends uses of the healer’s satchel to treat poisons and provide first aid (this does not stack with the normal +2 circumstance bonus granted for using a healer’s kit).

In addition to the benefits described above, a specialized healer’s satchel comes with enchantments and equipment to further aid in certain medical situations.

First Aid: The specialized healer’s satchel contains self-binding tourniquets, enchanted smelling salts, and other magical tools to help a dying patient recover. The wielder can expend two uses of the specialized healer’s satchel when performing first aid to heal a character at negative hit points to 0 hit points with a successful DC 20 Heal check.

CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, creator must have 5 ranks in Heal skill; Cost 1,500 gp

Bowstring of Endless Ammunition

SOURCE Keith / Pathfinder RPG Ultimate Equipment p. 141
PRICE 36,000 GP
SLOT none (must be strung on a bow)
CL 9th
WEIGHT -
AURA moderate conjuration

While this magic bowstring is strung to a bow or crossbow, it grants the weapon the endless ammunition special ability. The bow does not need be magic to gain this benefit. Benefits granted by the bowstring of endless ammunition does count as a +2 bonus toward the +10 maximum bonus for a magic weapon.

Endless Ammunition

Only bows and crossbows can be made into endless ammunition weapons—firearms and other projectile weapons cannot. Each time an endless ammunition weapon is nocked, a single nonmagical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with ammunition.

If the wielder attempts to load the weapon with other ammunition, the created arrow or bolt immediately vanishes and the wielder can load the weapon as normal. This ability does not reduce the amount of time required to load or fire the weapon. The created arrow or bolt vanishes if removed from the weapon; it persists only if fired. Unlike normal bow and crossbow ammunition, these arrows and bolts are always destroyed when fired.


CONSTRUCTION
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, minor creation; Cost 18,000 gp

14 comments:

  1. I have Kelly down for the tea and I have the quilt. Does Randy have the bowstring and David have the Satchel?

    ReplyDelete
  2. In other news: I wanted to switch to Investigator from Ranger.

    ReplyDelete
  3. I wanted to change to Investigator with Sleuth archetype. It gives up alchemy for a Luck pool with deeds like a gunslinger.
    How is poison use viewed in our area, and the world at large?
    Also, are there guns?

    ReplyDelete
    Replies
    1. I recall keith telling someone no gunslingers..

      Delete
  4. Poison should be fine. It fits a world of Alchemy and herbalism.

    Firearms would be rare, almost as rare as magic stuff.

    ReplyDelete
    Replies
    1. As rare as magic, looks like several people got magic items..

      Delete
    2. Well we only had to go through a gate to a magical fairyland and all...

      Delete
    3. In fact I bet the place is full of magic. That Pocmon guy probably ripped us off.

      Delete
    4. Up until this point, none of you have ever seen real magic. Magic has been missing or hidden from the world for over 1000 years. Firearms do exist but they are rare. Rather than personal arms, the primary application of gun powder is for cannons.

      The party, not individuals, got magic items and they are mostly to support you guys without certain resources like a cleric or a mage.

      Delete
  5. Perhaps the magic was in us all along.

    ReplyDelete
  6. Until we see the rainbows and unicorns there's no magic.

    ReplyDelete
    Replies
    1. How about cat-sized spiders and little men with sleep dust?

      Delete
  7. OK, or flying pirate monkeys!!!

    ReplyDelete
  8. Is David going to be wearing his awful cologne again, or was that his character?

    ReplyDelete

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