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
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
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
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, minor creation; Cost 18,000 gp
I have Kelly down for the tea and I have the quilt. Does Randy have the bowstring and David have the Satchel?
ReplyDeleteIn other news: I wanted to switch to Investigator from Ranger.
ReplyDeleteI wanted to change to Investigator with Sleuth archetype. It gives up alchemy for a Luck pool with deeds like a gunslinger.
ReplyDeleteHow is poison use viewed in our area, and the world at large?
Also, are there guns?
I recall keith telling someone no gunslingers..
DeletePoison should be fine. It fits a world of Alchemy and herbalism.
ReplyDeleteFirearms would be rare, almost as rare as magic stuff.
As rare as magic, looks like several people got magic items..
DeleteWell we only had to go through a gate to a magical fairyland and all...
DeleteIn fact I bet the place is full of magic. That Pocmon guy probably ripped us off.
DeleteUp 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.
DeleteThe party, not individuals, got magic items and they are mostly to support you guys without certain resources like a cleric or a mage.
Perhaps the magic was in us all along.
ReplyDeleteUntil we see the rainbows and unicorns there's no magic.
ReplyDeleteHow about cat-sized spiders and little men with sleep dust?
DeleteOK, or flying pirate monkeys!!!
ReplyDeleteIs David going to be wearing his awful cologne again, or was that his character?
ReplyDelete