Obsidian Ossuary
I colored a bit outside the lines with this wondrous item for Pathfinder RPG. It has some rather complex rules going on and I’m not sure how game breaking it is. It’s a risky item to introduce for sure, unless you don’t have any aspiring necromancers.
Obsidian Ossuary
Aura strong necromancy; CL 16th
Slot –; Price 180,000 gp; Weight 1 lb.
DESCRIPTION
This foot long cylinder is fashioned from the blackest obsidian about three inches in diameter and is capped by two small infernal skulls of silver. It is also embossed with intricate silver filigree that contains imagery of two skeletal hands gripping the cylinder from opposite directions. It is filled with the powdered remains of an osyluth (bone devil) skull.
The ossuary may be used as the focus to cast animate dead. When an animate dead spell is cast using the ossuary, the caster does not need the material component and there is no longer a 25 gold piece restriction per Hit Die limitation. The spell is also treated as if it were cast within an area affected by desecrate (doubling amount of Hit Dice worth of undead created).
Additionally, while the caster is in physical possession of the ossuary, the Hit Dice worth of undead he can control is doubled. However, the additional amount allowed may only be applied towards undead created with an animate dead cast with the ossuary as the focus. Furthermore, all undead under the control of someone physically possessing the ossuary gain a +2 profane bonus to attack rolls, damage roll, and saving throws as well as +2 hit points per Hit Die.
The ossuary gains its strength from those who possess it. Anyone in physical possession of the ossuary has his current and maximum Hit Points are reduced by half. Upon the moment someone gives up physical possession of the ossuary, their original maximum (but not current) Hit Points are restored.
CONSTRUCTION
Requirements Craft Wondrous Item, desecrate, unhallow; Cost 90,000 gp
Listening to: In Flames – A Sense of Purpose – Disconnected
Kohl of Seduction
I like simple magic items that enhance or change the way things are usually done during play. The following wonderous item for Pathfinder RPG is fairly simple, and while fairly simple, doesn’t really change the game. What I feel it does do is encourage players to perhaps take the road less travelled when it comes to interacting with NPCs for vital information. In my group, we tend to steer clear of most sexual situations. Well, maybe if I drop something like the following magic item into a campaign (after having it used on them), I can foster some more interesting roleplay.
Kohl of Seduction
Aura faint enchantment; CL 3rd
Slot –; Price 80 gp; Weight – lb.
DESCRIPTION
This jet black cosmetic made from soot and vegetable oil is contained in a small round tin. When successfully (DC 15 Craft [appropriate craft] or Disguise check) applied as mascara or decoration to the eyes and face, it imbues the wearer with enhanced sexual appeal. The kohl provides a +3 enhancement bonus on Bluff and Diplomacy checks that involve sexual innuendo or seduction. A fresh tin includes enough make-up for 5 applications. If the check to apply the kohl is failed, the application is wasted.
CONSTRUCTION
Requirements Craft Wondrous Item, charm person; Cost 40 gp
Listening to: Lords of Acid - Voodoo-U - Voodo0-U
gamingD&Dd20rpgroleplayingdungeons and dragonsgame design
Elixer of Restful Slumber
I’m presenting another magical itme for use with the Pathfinder RPG. This time I wanted to provide an item that was not combat orientated or groundbreaking, but something that emhanced something fairly mundane that usually is not even though about. This elixer doubles the effectiveness of natural healing during an eight-hour rest period.
Elixer of Restful Slumber
Aura faint conjuration; CL 3rd
Slot –; Price 100 gp; Weight .5 lb.
DESCRIPTION
This potion come in many containers, but always has a midnight blue hue and appears to sparkle. Imbibing the elixer will double the effectiveness of natural healing during a full night’s sleep (8 hour period) or complete bed rest for an entire day. So a character who sleeps for 8 hours after drinking this elixer will recover twice his character level in hit points and two points of temporary ability damage per affect ability score.
A character must drink this elixer within an hour before resting. If the proceeding rest period is interrupted before it is complete, the effects of the elixer end.
CONSTRUCTION
Requirements Brew Potion, sleep; Cost 50 gp
Listening to: Ministry – Psalm 69 – Jesus Built My Hotrod
gamingD&Dd20rpgroleplayingdungeons and dragonsgame design
Scoundrel’s Boots of Maneuver
I am presenting a new magical item below in Pathfinder RPG format, but I am sure the more mechanics savvy readers could adapt it to the system of their choice. The wonderous item allows characters to make additional 5′ foot steps (or shifts, in 4th edition parlance) that becomes effective for maneuvering into a more effective combat position (think flank & charge).
Scoundrel’s Boots of Maneuver
Aura faint transmutation; CL 5th
Slot feet; Price 7,000; Weight 1 lb.
DESCRIPTION
When taking a 5′ step, the wearer of these multi-buckle leather boots, as a free action, may elect to move an additional 5′. These boots may be used to increase the distance of a 5′ step 3/day but may not be activated more than once per round.
CONSTRUCTION
Requirements Craft Wondrous Item, haste; Cost 3,500 gp
Listening to: Ministry - Psalm 69 - Jesus Built My Hotrod
gamingD&Dd20rpgroleplayingdungeons and dragonsgame design
Talisman of False Life
As a player, whenever I receive more healing than my character needs I get a little wistful knowing some of it was wasted. So I figured I would create a magic item that could alleviate this sadness, the talisman of false life. Though I do provide an interesting twist on how it gains its hit points that may prove a hindrance in certain situations.
Talisman of False Life
Aura faint, moderate, or strong necromancy; CL 3rd (4 hp), 6th (8 hp), 9th (15 hp), 12th (12 hp), 15th (24 hp)
Slot neck; Price 1,000 gp (4 hp), 3,000 gp (8 hp), 9,000 gp (8 hp), 27,000 gp (12 hp), 81,000 gp (24 hp); Weight 0.5 lb.
DESCRIPTION
This ornate talisman consists of an eliptical gem set upon a golden sun. The gem actually syphons energy from any healing energies directed at the wearer. The talisman provides tempory hit points from this stored healing.
Whenever the person wearing the the talisman is the target of a spell or potion that restores hit points, the talisman receives the healing first. Once the talisman has reached its hit point limit, the character then receives any remaining healing.
If the wearer of the talisman has temporary hit points from another source, he loses those temporary hit points first. The talisman also loses stored hit points at the rate of 1 hit point per hour.
CONSTRUCTION
Requirements Craft Wondrous Item, false life; Cost 500 gp (4 hp), 1,500 gp (8 hp), 4,500 gp (12 hp), 13,500 gp (16 hp), 40,500 gp (24 hp)



