Post by Head Moderator on Nov 3, 2015 17:06:18 GMT -5
DEFENSIVE JEWELRY
You may create defensive jewelry, that grants magical and mundane defense, though remember that regardless of where someone's defenses come from, they must still abide by the armor caps. For instance, you could create a Ring of Defense, a Torc of Defense, a Belly Chain of Defense, etc.
This gives both magical and mundane defense. MAX DEF +7
+1 | 3500gp | 875gp | 7CP
+2 | 5500gp | 1375gp | 11CP
+3 | 7500gp | 1875gp | 15CP
+4 | 9500gp | 2375gp | 19CP
+5 | 11,500gp | 2875gp | 23CP
+6 | 13,500gp | 3375gp | 27CP
+7 | 15,500gp | 3875gp | 31CP
[Slot: Varies]
[Craft Magic Item: Jewelry]
Specialty Items
Ring of the Armsman [Ring]
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
Choker of Performance [Neck]
(Must have Performance Skill)
Coveted by bards, singers, dancers and other performers, this beautiful piece of jewelry is carved from ivory and jade. It doubles any tips that are rolled for Performances and can be used as many times a day as the performer is allowed to perform.
[Worth: 2000gp]
Ring of Cages [Ring]
When places on the finger of a living creature, this ring turns invisible and cannot be detected by any means, even true seeing. If the wearer dies, or it is removed, it becomes visible again. This ring allows the wearer to open any door, gate or entrance to a cell, cage, or similar place to hold prisoners. Restraints fall away, shackles spring open and stocks unlock. The ring wearer need only make contact with the portal or restraint. The ring cannot be used to simply open doors or untie knots - the purpose MUST be to release an imprisoned individual. For instance, the ring will open a door to the prison cell, but not to the prison building itself.
[Worth: 1,500gp]
Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
Missive Brooch [Magic Item] or [Varied]
This crystal pendant allows the wielder to transmit up to 25 words as a telepathic message to all creatures within 500 feet. If there is another Missive Brooch within 500 feet of yours, this message can be relayed as long as there are worn Missive Brooches every 500 feet. Messages can be designated for certain specified groups of creatures, but it is possible to 'overhear' a message being sent along a chain of Missive Brooches by wearing one, being within range. This amulet can used any number of times per day.
[Worth: 500gp]
Nipple Clamp of Exquisite Pain [Torso]
When this clamp is worn, you become immune to pain until the clamp is removed and all the pain suffered while wearing it comes rushing onto you at once. This does nothing about damage, simply the pain of taking damage.
[Worth: 1,500gp]
Fireflower Pendant [Neck]
This pendant can be used to render the wearer immune to fire for one round of combat. You must state the use of this before any fire attack, it cannot be claimed after the attack in order to attempt an evade.
[Worth: 1,500gp]
Frostflower Pendant [Neck]
This pendant can be used to render the wearer immune to ice for one round of combat. You must state the use of this before any ice attack, it cannot be claimed after the attack in order to attempt an evade.
[Worth: 1,500gp]
Torc of the Lionhearted [Neck]
Each end of this heavy copper neckwear bears the image of a snarling lion. It gives the wearer a bonus of +5 against any rolls against fear effects.
[Worth: 2000gp]
Ring of the Darkhidden [Ring]
The wearer of this ring is invisible to darksight.
[Worth: 2000gp]
Ring of Manifestation [Ring]
This ring causes an incorporeal creature to become corporeal. For instance, a ghost could wear this and become corporeal.
[Worth: 1,500gp]
De-Squishifier Ring [Ring]
This ring aids your squishy allies by offering them a little bit of a boost of 5 hit points at the start of an adventure. They must stay within your general area to keep the buff. This buff can only be gained by squishies, i.e. those with 25 or under hit points. You may also, once per adventure, use the ring to take 1/2 the damage for an ally that would otherwise kill them. Only one de-squishifier ring can be in use for any given ally at a time.
[Worth: 1,500gp]
Nose Ring of Unearthly Scent [Face or Body Mod]
This item allows its wearer to smell curses as an unearthly odor with traces of brimstone and iron. The wearer can bring its nose near an object or creature and sniff the target to glean information as if using detect magic, except this effect only detects curses and cursed items. The wearer must concentrate as normal to learn all possible information about the object or creature in question. Once per day, the wearer can sniff the air for signs of danger while considering a specific course of action. The perceived smell of a favorite food indicates good fortune for the decision and the smell of death indicates a negative fortune for the decision.
[Worth: 2,500gp]
Ring of Signets [Ring]
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can embed this image on any object that belongs to her, or that she has crafted (as an arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
[Worth: 1000gp]
Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
Chronocharm of the Fateweaver [Neck]
This tiny golden spindle dangles from a thin chain of gray steel. A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Acrobatics check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
Chronocharm of the Laughing Rogue [Neck]
This tiny golden arrow dangles from a thin chain of steel. A chronocharm of the laughing rogue slows down your perception of time, letting you reroll any one Rogue Check you've just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
Ring of Wordtwisting [Ring]
This ring gives a +2 to Insight, Bluff and Diplomacy. If worn by someone with orc blood such as a half-orc, the bonus increases to +4.
[Worth: 2000gp]
Circlet of Rest [Head]
Three interwoven rings make up this beautiful silver headband. When worn, it makes the wearer immune to any manipulation of their dreams, whether positively or negatively with nightmares. It does not stop your own mind's ability to dream or have nightmares, but no outside force can cause any manipulation of your dreams.
[Worth: 1,500gp]
Hosteling Ring [Ring]
Sometimes you just cannot bring your animal companion, mount or familiar with you. Speaking a command word 'stores' your companion into this ring, which appears as a symbol upon the ring's surface. While stored, the animal is sleeping and can provide it's owner no benefits. A hosteling ring releases a stored animal in 24 hours if you have not released it before that. A hosteling ring can hold 4 tiny creatures, 3 small creatures, 2 medium sized creatures, or 1 large sized creature.
[Worth: 1,500gp]
Circlet of Speaking [Animal Companion]
You must choose one language (usually common) when this circlet is gained, and that language cannot be changed once the decision is made. This thin silver circlet allowes the animal wearing it to speak whatever language is chosen for it. This does not grant any sort of intelligence, merely the ability to communicate.
[Worth: 1,000gp]
Ring of Scent [Animal Companion]
This dull brass ring causes the wearer (and rider if applicable) to give off no scent and cannot be tracked or located by scent. In addition, the wearer gains the scent ability within 30 feet; if the wearer already has the scent ability, then it increases the range of it's scent by 30 feet (to a maximum of 60 feet).
[Worth: 1,500gp]
Ring of the Blazing Sun [Ring]
This ring is made of polished fire opal and is always very warm to the touch, as though it has been lying in the sun for several hours. The wearer gains the ability to cause any weapon they wield, or their unarmed attack to catch on fire. In cases of projectile weapons, the projectile catches on fire (such as an arrow). It does no damage to the wielder as long as they are not weak to fire.
[Worth: 2000gp]
Charm of Distraction [Neck or Wrist]
This pendant is in the form of a spider, and has a few benefits. First, it grants a +1 Defense. It also grants a +1 to saves against enchantment/charm effects. Finally, it gives a burst of speed of twice your normal speed when fleeing. It often buys just enough time or distraction for the wearer to escape from the clutches of an enemy.
[Worth: 2000gp]
Bands of the Serpent [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also allows the wearer to communicate telepathically with any form of reptile.
[Worth: 2000gp]
Bands of the Arachnid [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also grants the wearer the ability to move freely through any web, magical or otherwise, as if he were an actual spider.
[Worth: 2000gp]
Brooch of Alertness [Varied]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
Charm Bracelet [Arms/Wrist]
This golden chain bracelet has a number of small metal objects hanging from it like charms. A charm bracelet can store up to four small items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet for use at any time without taking your round of combat, causing it to appear in your hand. If you have an item in hand, you can store the item in the bracelet the same way. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items.
These bracelets are also sometimes known as assassins’ charms, because small weapons can easily be concealed within them (Knowledge [history] DC 20).
[Worth: 3000gp]
Bracelet of Mercy [Arms/Wrist]
(Must have the skill Mercy to use)
Each gem in this metal bracelet has a tiny inscription from a holy book. If the wearer has the mercy skill, she gains an extra use of any of her mercies in an adventure.
[Worth: 3000gp]
Ring of Cold Embers [Ring]
(Female Only)
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3,000gp]
Ring of Gnomekind [Ring]
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
[Worth: 3,000gp]
Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000gp]
Friendship Bracelet [Wrist]
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Worth: 3,500gp]
Undead Protective Amulet [Neck]
Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal.
[Worth: 3000gp]