Kirinke's Conversions

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kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

WANDS

Post by kirinke »

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Wands
A wand is a thin baton that contains a single spell of 5PL or lower. Each wand has 10 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.

A typical wand is 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes.

A typical wand has a break DC of 16.Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a wand.)

To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole. Wands are considered equipment.

Suggested Prices
05 EP for effects costing 1PP per PL
10 EP for effects costing 2PP per PL
15 EP for effects costing 3PP per PL

SAMPLE WANDS

15EP Charm Animal or Person

Charm Person or Animal: Cumulative Affliction 5 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 15; Cumulative, Increased Range 2: perception; Limited Degree)

10EP Cure Light Wounds
Healing 5

15EP Cure Moderate Wounds
Healing 5, stabilize

20EP Cure Critical Wounds
Healing 5, Restorative, stabilize

25EP Heal

Healing 5, persistent, stabilize

05EP Detect Secret Doors
Senses 2: Counters Concealment (doors and traps)

10EP Enlarge Person/Reduce Person
Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -2 active defenses, +1 size category)
Shrinking: Shrinking 5 (Alternate; -1 STR, -2 Intimidate, +5 Stealth, +2 active defenses, -1 size category)

05EP Shocking Grasp
Damage (electricity) 5, DC 20

10EP Enhanced Ability
Enhanced abilities should be limited to no more two points and can't break caps.

05EP Enhanced Defense
Enhanced defenses should be limited to no more than 4 points and can't break caps

05EP Enhanced Skills

Enhanced skills should be limited to 10SP and can't break caps

05EP Enhanced Advantages
Enhanced advantages should be limited to 1 advantage bonus

10EP Dispel Magic
Nullify: Nullify 5 (Counters: magic , DC 15; Broad)

10EP Lightning Bolt
Blast 5 (Electricity) DC 20

10EP Major Image
Illusion 5, affects vision and hearing, DC 15

10EP Slow
Affliction limited to first degree, hindered.

10EP Summon Monster
Summon, Minion PL 5, 75PP

15EP Fire ball

Blast (fire): Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged)

05EP Invisibility lesser
Concealment - All Visual Senses

10EP Invisibility Greater
Concealment - All visual, all hearing, all olfactory senses

05EP Neutralize Poison

Immunity - poison

15EP Wall of Energy/Elements
Create object 5, continuous limited to walls
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

RODS

Post by kirinke »

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Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction. Although all rods are generally scepterlike, their configurations and abilities run the magical gamut. Standard rods are described below.

18PP Rod of Alertness (Easily Removable)
Summon: Summon 10, Senses: Senses 10 (Counters All Concealment: visual), Danger Sense (Hearing) Detect (Acute/Analytical) Lies/enemies/alignment

12PP Rod of Cancellation (Easily Removable)
Nullify: Nullify 10 (Counters: magic, DC 20; Broad)

5PP Rod of Enemy Detection (Easily Removable)

Senses: Senses 7 (Accurate: enemies, Acute: enemies, Analytical: enemies, Danger Sense: hearing, Detect: enemies 2: ranged)

20PP Rod of Flailing (Easily Removable)
Damage: Damage 8 (DC 23)
Enhanced Trait: Enhanced Trait 16 (Traits: Dodge +8 (+8), Parry +8 (+8))
Protection: Protection 8 (+8 Toughness)
12PP Rod of Flame Extinguishing (Easily Removable)
Nullify: Nullify 10 (Counters: fire/flame, DC 20; Broad)

8PP Rod of Metal and Mineral Detection

Detect (ranged/acute/analytical): Metals, minerals and Precious/semi-precious gemstone deposits.

14PP Rod of Lordly Might (Easily Removable)
Snare: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage, DC 20; Cumulative, Extra Condition; Limited Degree)
Damage: Damage 10 (Alternate; DC 25)
Emotion Control - Fear: Cumulative Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Cumulative)
Morph: Morph 2 (Alternate; +20 Deception checks to disguise; Narrow group)
Senses: Senses 2 (Alternate; Direction Sense, Extended: Choose Sense 1: x10)

24PP Rod of Rulership (Easily Removable)
Mind Control: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)

23PP Rod of Splendor (Easily Removable)

Create: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate)
Morph: Morph 2 (+20 Deception checks to disguise; Narrow group; Limited 2: clothing/jewelry)
7PP Rod of the Python (Easily Removable)
Damage: Damage 10 (DC 25)
Python: Summon 5

6PP Rod of the Viper (Easily Removable)
Damage: Damage 8 (DC 23; Incurable)

15PP Rod of Thunder and Lightning (Easily Removable)

Lightning Blast: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
Thunderclap: Cumulative Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged; Limited: One sense)

4PP Rod of Withering (Easily Removable)
Weaken: Weaken 8 (Affects: Toughness, Resisted by: Fortitude, DC 18)

25PP Rod of Wonder (Easily Removable)
A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) Typical powers of the rod include the following.

Note: Roll a 1d100 dice or use a luck/hero point to generate the effect

01-05 Slow Creature 8: Impede Movement (2 ranks)

06-10 Faerie Fire 8: Environment Light bright (2 ranks object or person only)

11-15 Mind Control 8: Deludes weilder for one round into believing the rod functions in a different way for one round

16-20 Gust of wind 8: Cone shaped blast 8

21-25 Mind Reading 8 Wielder learns target’s surface thoughts

26-30 Stinking Cloud 8: Affliction 8, Impaired, Disabled, Incapacitated

31-33 Heavy Rain 8: Environment Impede Movement 2, Reduced visibility -2

34-36 Visual Dazzle 8: Stream of 600 large butterflies pours forth and flutters around, blinding everyone

37-46 Enlarge Person 8: Growth 8

47-49 Darkness 8: Environment reduced visibility -5

50-53 Summon Animal 8: Summon an animal—a rhino (01-25 on d%), elephant (26-50), or mouse (51-100).

54-55 Lightning Bolt 8: Blast 8, multiattack

56-65 Turn incorporeal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.

65-70 Shrink weilder 8

75-80 Fireball 8: Damage Ranged Area Burst

85-88 Create object 8: (Innate limited to grass). Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size.

89-90 Invisibility: all Senses

91-93 Create object Continuous 8: Leaves grow from target if within 60 ft. of rod. These last 24 hours.

93-95 Create object Continuous/movable/innate limited to gems 8: 10-40 semi-precious gems, shoot forth in a long stream

95-96 Dazzle (Visual) 8: Shimmering colors dance and play over an area in front of the rod

97-100 Morph 1 (affects others/innate/permanent): Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

DECANTER OF ENDLESS WATER

Post by kirinke »

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If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

DECANTER OF ENDLESS WATER
(Easy to Loose Device)

Create Water: Create 9 (Volume: 500 cft., DC 19; Increased Duration: continuous, Variable Descriptor: close group - Salt or Fresh Water; Activation: taking the stopper out and speaking a command)
Fountain: Damage 10 (Alternate; DC 25; Increased Range: ranged)
Geyser: Cone Area Damage 9 (Alternate; DC 24; Cone Area: 60 feet cone, DC 19, Increased Range: ranged)
PP 17
Last edited by kirinke on Sat Nov 05, 2016 8:28 pm, edited 1 time in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Amulets to Apparatus of the Crab

Post by kirinke »

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10PP Amulet of Ability Enhancement (Easily Removable Device)
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer a +8 enhancement to an ability approved by the GM.

4PP Amulet of Defense Enhancement (Easily Removable Device)

This amulet is a platinum disk on a chain. It usually bears the image of a powerful animal.
This Amulet grants a +8 defense bonus (approved by the GM)

2PP Amulet of Many Skills

This amulet is a copper disk on a chain. It usually bears the image of a small animal.
This Amulet grants a +8 skill bonus (approved by the GM)

29PP Amulet of the Planes

This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color.
This device allows the wearer to travel the planes without harm.
Movement: Movement 3 (Dimensional 3: any dimension, 50 lbs.)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Burrowing: Burrowing 8 (Alternate; Speed: 16 miles/hour, 250 feet/round)
Swimming: Swimming 8 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
Immunity: Immunity 15 (Environmental Conditions (All), Life Support)
Senses: Senses 10 (Counters All Concealment: visual, Danger Sense: hearing, Darkvision, detect spirits/supernatural/extraplanar creatures Direction Sense, Distance Sense)
Comprehend languages (read all, speak all, understand all, you are understood, animals all, spirits (communicate)

2PP Amulet of Proof against Detection and Location

This silver amulet protects the wearer against detection and remote sensing.
Immunity Rare Descriptor: remote sensing, detection

4PP Amulet of Natural Armor (Easily Removable Device)
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus.
Protection +8

15PP Apparatus of the Crab (Easily Removable)
Damage: Damage 8 (DC 23)
Immunity: Immunity (Suffocation (All) Environmental conditions cold, heat, high pressure)
Senses: Senses 4 (Darkvision, Direction Sense, Distance Sense)
Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)

This item appears to be a large, sealed iron barrel, but it has a secret catch (Perception DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers, Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. When activated, the apparatus looks something like a giant crab or lobster.

1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract pincers and feelers
5 Snap pincers
6 Move forward/backward
7 Turn left/right
8 Open "eyes" with continual flame inside/close "eyes"
9 Rise/sink in water
10 Open/close hatch
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Wondrous Items from Bead of Force to Boat, Folding

Post by kirinke »

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20PP Bead of Force (Easily Removable)
This small black sphere appears to be a lusterless pearl. With a command word, you can encase yourself in a shimmering force field and or fire a ball of force at an opponent which explodes around them.

Blast: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
Protection: Protection 8 (+8 Toughness)

12PP Belt of Dwarvenkind (Removable)

This belt gives the wearer a +8 skill bonus to persuasion when dealing with dwarves, gnomes and halfings and a -4 skill bonus to persuasion with everyone else. You can understand, read, write and speak the dwarven, gnomish and hafling language. If the wearer does not already have darkvision, you now have it while wearing the belt. You also gain a +4 bonus to stamina and a partial immunity to poison and spells.

Comprehend: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood; Narrow Type: Dwarves, gnomes and halfings)
Enhanced Ability: Enhanced Stamina 2 (+2 STA)
Enhanced Trait: Enhanced Trait 4 (Traits: Persuasion +8 (+8); Limited: Only vs Dwarves, Gnomes and Halflings, Limited: -4 Persuasion with everyone else)
Enhanced Trait: Enhanced Trait 4 (Traits: Expertise +8 (+8), Notes: Dwarven Stonecutting)
Immunity: Immunity 2 (Poison, Rare Descriptor: magic; Limited - Half Effect)
Senses: Senses 2 (Darkvision)

13PP Belt of Giant Strength (Removable)
This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength/Stamina score.

Enhanced Ability: Enhanced Stamina +4
Enhanced Ability: Enhanced Strength +4

19PP Belt of Giant Strength, Improved (Removable)
This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength/Stamina score.

Enhanced Ability: Enhanced Stamina 6
Enhanced Ability: Enhanced Strength 6

6PP Belt, Monk’s (Removable)
This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat.

Enhanced Trait: Enhanced Trait 8 (Traits: Close Combat +8 (+8), Advantages: Chokehold, Evasion, Move-by Action, Prone Fighting)

6PP Boat, Folding (Removable)
A folding boat looks like a small wooden box—about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.
A third word of command causes the boat or ship to fold itself into a box once again.
Alternate Form (Solid) (Activation: Standard Action)

Immunity: Immunity 1 (Suffocation: drowning)
Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Wondrous Items - Boots to Bottle of Air

Post by kirinke »

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3PP Boots of Elvenkind (Removable)
These soft boots enable the wearer to move quietly.

Enhanced Trait: Enhanced Trait 4 (Traits: Stealth +8 (+8))

2PP Boots of Levitation (Removable)
On command, these leather boots allow the wearer to levitate.

Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Levitation)

11PP Boots of Speed (Removable)

The wearer can click her boot heels together, enabling her to act as if she had super-speed.

Super-speed (Advantages: Improved Initiative 2)
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round)

6PP Boots of Striding and Springing (Removable)

These boots increase the wearer’s base land speed and enables her to leap great distances.

Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

22PP Boots of Teleportation (Removable)
Any character wearing this footwear may teleport.

Teleport: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Turnabout)

6PP Boots, Winged (Removable)
These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration.
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Wings)

11PP Boots of the Winterlands (Removable)
This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer.

Immunity: Immunity 6 (Damage Effect: cold, Environmental Condition: cold)
Movement: Movement 4 (Environmental Adaptation: snow, cold and ice, Sure-footed 1, Trackless: sight 1, Trackless: scent 1)

2PP Bottle of Air (Removable)
This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action but a character so doing can then act for as long as she can hold her breath.

Immunity: Immunity 2 (Suffocation: drowning, Suffocation: alien atmosphere)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Bowl of Commanding Water Elementals

Post by kirinke »

Image

16PP Bowl of Commanding Water elementals (Easily Removable)

This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).

Summoned Water Elemental (Summon 14)

Minion - PL 10
Strength 4, Stamina 10, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2

Advantages
Close Attack 8, Improved Aim, Improved Initiative, Improved Smash, Move-by Action, Power Attack, Ranged Attack 8

Skills
Insight 10 (+12), Intimidation 10 (+12), Perception 10 (+12), Persuasion 10 (+12)

Powers
Alternate Form (Liquid) (Activation: Free Action)
Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged)
Dazzle: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: visual)
Snare: Cumulative Affliction 10 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage , DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Comprehend: Comprehend 7 (Animals - Speak To, Animals - Understand, Extra Ranks 1, Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate)
Concealment: Concealment 4 (All Visual Senses; Limited: Limited to Underwater)
Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab)
Immunity: Immunity 10 (extraplanar, Life Support)
Insubstantial: Insubstantial 1 (Fluid; Permanent)
Suffocation: Progressive Affliction 1 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Increased Range: ranged, Progressive)
Swimming: Swimming 10 (Speed: 500 miles/hour, 1 mile/round)
Flight: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category)

Offense
Initiative +6
Blast: Shapeable Area Damage 10 (DC 25)
Dazzle: Cumulative Affliction 10, +10 (DC Will 20)
Grab, +13 (DC Spec 17)
Snare: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Suffocation: Progressive Affliction 1, +10 (DC Fort 11)
Throw, +10 (DC 19)
Unarmed, +10 (DC 19)

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10
Power Points
Abilities 52 + Powers 99 + Advantages 21 + Skills 14 (40 ranks) + Defenses 24 = 210
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Bracers of Friends to Brazier of Commanding Fire Elementals

Post by kirinke »

Image

24PP Bracelet of friends (Removable)
This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers.

Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Affects Others Only),

3PP Bracers of Archery (Removable)

These wristbands look like normal protective wear. The bracers empower the wearer to use any bow as if she were proficient in its use and gives her a +9 skill bonus with bows and improved aim.

Enhanced Trait: Enhanced Trait 4 (Traits: Ranged Combat +9 (+9), Advantages: Improved Aim),


6PP Bracers of Armor (Removable)

These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him +8 toughness just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Protection: Protection 8 (+8 Toughness)


16PP Brazier of Commanding Fire Elementals (Easily Removable)
This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).

Minion - PL 10
Strength 4, Stamina 10, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2

Advantages
Close Attack 8, Improved Aim, Improved Initiative, Improved Smash, Move-by Action, Power Attack, Ranged Attack 8

Skills
Insight 10 (+12), Intimidation 10 (+12), Perception 10 (+12), Persuasion 10 (+12)

Powers
Alternate Form (Energy) (Activation: Free Action)
Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged)
Dazzle: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: visual)
Snare: Cumulative Affliction 10 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage , DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Comprehend: Comprehend 7 (Animals - Speak To, Animals - Understand, Extra Ranks 1, Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate)
Concealment: Concealment 4 (All Visual Senses; Limited: Limited to Underwater)
Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab)
Immunity: Immunity 10 (extraplanar, Life Support)
Insubstantial: Insubstantial 3 (Energy; Permanent)
Suffocation: Progressive Affliction 1 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Increased Range: ranged, Progressive)
Flight: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category)

Offense
Initiative +6
Blast: Shapeable Area Damage 10 (DC 25)
Dazzle: Cumulative Affliction 10, +10 (DC Will 20)
Grab, +13 (DC Spec 17)
Snare: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Suffocation: Progressive Affliction 1, +10 (DC Fort 11)
Throw, +10 (DC 19)
Unarmed, +10 (DC 19)

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 52 + Powers 94 + Advantages 21 + Skills 14 (40 ranks) + Defenses 24 = 205
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Broom of Flying to Chime of opening

Post by kirinke »

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10PP Broom of Flying (Easily Removed)
This broom is able to fly a person through the air at 60 mph
Flight 5, Platform

10EP Candle of Evocation (equipment, only good for one round)
This candle enables the user to increase their abilities by 1 for one round.
+1 STR, +1 STA, +1 DEX, +1 AGL, +1 FGT, +1 INT, +1 AWE

5EP Candle of Truth
This candle compells 1 person the user targets to tell the truth, the whole truth and nothing but the truth.
Affliction Entranced/Compelled, Limited Degree, limited to telling the truth, limited to one round

16PP Censer of Controlling Air Elementals
This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth a Large air elemental. The summoning words require 1 full round to speak. Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
Minion - PL 10
Strength 4, Stamina 10, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2

Advantages
Close Attack 8, Improved Aim, Improved Initiative, Improved Smash, Move-by Action, Power Attack, Ranged Attack 8

Skills
Insight 10 (+12), Intimidation 10 (+12), Perception 10 (+12), Persuasion 10 (+12)

Powers
Alternate Form (Energy) (Activation: Free Action)
Blast: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged)
Dazzle: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: visual)
Snare: Cumulative Affliction 10 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage , DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Comprehend: Comprehend 7 (Animals - Speak To, Animals - Understand, Extra Ranks 1, Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate)
Concealment: Concealment 4 (All Visual Senses; Limited: Limited to Underwater)
Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab)
Immunity: Immunity 10 (extraplanar, Life Support)
Insubstantial: Insubstantial 3 (Energy; Permanent)
Suffocation: Progressive Affliction 1 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Increased Range: ranged, Progressive)
Flight: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category)

Offense
Initiative +6
Blast: Shapeable Area Damage 10 (DC 25)
Dazzle: Cumulative Affliction 10, +10 (DC Will 20)
Grab, +13 (DC Spec 17)
Snare: Cumulative Affliction 10, +10 (DC Fort/Will 20)
Suffocation: Progressive Affliction 1, +10 (DC Fort 11)
Throw, +10 (DC 19)
Unarmed, +10 (DC 19)

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 52 + Powers 94 + Advantages 21 + Skills 14 (40 ranks) + Defenses 24 = 205

19PP Cape of the Mountebank (Removable)
On command, this bright red and gold cape allows the wearer to use the magic of teleporting.
Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate)

4PP Carpet of Flying (Easily Removable)

This rug is able to fly through the air at 60 mph and carry 400 lbs
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Increased Mass 3; Platform)

21PP Chaos Diamond (Easily Removable)
This lustrous gemstone is uncut and about the size of a human fist. The gem grants its possessor the following powers:

Magic Circle: Cumulative Shapeable Area Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Shapeable Area: 30 cft., DC 18, Cumulative, Increased Range 2: perception; Limited: keeps a type of creatures out of an area)
Cloak of Confusion: Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Reaction 3: reaction)
Confusion: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception)
Word of Chaos: Cumulative Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged; Limited: auditory)

20PP Chime of Interruption (Easily Removable)
While the chime is resonating, no spell can be cast unless you make your saving throw
Nullify: Nullify 8 (Counters: magic, DC 18; Broad, Effortless, Simultaneous)

20PP Chime of Opening (Easily Removable)

A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels snares and magical locks.
Nullify: Nullify 8 (Counters: Locks/snares and related spells/abilities, DC 18; Broad, Effortless, Simultaneous)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Ever Smoking Bottle to Eyes of the Eagle

Post by kirinke »

Image

2PP Eversmoking Bottle (Easily Removable)
This metal bottle looks pretty much like an efreeti bottle. However, it does nothing but emit a large volume of smoke when unstoppered.
Environment: Environment 1 (Visibility (-5), Radius: 30 feet)

20PP Eyes of Charming (Easily Removable)
These crystal eyeglasses not only correct the wearer's vision, but also enables the wearer to charm a single person.
Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception)

13PP Eyes of Doom (Easily Removable)
These crystal glasses enable the wearer to fill a single target with dread, making them want to avoid the person at all costs. Not only that, but they allow the wearer to always know who is dead or dying and how close to death people are in a given area.
Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited: to emotion-dread, Limited Degree)
Senses: Senses 7 (Accurate: Dead or Dying Creatures, Acute: Dead or Dying Creatures, Analytical: Dead or Dying Creatures, Awareness: Dead or Dying Creatures, Detect: Dead or Dying Creatures 2: ranged)

10PP Eyes of Petrification (Easily Removable)
These glasses dazzle the target, rendering them immobile.
Dazzle: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged; Limited: One sense)

1PP Eyes of the Eagle (Easily Removable)

These glasses give the wearer an enhanced ability to percieve the area around them.
Enhanced Trait: Enhanced Trait 2.5 (Traits: Perception +10 (+10))
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Elixir of Fire Breath to Elixir of Vision

Post by kirinke »

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4PP Elixir of Fire Breath (Easily Removable)
This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times a day before having to wait 24 hours for the liquid in the bottle to replenish itself.
Fire Breath: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18; Limited: 3x per day)

2PP Elixir of Hiding (Easily Removable)
A character drinking this liquid gains an intuitive ability to hide 3x per day for 1 hour each use.
Concealment: Concealment 4 (All Visual Senses; Limited: 3x per day for 1 hr each)

6PP Elixir of Love (Removable)
This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft at least for one hour.
Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative; Limited: 3x per day for 1 hr)

1PP Elixir of Sneaking (Easily Removable)
This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Silently checks for 1 round 3x per day.
Enhanced Trait: Enhanced Trait 2.5 (Traits: Stealth +10 (+10))

10PP Elixir of Swimming (Easily Removable)

Notes: This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily. You can use this ability 3x per day for 1 hr.
Immunity: Immunity 6 (Environmental Conditions (All), Suffocation: drowning)
Senses: Senses 4 (Darkvision, Direction Sense, Distance Sense)
Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)

6PP Elixir of Truth (Easily Removable)

Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy for 1 round 3x per day.
This elixir forces the individual drinking it to say nothing but the truth for 10 minutes.
Mind Control: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative; Limited: to telling the truth for 3x per day for 10 minutes per dose)

3PP Elixir of Vision (Easily Removable)
Enhanced Trait: Enhanced Trait 5 (Traits: Perception +10 (+10), Insight +10 (+10))
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Efreeti Bottle

Post by kirinke »

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16PP Efreeti Bottle (Easily Removable Device)
This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it. Upon opening it, the Efreeti will serve his master loyally for as long as the person lives as long as they are well-treated, however, if mistreated, the efreeti will of course twist the master's wishes to their undoing.

SUMMON MINION - EFREETI PL 10
4 STR
4 STA
4 AGL
4 DEX
4 FGT
4 INT
4 AWE
4 PRE
PP 64

DEFENSES
10 DODGE
10 PARRY
10 FORT
4(10) TOUGH
10 WILL
PP 24

SKILLS
4(10) Deception
4(10) Intimidation
4(10) Persuasion
4(10) Expertise Magic
4(10) Expertise Smithing
4(10) Insight
4(10) Perception
4(10) Stealth

INDEPENDENT POWERS
Effreti Traits
06PP Protection 6
10PP Flight 5
15PP Immunity Life support, Fire Damage/Attacks
05PP Genie Senses: Senses 5 (Darkvision, Detect Magic [acute, ranged])

Change Shape: Morph 3 (Humanoid forms)
Alt Growth 4/Alt Shrinking 4
Alt Insubstantial 3 (Fire)
PP 53

Power Array 10
Create object: Create 8 (Volume: 250 cft., DC 18; Impervious, Increased Duration: continuous, Movable)
Blast: Shapeable Area Damage 10 (Alternate; DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged)
Damage: Damage 10 (Alternate; DC 25, fire)
Dazzle: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: vision)
Fire aura: Damage 8 (Alternate; DC 23; Reaction 3: reaction)
Illusion: Illusion 10 (Alternate; Affects: Three Sense Types - hearing and vision, Area: 1000 cft., DC 20)
Move Object: Shapeable Area Move Object 10 (Alternate; 25 tons; Shapeable Area: 30 cft., DC 20)
Movement: Movement 6 (Alternate; Dimensional 3: any dimension, 50 lbs., Time Travel 3: any time, 50 lbs.)
Transform: Transform 8 (Alternate; Affects: Anything, Transforms: 200 lbs., DC 18)
Genie Senses: Senses 5 (Darkvision, Detect Magic [acute, ranged])
PP 50

ABILITIES 64 + DEFENSES 24 + SKILLS 12 + POWERS 101 = 202
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Dust of Dryness to Drums of Panic

Post by kirinke »

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10PP Bottle of Dryness Dust (Easily Removable)
This special dust has many uses. If it is thrown into water, the water is transformed into a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.
Transform: Transform 8 (Affects: 1 Thing > Broad - Water, Transforms: 200 lbs., DC 18, limited 3x per day

15PP Bottle of Glitterdust (Easily Removable)
This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects, revealing all concealed items with a sparkly film.
Nullify: Cloud Area Nullify 8 (Counters: All concealment and invisibility powers, DC 18; Cloud Area: 15 feet radius sphere, DC 18, Broad, Simultaneous, limited x3 per day)

10PP Bottle of Illusion Dust (Easily Removable)
This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is apparently changed to whatever the duster imagines him to be. The creature affected can avoid the effect with a successful dodge roll.
Illusion: Illusion 8 (Affects: sight and vision, Area: 250 cft., DC 18, limited x3 per day)

4PP Bottle of Invisiibility Dust (Easily Removable)

This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible.
Invisibility: Cloud Area Concealment 4 (All Visual Senses; Cloud Area: 15 feet radius sphere, DC 14, limited x3 per day)

2PP Bottle of Trackless Dust (Easily Removable)
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes the floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
Illusion: Illusion 8 (Affects: Two Sense Types - visual, Area: 250 cft., DC 18; Limited: to the area appearing abandoned, limited x3 per day)

14PP Darkskull (Easily Removable)
This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin (except that no additional spell effect is tied or fixed to the darkskull
Nullify: Nullify 8 (Counters: Good/Holy based effects, DC 18; Broad, Simultaneous)

24PP Deck of Illusions (Easily Removable)
This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until the caster decides to pick up another card or puts the card back into the deck.
Illusion: Illusion 8 (Affects: All Sense Types, Area: 250 cft., DC 18)

19PP Dimensional Shackles (Removable)
These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any creature.
Nullify: Nullify 8 (Counters: Teleports and movement based powers like dimensional travel, speed, flight and leaping, DC 18; Broad, Simultaneous)

14PP Drums of Panic (Easily Removable)

These drums are kettle drums (hemispheres about 1½ feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures who fail their will save will be panicked and flee from the drummer.
Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited: emotion-fear)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Wondrous Items - Crystal Ball to Cubic Gate

Post by kirinke »

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17PP Crystal ball, minor (Easily Removable)
This is the most common form of scrying device (mirrors are a close second), a crystal sphere about 6 inches in diameter. A character can use this device to remotely view distance scenes right when they are happening! Consider it the magical equivalent of a spy satelite only without the bother of having to launch things into space.
Remote Sensing: Remote Sensing 8 (Affects: 3 Types - hearing and vision, Range: 1 mile)
Senses: Senses 5 (Counters All Concealment: Choose Sense Type)

34PP Crystal Ball , Major (Easily Removable)
The quintessential gypsy gear, this device allows the character to become a gypsy fortune teller! Not really, but it does let the character view distance scenes, talk to people mentally and read minds, as well as comprehend any languages and act as a medium for spirits.
Communication: Mental Communication 4
Mind Reading: Mind Reading 8 (Alternate; DC 18)
Comprehend: Comprehend 6 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
Remote Sensing: Remote Sensing 8 (Affects: 3 Types - vision and hearing, Range: 1 mile)
Senses: Senses 5 (Counters All Concealment: visual), detect spirits

20PP Cube of Force (Easily Removable)
This device is about ¾ inch across and can be made of ivory, bone, or any hard mineral. When activated, it produces an impervious shapeable force field around the character and her allies.
Force Field: Shapeable Area Protection 8 (+8 Toughness; Affects Insubstantial 2: full rank, Shapeable Area: 30 cft., DC 18, Impervious, Sustained)
36PP Cube of Frost Resistance (Easily Removable)
This cube is activated or deactivated by pressing one side. The temperature within this area is always at least 65°F. The field absorbs all cold-based attacks.
Immunity: Shapeable Area (affects others) Immunity 6 (Damage Effect: cold/ice, Environmental Condition: cold/ice; Shapeable Area 8: 4000 cft., DC 16)

32PP Cubic Gate (Easily Removable)
This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item should choose the planes to which the other five sides are keyed.
If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a chance that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.
If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. (The other creatures may avoid this fate by succeeding a DC will check)

Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Burrowing: Burrowing 8 (Alternate; Speed: 16 miles/hour, 250 feet/round)
Swimming: Swimming 8 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
Immunity: Immunity 10 (Life Support)
Movement: Movement 6 (Dimensional: Prime Material Plane 1: one dimension, 1600 lbs., Dimensional: Plane of Shadow 1: one dimension, 1600 lbs., Dimensional: Plane of Water 1: one dimension, 1600 lbs., Dimensional: Plane of Air 1: one dimension, 1600 lbs., Dimensional: Astral Plane 1: one dimension, 1600 lbs., Dimensional: Ethereal Plane 1: one dimension, 1600 lbs.; Increased Mass 5)
Senses: Senses 7 (Counters All Concealment: visual, Darkvision)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Circlet of Blasting to Cloak of the Manta Ray

Post by kirinke »

Image

18PP Circlet of Blasting, Major (Removable)
On command, this simple golden headband projects a blast of searing light.
Searing Light: Damage 10 (DC 25; Affects Insubstantial 2: full rank, Increased Range: ranged)

14PP Circlet of Blasting, Minor (Removable)

On command, this simple golden headband projects a blast of searing light.
Searing Light: Damage 8 (DC 23; Affects Insubstantial 2: full rank, Increased Range: ranged)

10PP Circlet of Persuasion (Removable)

This silver headband grants a competence bonus on intimidation, persuasion and deception checks
Enhanced Trait: Enhanced Trait 12 (Traits: Intimidation +8 (+12), Persuasion +8 (+12), Deception +8 (+12))

5PP Cloak of Arachnida (Removable)

This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as a spider does
Spider Climb: Movement 3 (Safe Fall, Wall-crawling 2: full speed)

6PP Cloak of Charisma (Removable)

In this case, the clothes do make the character, giving her a +4 on her presence checks.
Enhanced Ability: Enhanced Presence 4 (+4 PRE)

24PP Cloak of Displacement, Major (Removable)
This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves, making the wearer harder to hit.
Displacement: Illusion 10 (Affects: Two Sense Types - hearing and vision, Area: 1000 cft., DC 20; Increased Duration: continuous, Independent; Limited: to appearing 2 feet away from where you actually are)

19PP Cloak of Displacement, Minor (Removable)
This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves, making the wearer harder to hit.
Displacement: Illusion 8 (Affects: Two Sense Types - hearing and vision, Area: 250 cft., DC 18; Increased Duration: continuous, Independent; Limited: to appearing 2 feet from where you actually are)

17PP Cloak of Elvenkind (Removable)

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer the ability to be virtually invisible.
Invisibility: Concealment 10 (All Senses, Advantages: Hide in Plain Sight)

18PP Cloak of Etherealness (Removable)
This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible.
Ether Jaunt: Movement 2 (Dimensional: Ethereal Plane 1: one dimension, 50 lbs., Environmental Adaptation: Ethereal Plane)
Immunity: Immunity 10 (Life Support)
Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round)

16PP Cloak of Resistance (Removable)
These garments offer magic protection in the form of resistance to all defense throws.
Enhanced Trait: Enhanced Trait 20 (Traits: Dodge +4 (+4), Parry +4 (+4), Will +4 (+4), Fortitude +4 (+4), Toughness +4 (+4))

14PP Cloak of the Bat (Removable)
Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat.
By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 2, Notes: can transform into a small bat)

14PP Cloak of the Manta Ray (Removable)

This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray, granting the ability to swim, see in darkness, immunity to drowning and the ability to cause damage with a stinging spine.
Damage: Damage 8 (DC 23)
Immunity: Immunity 1 (Suffocation: drowning)
Senses: Senses 2 (Darkvision)
Swimming: Swimming 7 (Speed: 60 miles/hour, 900 feet/round)
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
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