- Pricing magic items is a pain in the ass
- Serves no useful purpose
If your opinions differ, please feel free to calculate the prices yourself! :)
Pill Bottles
As the saying goes; "If you want to find an easy way, ask a Gnome". The race is intelligent, inquisitive and inventive to a soul, so it's no surprise that it took a Gnome Cleric to create a more portable and sturdy solution to the traditional Potion. Through repeated refining and distilling, the Gnome Cleric (whose name is long lost to history) created the first Pills. These are essentially Potions in tablet form designed to be taken with water in order to activate the magic contained within. The most commonly found items are Tablets of Cure Light Wounds contained inside a bottle holding up to 50 pills. Other tablets exist that Remove Fear, Remove Disease, Remove Curse and Remove Blindness/Deafness; these duplicate the spell effects and must all be taken with water to be activated. This is a standard action that may provoke an attack of opportunity.
Pills are created using the Create Pill Bottle feat:
- CREATE PILL BOTTLE (ITEM CREATION)
-
Prerequisite Caster level 5th.
Benefit You can create a bottle of pills of any 4th-level or lower divine spell that you know. Creating pills takes one day for each 1,000 gp in its base price. The base price of a pill bottle is its caster level x the spell level x 750 gp. To craft a pill bottle, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created bottle has 50 pills.
Any pill bottle that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
In respect to item creation, Create Pill Bottle operates in much the same way as the Craft Wand feat in that the pill bottle itself is essentially a charged magic item. The individual pills though operate in the same way as potions; they can be used by anyone regardless of class and require a standard action to activate. Pills are usually only dispensed by a Cleric or knowledgeable Adept.
Everfull items
Many magic items are designed just to be convenient. Everfull items were created with this in mind, and provide a steady supply of consumables to the user. Especially when times are hard or supplies are limited, these items can be more of a life-saver than a +5 Longsword. Despite the name, it is possible to empty some Everfull items; they replenish at a fixed rate and if they are used heavily won't renew until the next morning.
Examples of known Everfull items include:
- Everfull waterskin
- If the far distant Desert of Eternal Night, wars have been fought over these seemingly trivial items. These black leather waterskins are embossed with a single Draconic rune for Water. Up to three times per day the waterskin will fill with ordinary water, providing enough liquid sustenance for three men or a single horse. This water tastes much like clear rain water.
- Everfull quiver
- These plain green quivers were crafted for Elven Scouts who would be expected to have little time to make their own arrows while on the move. When worn by anyone of Elven blood (including half-Elves) or wearing an Elf-Friend Ring (see below), they instantly fill with 20 ordinary arrows. These are replenished to a maximum total of 60 each day. The quiver can be used to hold other arrows as well, to a maximum of 20. For example, an Everfull Quiver could hold 5 +1 arrows and would create 15 ordinary arrows. The +1 arrows would be replaced with ordinary arrows when used.
- Everfull backpack
- Originally created for the famed Gnome Adventurer and Con Artist Nymbul Spearhammer, this backpack appears to be filled to bursting despite weighing only 2lds, the same as an empty pack. When opened, it contains all manner of non-magical trinkets, items and (let's face it) junk. The contents change with every opening. There is a 35% chance that anything from the Equipment list that is inorganic, would fit in a backpack and costing 5gp or less can be found by rummaging inside for one round. These items disappear after one hour. This item cannot be used as an ordinary backpack.
Rings of Alliance
These simple faintly magical Rings mark the wearer at being allied to a particular race, cause or alignment. Originally a Human idea to mark a wearer's alliance to a Guild, these Rings are now common among many races. These Rings provide a +2 to Reaction Rolls and Gather Information checks to allies, and a -2 check to foes if they spot the Ring. Additionally, all effects that apply to only members of that Race or Alignment also apply to the wearer of the Ring as if they were a member. For example, an Elf-Friend Ring wielder is susceptible to the effects of an Elfbane arrow.
All of these Rings break when the wearer dies or it is removed by force; they are never found as treasure, but given to the worthy.
Known examples include:
- Elf-Friend Ring
- This silver Ring is shaped like entwined ivy, and glows faintly under moonlight. They are commonly given to trusted Human Rangers to grant them free passage through the forests and Elven enclaves.
- Ring of the Dwarven Hills
- An unadorned hexagonal Ring of stone, this item is only rarely given to truly worthy non-Dwarves. One is known to be in the possession of a Hobgoblin warlord who so respected the valour of his Dwarven foes that he turned sides mid-battle and helped turn the tide in their favour.
- Patron of the Silver Horde
- Despite the name, this is a plain iron band inset with garnets around the edge. It is given to all members of the Silver Horde, a secretive organisation of relic hunters. Their leader is a shape-changed Ancient Silver Dragon, and the bearers of the Ring are affected by anything that might affect Silver Dragons, including Dragonbane weapons.
- Orcmark
- An Orcmark is a crude ring of rusty wire with barbs set along the edge causing minor lacerations to the wearer's fingers. They are given to Human spies and other such traitors to show their alliance to the Orcish cause. The wearer is considered to be Orc-blooded.
Scabbard of Repair
This plain leather longsword scabbard is adorned with the Dwarven runes for Forge and Hammer. When a longsword is inserted for at least 8 hours any damage is repaired leaving the blade as good as new, even if the blade was totally sundered; all pieces must be inserted into the scabbard for the repair to take. Enchanted blades with up to a +2 (or equivalent bonus) can be repaired using this scabbard but the repairs take an additional 24 hours per bonus. A sundered +2 Longsword will take a total of 2 days 8 hours to be repaired and the blade must not be unsheathed in this time for the repair to take.
Additionally, if an ordinary Longsword is kept in the Scabbard of Repair for at least a week (even with regular daily use), the blade will gain Masterwork quality and show signs of Dwarven craftsmanship in it's design. This benefit remains so long as the Scabbard is used with the Longsword, and fades within 8 hours if the Scabbard is no longer used.






Recent comments
36 weeks 5 days ago
36 weeks 5 days ago
36 weeks 5 days ago
36 weeks 5 days ago
43 weeks 6 days ago
49 weeks 3 days ago