Kirinke's Conversions

Where in all of your character write ups will go.
kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

Kirinke's Conversions

Post by kirinke » Sat Nov 05, 2016 7:40 pm

MAGICAL CLOTHING
Clothing - Special Resistances
Clothing - Enhanced Abilities
Clothing - Enhanced Defenses and Skills
Clothing - Protection
Clothing - Specific Enchantments
Clothing - Named Items

MAGICAL WEAPONS
Weapons - Bane to Disruption
Weapons - Distance to Elemental
Weapons - Keen to Vorpal

MISCELLANEOUS MAGICAL ITEMS
Potions and Oils
Scrolls and Spell Books
Rings - Blinking to Djinni Summoning
Rings - Elemental Command to Energy Immunity
Rings - Evasion to True Sight
Wands
Rods

WONDROUS ITEMS
Decanter of Endless Water
Amulets to Apparatus of the Crab
Bead of Force to Boat, Folding
Boots to Bottle of Air
Bowl of Commanding Water Elementals
Bracers to Brazier of Commanding Fire elementals
Broom of Flying to Chime of opening
Circlet of Blasting to Cloak of the Manta Ray
Crystal Ball to Cubic Gate
Dust of Dryness to Drums of Panic
Efreeti Bottle
Elixir of Fire Breath to Elixir of Vision
Ever Smoking Bottle to Eyes of the Eagle
Figurine of Wondrous Power - Bronze Griffon
Figurine of Wondrous Power - Ebon Fly
Figurine of Wondrous Power - Golden Lions
Figurine of Wondrous Power - Ivory Goats
Figurine of Wondrous Power - Marble Elephant
Figurine of Wondrous Power - Obsidian Steed
Figurine of Wondrous Power - Onyx Dog
Figurine of Wondrous Power - Serpentine Owl
Figurine of Wondrous Power - Silver Raven
Feather Tokens
Gauntlets, Gloves, Gems and Goggles
Golem Manual
Hands
Bag of Holding
Handy Haversack
Bag of Tricks
Harp of Charming and Headgear of Various types
Horns
Horseshoes to Instant Fortress
Ioun Stones
Iron Bands of Binding to Mantle of Spell Resistance
Marvelous Pigments to Medallion of Thoughts
Mirror of Life Trapping to Necklace of Fireballs
Orb of Storms to Ring Gates
Robes to Rope
Salve of Slipperiness to Wings of Flying
Last edited by kirinke on Sun Nov 06, 2016 3:17 am, edited 10 times in total.

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

MAGICAL CLOTHING-SPECIAL RESISTANCES

Post by kirinke » Sat Nov 05, 2016 7:42 pm

Image



In times past, mages used to imbue armor with special resistances, but nowadays, you're equally likely to find them imbuing everything from jackets to t-shirts with certain resistances. These devices usually have the "Removable" descriptor. Generally speaking, resistances can include:

Acid Resistant Clothing/Armor/Jewelry (Removable Device): Damage Effect (Acid), Descriptor Acid, Limited Half Effect 3PP

Fire Resistant Clothing/Armor/Jewelry (Removable Device): Damage Effect (Fire), Descriptor Fire, Limited Half Effect 3PP

Cold Resistant Clothing/Armor/Jewelry (Removable Device): Damage Effect (Cold), Descriptor Cold, Limited Half Effect 3PP

Electricity Resistant Clothing/Armor/Jewelry (Removable Device): Damage Effect (Electricity), Descriptor Electricity, Limited Half Effect 3PP

Sonic Resistant Clothing/Armor/Jewelry (Removable Device): Damage Effect (Sonic), Descriptor Sonic, Limited Half Effect 3PP

Magic Resistant Clothing/Armor/Jewelry (Removable Device): Damage Effect (Mgic), Descriptor Magic, Limited Half Effect 3PP

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

MAGICAL CLOTHING - ENHANCED ABILITIES

Post by kirinke » Sat Nov 05, 2016 7:46 pm

Image

Clothing/Armor/Jewelry with the Enhanced ability effect gives the wearer a bonus to their core abilities. Every +2 bonus to the ability costs 3PP. These items have the "removable" descriptor. Below are examples of clothing with bonuses to the wearer's abilities:

3PP Enhanced STR Clothing (Removable Device): Enhanced Strength +2
3PP Enhanced STA Clothing (Removable Device): Enhanced Stamina +2
3PP Enhanced DEX Clothing (Removable Device): Enhanced Dexterity +2
3PP Enhanced AGL Clothing (Removable Device): Enhanced Agility +2
3PP Enhanced FGT Clothing (Removable Device): Enhanced Agility +2
3PP Enhanced INT Clothing (Removable Device): Enhanced Agility +2
3PP Enhanced AWE Clothing (Removable Device): Enhanced Awareness +2
3PP Enhanced PRE Clothing (Removable Device): Enhanced Presence +2

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

MAGICAL CLOTHING - ENHANCED DEFENSES AND SKILLS

Post by kirinke » Sat Nov 05, 2016 7:48 pm

Image

Device (Removable)
3PP Enhanced Dodge: Enhanced Trait Dodge +2
3PP Enhanced Parry: Enhanced Trait Parry +2
3PP Enhanced Fortitude: Enhanced Trait Fortitude +2
3PP Enhanced Will Power: Enhanced Trait WillPower +2

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

MAGICAL CLOTHING - PROTECTION

Post by kirinke » Sat Nov 05, 2016 7:49 pm

Image



Clothing with protection enhancements costs 3PP per every +2 Protection/Impervious enhancements.

3PP Ring of Protection +2 (removable device):
+2 Protection, +2 Impervious

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

MAGICAL CLOTHING -SPECIFIC ENCHANTMENTS

Post by kirinke » Sat Nov 05, 2016 7:51 pm

Image

Bashing
1PP (Removable Device) +1 Damage
This type of enchantment is usually used on gloves, brass knuckles and footwear. It typically grants the user a +1 damage enhancement per 1PP spent..

Blinding
13PP (Removable Device) +8 Dazzle (visual)
This type of enchantment grants the wearer a visual dazzle ability at PL lvl.

Deflection
6PP (Removable Device) +8 Deflection
This type of enchantment protects the wielder from attacks.

Etherealness
3PP (Removable Device) Movement Dimensional (Ethereal Plane), Senses (direction/distance), limited 1x per day
On command, this ability allows the wearer become ethereal once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.

Glammered
6PP (Removable Device) Morph 2 (Narrow group, clothing) +10 to deception checks (half effect)
Upon command this clothing can turn into another set of clothing. Only true seeing or senses that can see through illusion reveals the truth of the matter.

Gloves of Debilitating Disruption
16PP Device (Removable)
Debilitating Blast: Damage 8 (DC 23; Affects Corporeal, Increased Range: ranged)
Disrupting Blast: Damage 8 (Alternate; DC 23; Affects Insubstantial: half ranks, Increased Range: ranged)
Interaction (Feature 2): If the wearer of the device is an incorporeal creature, they can interact with corporeal creatures and if the wearer is corporeal, they can interact with incorporeal creatures while still maintaining their own basic natures.

Ghost Touch

11PP Device (Removable)
Damage 8 (DC 23; Affects Corporeal, Affects Insubstantial: full ranks
Interaction (feature 2):If the wearer of the device is an incorporeal creature, they can interact with corporeal creatures and if the wearer is corporeal, they can interact with incorporeal creatures while still maintaining their own basic natures.

Reflecting
13PP Device (Removable): Deflect 8 (Reflect)
This enchantment grants the wearer the ability to reflect attacks back to the originator. It costs 3PP per 2 levels

Shadow

This enchantment grants the wearer the ability to be concealed from all visual senses.
6PP Device (Removable) Concealment 4 (all visual senses)

Silent moves
This enchantment makes the wearer virtually silent.
2PP Device (Removable) Cocealment 2 (all auditory senses)

Slick
4PP Device (removable) +8 Acrobatics, Evasion
This enchantment gives the wearer the enhanced ability to wiggle out of sticky situations.

Undead controlling
19PP Device (Removable) Affliction: Cumulative Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, DC 18, Cumulative)
The wearer of this device can control undead up to its PL Level.

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

CLOTHING - NAMED ITEMS

Post by kirinke » Sat Nov 05, 2016 7:53 pm

Image

Adamantine Armor

Adamantine/adamantium is an ultrahard and ultra-rare metal which comes from asteriods and comets deep in the Kuiper belt , thus making it really, really hard to find and horribly expensive. This metal blocks telepathy and grants the impervious quality to armor forged from this material. Weapons forged from this metal gets the penetrating ability.
19PP Device (Removable)
Nullify: Nullify 8 (Counters: Telepathy and mental attacks, DC 18) Protection: Protection 8 (+8 Toughness; Impervious)

Mithril Armor
Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create
armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Like Adamantine, Mithril comes from asteriods, though it originates from the main belt.
It's still horribly expensive, but less so than adamantine.

10PP Mithril Armor of Speed
Device (Removable)
Protection: Protection 8 (+8 Toughness), Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Celestial Armor
This exquisitely crafted mithril armor allows the wearer to fly.
19PP Device (Removable)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round), Protection: Protection 8 (+8 Toughness)

Demon Armor
This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth.
10PP Device (Removable)
Damage: Damage 8 (DC 23), Enhanced Trait: Enhanced Trait 4 (Traits: Intimidation +8 (+8))

Armor of the Deep
This armor is decorated with a wave and fish motif. The wearer of armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any creature with a language that breathes water.
17PP Device (Removable)
Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: sea creatures/people)
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: drowning)
Protection: Protection 8 (+8 Toughness)
Senses: Senses 2 (Darkvision)
Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

WEAPONS - BANE TO DISRUPTION

Post by kirinke » Sat Nov 05, 2016 8:00 pm

Image

Bane
A bane weapon excels at attacking one type or subtype of creature. Below is an example of a bane weapon:

Wave Sword
16PP Removable Device
Damage: Damage 10 (DC 25)
Nullify: Nullify 10 (Counters: Flame based attacks or creatures, DC 20)

Brilliant Energy

A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (30-foot radius).

Light Shard
7PP Device (Removable)
Damage: Damage 8 (DC 23)
Environment: Environment 1 (Light, Radius: 30 feet)

Dancing
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops
While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items.
While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away).
The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.

The Sword Of The Clever Mime
7PP Device (Removable)
Damage: Damage 8 (DC 23)
Dancing: Move Object 1 (50 lbs.; Limited: 4 rounds a day/half effect/can only move itself)

Defending
A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Sword of Defense
7PP Device (Removable)
Damage: Damage 8 (DC 23)
Alternate Enhanced Trait: Enhanced Trait 8 (Alternate; Traits: Toughness +8 (+8))

Disruption
A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed their DC will save or be destroyed. A weapon of disruption must be a bludgeoning weapon.

Mace of Disruption
13PP Device (Removable)
Damage: Damage 8 (DC 23)
Nullify: Nullify 8 (Counters: Necromancy, DC 18)

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

WEAPONS - DISTANCE TO ELEMENTAL

Post by kirinke » Sat Nov 05, 2016 8:02 pm

Image

Distance
This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
Sharpshooter's Pistol
14PP Device (Removable)
Magic bullets: Damage 8 (projectile, DC 23; Homing: 1 extra attempt, Increased Range: ranged)

Elemental Melee Weapons
Upon command, an Elemental melee weapon deals damage associated to it's element (Icy, Flaming, electricity and so on) The elements do not harm the wielder. The effect remains until another command is given.
Sword of the Flames
25PP Device (Removable)
Flame Aura: Damage 8 (DC 23; Reaction 3: reaction; Activation: move action)

Elemental Melee Burst Weapons
Elemental Burst Melee Weapons functions as an elemental weapon that also explodes with it's associated element upon strike The elements do not harm the wielder. The effect remains until another command is given.
33PP Device (Removable)
Flame Aura: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Reaction 3: reaction)
Flame Aura: Damage 8 (Alternate; DC 23; Reaction 3: reaction)

Elemental Ranged Weapons
Upon command, an Elemental ranged weapon deals damage to it's element. (Icy, Flaming, electricity and so on) The elements do not harm the wielder.
Bow of Embers
13PP Device (Removable)
Blast: Damage 8 (DC 23; Increased Range: ranged)

Elemental Ranged Burst Weapons
Elemental Burst Ranged Weapons functions as an elemental weapon that also explodes with it's associated element upon strike The elements do not harm the wielder.
Bow of Icy Shards
20PP Device (Removable)
Ice Explosion: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
Icy Blast: Damage 8 (Alternate; DC 23; Increased Range: ranged)

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

WEAPONS - KEEN TO VORPAL

Post by kirinke » Sat Nov 05, 2016 8:04 pm

Image


Keen
A keen weapon bypasses the opponent's impervious toughness.

Sword of the North Star
7PP Device (Removable)
Damage: Damage 8 (DC 23; Penetrating)

Merciful
This turns all damage done by the weapon into non-lethal damage

Merciful Brass Knuckles

3PP Device (Removable)
Damage: Damage 8 (DC 23; Limited: Non-Lethal Damage Only)

Mighty Cleaving
A mighty cleaving weapon allows a wielder to potentially cleave their opponents weapons in two.

Barbarian's Broadsword
7PP Device (Removable)
Damage: Damage 8 (DC 23, Advantages: Weapon Break)

Returning

This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it.

Boomerang Knife

9PP Device (Removable)
Damage: Damage 8 (DC 23)
Move Object: Move Object 3 (400 lbs.; Limited: can only cause the object to return to wielder)

Speed
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation.

One Thousand Cuts Katana
13PP Device (Removable)
Damage: Damage 8 (DC 23; Multiattack)

Thundering
A thundering weapon creates a cacophonous roar like thunder upon striking a successful strike

Mace of the Storm God

19PP Device (Removable)
Damage: Damage 8 (DC 23)
Thunder Crack: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged; Limited: Auditory)

Throwing

This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment dependent upon PL level.

Pin-Prick Knife

13PP Device (Removable)
Blast: Damage 8 (piercing, projectile, DC 23; Increased Range: ranged)

Vorpal
This potent and feared ability allows the weapon to bypass Impervious toughness and negate regeneration.

Vorpal Sword
14PP Device (Removable)
Damage: Damage 8 (DC 23; Penetrating)
Nullify: Nullify 8 (Counters: regeneration, DC 18)

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

POTIONS AND OILS

Post by kirinke » Sat Nov 05, 2016 8:09 pm

Image

A potion is a magical liquid that takes effect when imbibed. Magical oils must be applied externally for their effects to take hold. Potions and oils can only be used once.

They generally are about once ounce and held in some sort of container fitted with a tight stopper.

Though highly discouraged, PC characters can take a sip from the container to attempt to find out what's inside (using Expertise, magic).

Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack can cause the person drinking or administering the drink to loose the potion. Likewise, if the attacker directs the attack to the potion or oil container, they can destroy the container. You have to be able to swallow the potion in order for it to take effect or be able to smear it onto your body. Incorporeal or energy creatures can't use potions or oils.

A PC can administer a potion or oil to an unconscious creature as a full round action.
Generally speaking, potions and oils can be purchased as equipment rather than devices, due to their limited natures. Below are examples of some potions.

Cure Light Wounds
Acts as Healing 1, stabilize limited 1 application. Costs 1EP

Cure Moderate Wounds
Acts as Healing 2, stabilize limited 1 application. Costs 2EP

Cure Heavy Wounds

Acts as Healing 3, stabilize limited 1 application. Costs 3EP

Cure Critical Wounds

Acts as Healing 4, stabilize limited 1 application. Costs 4EP

Potion of Healing

Acts as a Healing 5, restorative, stabilize limited 1 application. Costs 5EP

Potion of Cure Disease

Acts as Immunity (Disease) limited 1 application. Costs 5EP

Potion of Cure Poison
Acts as Immunity (Poison) limited 1 application. Costs 5EP

Ability Enhancer
Increases one of the abilities of the drinker (chosen by the player, approved by the GM) by 1 for 1 round. Costs 1EP
Acts as Enhanced Ability, limited 1 round, 1 point.

Defense Enhancer
Increases one of the defenses (chosen by the player, approved by the GM) of the drinker by 1 for 1 round. Costs 1EP
Acts as Enhanced trait, limited 1 round, 1 point.

Skill Enhancer

Increases 1 skill (chosen by the player, approved by the GM) by 4 points for 1 round. Costs 1EP
Acts as Enhanced trait, limited 1 round, 1 point.

Feat Enhancer

Gives the drinker one feat for one round (chosen by the player, approved by the GM). Costs 1EP
Acts as Enhanced trait, limited 1 round, 1 point.

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

SCROLLS AND SPELLBOOKS

Post by kirinke » Sat Nov 05, 2016 8:10 pm

Image

Using the Artificer/Ritualist feat, a caster can scribe a spell onto a scroll or spellbook ahead of time with a successful expertise-magic check. Scrolls and spellbooks are written forms of spells that can be cast once per round. To activate a spell on a scroll or spell book the caster must decipher the writing and speaking the spell correctly.

Spell books can be used over and over again and are counted as devices

Scrolls are single use items, limited to PL 3 and are counted as equipment. Suggested EP for scrolls are as follows:

1EP = Effects that cost 1PP per PL
3EP = Effects that cost 2PP per PL
5EP = Effects that cost 3PP per PL

SPELL BOOK
20PP DEVICE (Easily Removable)
Mystical Research at your fingertips: Expertise Magic +6
Fire Blast: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Increased Range: ranged)
Acid Splash: Burst Area Damage 7 (Alternate; DC 22; Burst Area: 30 feet radius sphere, DC 17, Contagious, Reach (melee) 3: 15 ft.)
Air Walking: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Dancing Lights: Cumulative Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged; Limited: Visual)
Invisibility: Concealment 4 (Alternate; All Visual Senses)
Magical Constructs: Create 6 (Alternate; Volume: 60 cft., DC 16; Increased Duration: continuous, Movable)

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

RINGS BLINKING TO DJINNI SUMMONING

Post by kirinke » Sat Nov 05, 2016 8:12 pm

Image

5PP Ring of Blinking (Removable Device)

Partial Visual Concealment (Feature: Evasion Advantage, Feature: Counts as an Ethereal Creature.; Limited: Ethereal Creatures can bypass this) + Movement 1 (Permeate)
Complications: Attack Rolls, Vision and Hearing are Impaired while Blinking.

You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).


13PP Ring of Charming (Removable Device)
Charm Person or Animal: Cumulative Affliction 8 (1st degree: Entranced, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited Degree 2,

This ring makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Presence check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.)

An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be)

3PP Ring of Climbing (Removable Device)
Movement: Movement 2 (Wall-crawling 2: full speed, Notes: This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer the ability to wall crawl.)

6PP Ring of Counterspells (Removable Device)
Nullify Magic: Nullify 8 (Counters: magic, DC 18, Notes: This ring might seem to be a ring of spell storing upon first examination. However, when a hostile spell is cast upon the wearer, it fizzles.)

8PP Ring of Disguise Self (Removable Device)
Morph: Morph 2 (+20 Deception checks to disguise; Narrow group)

18PP Ring of Djinni Summoning (Removable Device)
Summon: Summon 11

One of the many rings of fable, this "genie" ring is most useful indeed. It serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless. )

Djinni (Minion) - PL 10

ABILITIES
0 STR
4 STA
2 AGL
2 DEX
2 FGT
2 INT
2 AWE
2 PRE
PP 32

DEFENSES
8 DODGE
8 PARRY
8 FORT
10 TOUGH
8 WILL
PP 22

ADVANTAGES
Close Attack 8, Favored Environment: mid-air, Improved Initiative 2, Ranged Attack 8
PP 18

SKILLS
2(10) Magic
2(8) Insight
2(8) Perception
2(8) Persuasion
2(8) Stealth
PP 16

OFFENSE
Initiative +10
Air Blast: Shapeable Area Damage 10 (DC 25)
Grab, +10 (DC Spec 10)
Throw, +10 (DC 15)
Unarmed, +10 (DC 15)

Air Mastery Array
Air Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged)
Create: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous, Precise)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Illusion: Illusion 6 (Affects: Three Sense Types, Area: 60 cft., DC 16)
Morph: Morph 3 (+20 Deception checks to disguise; Broad group)
Planeshift: Movement 5 (Dimensional 3: any dimension, 50 lbs., Permeate 1: speed rank -2, Trackless: Choose Sense 1)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category)
Wind walk: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Affects Others)
Comprehend languages: Read all, speak all, understand all, you are understood, understand/speak with animals and spirits (detect)
PP 38

Independent Powers
6PP Air Shield: Protection 6 (+6 Toughness)
2PP Djinni Senses: Senses 2 (Darkvision)
10PP Insubstantial: Insubstantial 2 (Gaseous)
21PP Outsider Traits: Immunity 21 (Aging, Damage Effect: acid, Environmental Conditions (All), Life Support)

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

Rings Elemental Command to Energy Immunity

Post by kirinke » Sat Nov 05, 2016 8:13 pm

Image

ELEMENTAL COMMAND

All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties.

Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.

Creatures from the plane to which the ring is attuned who attack the wearer take a -1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplanar creature’s attacks with a +2 defense bonus. He gains a +4 bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.

The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him.

The possessor of a ring of elemental command takes a defense throw penalty as follows:

AIR......... -2 against earth based effects and attacks
EARTH..... -2 against air/electricity based effects and attacks
FIRE........ -2 against water/cold based effects and attacks
WATER..... -2 against fire based effects and attacks

In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind.

35PP Ring of Elemental Air Command
Device (Removable)
Feather Fall.......... Safe Fall
Resist Energy......... Electricity Immunity
Air Walk.............. Flight 5 (60 miles per hr)

Array
Chain Lightning....... Electric blast 8, multi attack
Alt Wind Gust......... Wind Gust 8, cone attack
Alt Wind Wall............. Create object 8, continuous


31PP Ring of Elemental Earth Command
Meld into stone.......... Permeate 3, full speed, limited earth/stone
Passwall.................... Permeate 3, full speed, Portal, limited earth/stone

Array
Stone Shape.............. Create Object 8Continuous, limited to earth/stone
Alt Earth Blast............ Blast, Shapeable Area, limited to earth/stone
Alt Dust Storm........... Environment 8 (-5 visibility)
Alt Stone Grip............ Snare 8

28PP Ring of Elemental Fire Command

Resist Energy (fire)

Array
Flame Strike.......... Blast 8, Shapeable Area
Alt Fire Shapes....... Create object 8, continuous, limited to fire
Alt Pyrotechnics...... Visual Dazzle 8

35PP Ring of Elemental Water Command
Swimming 7 (60 miles per hr) Alt Movement (water walking)
Immunity Environmental Condition cold/High Pressure Suffocation (drowning)
Senses - Dark vision

Array
Water Blast........................ Blast 8, Shapeable Area, limited to water or ice
Alt Water or Ice Shapes....... Create Object Continuous, limited to water/ice, precise
Alt Ice Snare...................... Snare 8

ENERGY RESISTANCE

2PP Ring of Lesser Fire Resistance - Immunity Damage Effect (Fire), Environmental Condition Fire/Heat Limited Half Effect
2PP Ring of Lesser Earth - Immunity Damage Effect (Earth), High Pressure/Suffocation Limited Half Effect
2PP Ring of Lesser Air - Immunity Damage Effect (Electricity), Environmental Condition electricity Limited Half Effect
2PP Ring of Lesser Water - Immunity Damage Effect (Water/freezing), Environmental Condition Drowning/Freezing Limited Half Effect

ENERGY IMMUNITY
5PP Ring of Fire Immunity - Immunity Damage Effect (Fire) Environmental Condition Fire/Heat
5PP Ring of Earth Immunity - Immunity Damage Effect (Earth) High Pressure/Suffocation
5PP Ring of Air Immunity - Immunity Damage Effect (Electricity) Environmental Condition electricity
5PP Ring of Water Immunity - Immunity Damage Effect (Water/freezing) Environmental Condition Drowning/Freezing

kirinke
Posts: 1020
Joined: Sat Nov 05, 2016 2:28 pm

Rings Evasion to True Sight

Post by kirinke » Sat Nov 05, 2016 8:15 pm

Image

3PP Ring of Evasion
Device (Removable)
This ring continually grants the wearer the ability to avoid damage as if she had evasion.
Advantages Evasion 2, Instant Up, Move by action

2PP Ring of Feather Falling
Device (Removable)
This ring is crafted with a feather pattern all around its edge. It acts exactly like a spell of feather falling and is activated immediately if the wearer falls more than 5 feet.
Movement - Safe Fall

13PP Ring of Force Shield
Device (Removable)
An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a shield
Create Continuous Object 8 Limited to a small solid energy shaped shield, Impervious Toughness

4PP Ring of Freedom of Movement
Device (Removable)
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Immunity - Entrapment

19PP Ring of Invisibility
Device (Removable)
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Invisibility - All Senses

6PP Ring of Jumping
Device (Removable)
This ring continually allows the wearer to leap about.
Leaping 8

9PP Ring of Meld into Stone

Device (Removable)
This ring allows the wearer to meld into stone
Movement - Permeate full speed, Immunity Pressure, High Pressure, Suffocation (atmosphere), darkvision

2PP Ring of Mind Shielding
Device (Removable)
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies and other such activities.
Immunity - Mind Reading/Detect lies

6PP Ring of Protection
Device (Removable)
This ring offers continual magical protection.
Protection + 8

13PP Ring of Ram
Device (Removable)
The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy.
It has the head of a ram as its device. The wearer can command the ring to give forth a ramlike force, manifested as a vaguely discernible shape that resembles the head of a ram or a goat.
Force Blast 8

16PP Ring of Regeneration
Device (Removable)
This white gold ring continually allows a living wearer to heal damage every round, even incurable damage like lost limbs.
Regeneration 10, persistent

12PP Ring of Swimming
Device (Removable)
Immunity - Environmental Condition cold/High Pressure/Drowning. Darkvision/Direction Sense/Distance Sense

20PP Ring of Telekinesis
Device (Removable)
Move Object 8 - Shapeable Area/Precise

3PP Ring of Water Walking
Water Walking 2 - You can walk upon any liquid as if it were solid ground and you only sink if you want to.

5PP Ring of Wizardry

Device (Removable)
Enhanced Trait Expertise (Magic) +10, Skill Mastery (Magic)

11PP Ring of True Sight
Device (Removable)
Counters All Concealment (Vision), Counters Illusion (Vision), Penetrates Concealment (Vision)

Post Reply