Kirinke's Conversions

Where in all of your character write ups will go.
kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Bag of Tricks

Post by kirinke » Sun Nov 06, 2016 2:58 am

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This small pouch appears normal and empty. However, anyone reaching into the pouch feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the pouch until slain or ordered back into the pouch, at which point it disappears. It can follow any of the commands commonly taught to animals Each of the three kinds of a bag of tricks produces a different set of animals. Use the following examples to determine what animals can be drawn out of each.

4PP Bag of Tricks Type I
Easily Removable Device, Summon 3
01-30 Bat
31-60 Rat
61-75 Cat
76-90 Weasel
91-100 Badger

5PP Bag of Tricks Type II
Easily Removable Device, Summon 4
01-30 Wolverine
31-60 Wolf
61-75 Wild Boar
76-90 Puma
91-100 Bear

6PP Bag of Tricks Type I
Easily Removable Device, Summon 5
01-30 Cheetah
31-60 Lion
61-75 War Horse
76-90 Rhinoceros
91-100 Elephant

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Harp of Charming and Headgear of Various types

Post by kirinke » Sun Nov 06, 2016 2:59 am

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14PP Harp of Charming (Easily Removable)
This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion into the music for each 10 minutes of playing if he can succeed on an appropriate DC Check (determined by the GM) . If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.)

Suggestion (Mind Control): Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited Degree,

9PP Hat of Disguise (Easily Removable)
The wearer can appear as any non-specific humanoid. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. )
Disguise: Morph 3 (+20 Deception checks to disguise; Broad group)

Headband of Intellect (Easily Removable)
This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. When worn, the headband confers a +2, +4 or +6 bonus to the Intellect score.
2PP Enhanced Trait (Intellect) +2
4PP Enhanced Trait (Intellect) +4
8PP Enhanced Trait (Intellect) +6

30PP Headband of Brillance
This is a beautifully crafted headband made of platinum and set with precious gems
The headband grants the wearer the ability to produce the following effects:
Acid Blast
Damage: Cone Area Damage 8 (Linked; DC 23; Cone Area: 60 feet cone, DC 18, Secondary Effect [4 ranks only])
Weaken: Weaken 6 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects, Secondary Effect)
Daylight: Environment 5 (Light (Bright), Radius: 500 feet)
Electric Blast: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18, Increased Range: ranged)
Fire Blast: Cone Area Damage 8 (fire, DC 23; Cone Area: 60 feet cone, DC 18, Increased Range: ranged)
Fireball: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
Insanity: Progressive Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Progressive; Limited: Causing erratic or insane behavior)
Poison: Progressive Affliction 8 (1st degree: Fatigued, Impaired, 2nd degree: Disabled, Exhausted, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 18; Extra Condition, Progressive, Reversible)
Sent to Another Plane: Movement Attack 3 (Dimensional 3: any dimension, 50 lbs., DC 13; Attack: Will; Limited: random)
Turned to Stone: Cumulative Affliction 8 (1st degree: Hindered, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged)
Wall of Fire: Create 8 (Volume: 250 cft., DC 18; Limited: Walls)

28PP Headband of Telepathy (Easily Removable)
This plain leather headband allows the wearer to use the following abilities:
Communication: Mental Communication 5
Comprehend: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Mind Reading: Mind Reading 8 (DC 18)

17PP Headband of Teleportation (Easily Removable)
This reinforced leather headband allows the wearer to use the following abilities
Teleport: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Turnabout)

12PP Headband of Underwater Action (Easily Removable)

This leather headband appears as an ordinary item of adornment, but allows the wearer to use the following abilities:
Immunity: Immunity 6 (Environmental Conditions (All), Suffocation: drowning)
Senses: Senses 6 (Darkvision, Direction Sense, Distance Sense, Infravision, Ultra-hearing)
Swimming: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)

16PP Headband of Comprehension (Easily Removable)
This finely tooled leather headband allows the wearer to use the following abilities:
Comprehend: Comprehend 14 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Machines / Electronics, Objects, Plants, Spirits - Communicate, Spirits - Medium)
Last edited by kirinke on Sun Nov 06, 2016 3:22 am, edited 1 time in total.

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Horns

Post by kirinke » Sun Nov 06, 2016 3:00 am

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10PP Horn of Blasting (Easily Removable)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it will deliver sonic damage at the target.
Sonic Blast: Damage 8 (sonic, DC 23; Increased Range: ranged)

12PP Horn of Blasting, Greater (Easily Removable)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it will deliver sonic damage at the target.
Sonic Blast: Damage 10 (sonic, DC 25; Increased Range: ranged)

4PP Horn of Fog (Easily Removable)
This small bugle allows its possessor to blow forth a thick cloud of heavy fog, that expands until it is blocked by something high and substantial, like a wall.

Fog:
Environment 8 (Visibility (-2), Radius: 0.5 miles)

13PP Horn of Goodness/Evil (Removable)
This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner’s alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good.

Circle of Protection:
Progressive Shapeable Area Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Shapeable Area: 30 cft., DC 18, Progressive; Limited: Evil Creatures if you are good or good creatures if you are evil, Limited: Holding at Bay)

19PP Horn of the Tritons (Easily Removable)
This device is a conch shell that can be blown like an instrument. The conch shell can perform the following tasks.
Water Control: Shapeable Area Move Object 10 (25 tons; Shapeable Area: 30 cft., DC 20)
Animal Summoning: Summon 3 (Alternate; Horde, Multiple Minions 4: 16 minions; Limited: Sea Creatures)
Calm Waters: Nullify 8 (Alternate; Counters: Rough Seas and dispells water elemental summoning, DC 18)
Fearsome Sound: Perception Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Perception Area: DC 18 - Auditory, Selective, Subtle: subtle)

10PP Horn of Valhalla (Easily Removable)
The horn summons a number of human barbarians to fight for the character who summoned them. Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.
Summon Barbarian Constructs: Create 8 (Volume: 250 cft., DC 18)
Last edited by kirinke on Sun Nov 06, 2016 3:21 am, edited 1 time in total.

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Horseshoes to Instant Fortress

Post by kirinke » Sun Nov 06, 2016 3:01 am

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2PP Horseshoes of a Zephyr (Removable)

These horseshoes allow the horse to speed across anything.
Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Levitation)

2PP Horseshoes of Speed (Removable)

These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal’s hooves, they increase the animal’s base land speed.
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

1PP Incense of Meditation (Easily Removable)
This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a DC 15 magic check. When lit, the incense gives the character the bonus trait trance for one hour.
Enhanced Trait: Enhanced Trait 1 (Advantages: Trance; Unreliable, fades (5 uses))

18PP Instant Fortress (Easily Removable)
This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.

The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught must make an appropriate saving throw.
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.

Create: Shapeable Area Create 10 (Volume: 1000 cft., DC 20; Shapeable Area: 30 cft., DC 20)

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Ioun Stones

Post by kirinke » Sun Nov 06, 2016 3:10 am

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These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit one to three feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.


Clear
Spindle Immunity Starvation and Thirst 1PP

Dusty Rose
Prism +2 Enhancement Toughness 2PP

Deep Red
Sphere +2 Enhancement Strength 3PP

Incandescent Blue
Sphere +2 Enhancement Stamina 3PP

Pale Blue
Rhomboid +2 Enhancement Fighting 3PP

Pink
Rhomboid +2 Enhancement Dexterity 3PP

Pink and Green
Sphere +2 Enhancement Agility 3PP

Scarlet and Blue
Sphere +2 Enhancement Intelligence 3PP

Dark Blue
Rhomboid +2 Enhancement Wisdom 3PP


Vibrant Purple
Prism +2 Enhancement Presence 3PP

Iridescent
Spindle Immunity to Suffocation 3PP


Pale Lavender
Ellipsoid Immunity to all Environmental Effects 3PP

Pearly White
Spindle Regeneration every round 6PP

Pale Green
Prism Nullify Magic 8 Shapeable Area, broad 14PP

Orange
Prism Comprehend Languages (read all, speak all, understand all, you're understood) 4PP

Lavender and Green
Ellipsoid Immunity 10, Life Support 6PP

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Iron Bands of Binding to Mantle of Spell Resistance

Post by kirinke » Sun Nov 06, 2016 3:12 am

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16PP Iron Bands of Binding (Removable Device)

Snare: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Strength
When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack.
A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a successful Strength Check.

13PP Iron Flask (Easily Removable Device)

Dimensional Summoning: Summon 10 (Custom: random creatures are summoned)
These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, a completely random extraplanar creature will pop out and be forced to do the bidding of the owner's flask.

18PP Lantern of Revealing (Easily Removable Device)
Invisibility Purge Burst Area Nullify 10 (Counters: Concealing or Illusory Effects, DC 20; Burst Area: 30 feet radius sphere, DC 20, Simultaneous; Reduced Range: close).
Environment: Environment 1 (Light (Bright), Radius: 30 feet)
When lit, this lantern purges a 30ft area of invisible, hidden things or illusions.

6PP Lens of Detection (Removable Device)
Enhanced Trait: Enhanced Trait 2.5 (Traits: Perception +5 (+5))
Senses: Senses 5 (Accurate: sight, Acute: sight, Analytical: sight, Microscopic Vision 1: dust-size)
This circular prism enables its user to detect minute details and aids in Perception checks

37PP Lyre of Building Easily Removable Device)
Create: Shapeable Area Create 10 (Volume: 1000 cft., DC 20; Shapeable Area: 30 cft., DC 20, Precise)
Immunity: Shapeable Area Immunity 15 (Damage Effect: sonic, Damage Effect: disintegrate, Damage Effect: concussive/blunt; Shapeable Area: 30 cft., DC 25)
If the proper chords are struck, a single use of this lyre negates any sonic attacks, disintigration attacks or concussive/blunt attacks like those made by a seige engine or catapult.
In addition the lyre's music can be used to create buildings, roads, mines and suchlike.

4PP Mantle of Faith (Removable Device)
This holy garment, worn over normal clothing, grants the wearer some protection against evil attacks
Immunity 10 Common descriptor (Evil), Limited half effect

4PP Mantle of Spell Resistance

This garment, worn over normal clothing or armor, grants the wearer some protection against spells
Immunity 10 Common descriptor (Spells), Limited half effect

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Marvelous Pigments to Medallion of Thoughts

Post by kirinke » Sun Nov 06, 2016 3:13 am

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12PP Marvelous Pigments (Easily Removable)

Create: Create 10 (Volume: 1000 cft., DC 20; Impervious; Limited: to normal, inanimate objects )
These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. Marvelous pigments cannot create magic items or overly complicated things like inventions.

12PP Mask of the Skull (Easily Removable)

This ivory mask has been fashioned into the likeness of a skull. The grinning skull mask makes a touch attack against the target based on the wearer’s base attack bonus. If the attack succeeds, the target must make a fortitude save or be struck dead.
Death Touch: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 20; Cumulative)

12PP Mattock of the Titans (Easily Removable)
This archaic weapon can be used to deal both damage and tunnel through the earth.
Damage: Strength-based Damage 10 (DC 25)
Tunneling: Burrowing 10 (Speed: 60 miles/hour, 900 feet/round)

6PP Maul of the Titans (Easily Removable)
This hammer deals strength based damage.
Damage: Strength-based Damage 10 (DC 25)

12PP Medallion of Thoughts (Easily Removable)
This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others.
Mind Reading: Mind Reading 10 (DC 20)

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Mirror of Life Trapping to Necklace of Fireballs

Post by kirinke » Sun Nov 06, 2016 3:13 am

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17pp Mirror of Life Trapping (Easily Removable)
This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has fifteen nonspatial, extradimensional compartments within it. Any creature looking into or touching the device must make an appropriate saving throw or be sucked into the mirror. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw. When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim’s equipment (including clothing and anything being carried) remains behind. If the mirror’s owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.
If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is broken, all victims currently trapped in it are freed.

Mirror Prison: Movement 3 (Dimensional: Mirror Prison 2: group, 50 lbs., Environmental Adaptation: Mirror Prison; Portal; Limited: to 15 living people)
Snare: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cumulative, Extra Condition; Limited Degree)

33PP Mirror of Mental Prowess (Easily Removable)

This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows:

Comprehend: Comprehend 6 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
Teleportal: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Portal)
Mind Reading: Mind Reading 10 (Alternate; DC 20)
Precognition: Senses 8 (Alternate; Postcognition, Precognition)
Scrying: Remote Sensing 10 (Alternate; Affects: 3 Types, inc. Visual - visual, auditory, mental, Range: 4 miles)

12PP Mirror of Opposition (Easily Removable)

This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely.
Summon: Summon 10 (Type (Broad): humanoid; Attitude 2: unfriendly)

5PP Necklace of Adaptation (Easily Removable)
Immunity: Immunity 7 (Disease, Environmental Conditions (All), Poison)

Necklace of Fireballs (Easily Removable)

This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).
The spheres come in different strengths as shown below

18PP Fireball: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
17PP Fireball: Burst Area Damage 9 (DC 24; Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged)
14PP Fireball: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Orb of Storms to Ring Gates

Post by kirinke » Sun Nov 06, 2016 3:13 am

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27PP Orb of Storms (Easily Removable)

This glass sphere is 8 inches in diameter. It allows the user to control weather and grants immunity
to all environmental conditions.
Immunity: Immunity 5 (Environmental Conditions (All))
Weather Control: Environment 10 (Other: 3 points of effect 3, Radius: 2 miles; Selective)

3PP Pearl of Power (Easily Removable)
This powerful pearl allows the wearer to recall prepared spells they've already cast.
Recall Spell: Enhanced Trait 5 (Advantages: Luck 5)

8PP Pearl of the Sirines (Easily Removable)
This pearl allows the wearer to swim and gives them the ability to breath and exist underwater as a mer-person could.
Aquatic: Immunity: Immunity 3, (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
Movement: Movement 1, (Environmental Adaptation: Aquatic)
Senses: Senses 1 (Low-light Vision)
Swimming: Swimming 8 (Speed: 120, miles/hour, 1800 feet/round)

2PP Periapt of Health and proof against poison (Easily Removable)
The wearer of this gem is immune to disease and poison.
Immunity: Immunity 2 (Disease, Poison)

4PP Periapt of Wisdom +4 (Easily Removable)
This stone gives the wearer an increase in awareness.
Enhanced Ability: Enhanced Awareness 4 (+4 AWE)

6PP Periapt of Wisdom +6 (Easily Removable)
This stone gives the wearer an increase in awareness.
Enhanced Ability: Enhanced Awareness 6 (+6 AWE)

10PP Periapt of Wound Closure (Easily Removable)
This stone gives the wearer the ability to heal themselves.
Healing: Healing 8 (Persistent, Restorative, Stabilize; Limited: wearer)

4PP Phylactery of Faithfulness (Easily Removable)

This item is a small box containing religious scripture affixed to a leather cord and tied around the
forehead. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing
such an action or becoming associated with such an item if he takes a moment to contemplate the act.
Senses: Senses 8 (Detect: chaos 2: ranged, Detect: evil 2: ranged, Detect: good 2: ranged, Detect: law
2: ranged)

4PP Phylactery of Undead Turning (Easily Removable)

This device allows the wearer to turn, destroy or drive away undead and other necromantic beasties.
Turn Undead: Nullify 8 (Counters: Necromancy, DC 18)

15PP Pipes of Haunting (Easily Removable)
This magic item appears to be a small set of pan pipes. When played, they create an eerie, spellbinding
tune. This in turn causes the opposition to run away in fear if they fail the will save.
Emotion Control: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree:
Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle; Limited: fear)

10PP Pipes of Pain (Easily Removable)
These appear to be like any other standard set of pipes with nothing to reveal their true nature. When
played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise that lasts for at a round after the music stops.
Hypnotic Song: Concentration Cumulative Perception Area Affliction 8 (1st degree: Entranced, 2nd
degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Hearing, Concentration, Cumulative; Instant Recovery, Side Effect: on failure - after the song is over, hypersensitivity to sound (Pain) to those who listen to it)

10PP Pipes of Sounding (Easily Removable)
When played, the character can create all sorts of sounds.
Ghost Sound: Illusion 8 (Affects: Two Sense Types - hearing, Area: 250 cft., DC 18; Selective; Resistible: Will)

20PP Pipes of the Sewers (Easily Removable)

These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat
swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so they obey the player's telepathic commands as long as the player continues to play music.
Swarm: Summon 8 (Active, Controlled, limited to rats)

6PP Portable Hole (Easily Removable)
This weird bit of cloth actually opens up into a distinct dimensional space, that will store any non-living
item within it.
Dimensional Pocket: Feature 10 (Notes: Holds up to 10 mass, desired object will always come to hand.)


5PP Restorative Ointment (Easily Removable)
Cure: Healing 4 (Persistent, Restorative; Unreliable (5 uses), Notes: A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison. Applied to a diseased area, it removes disease. Rubbed on a wound, the ointment heals it.

20PP Ring Gates (Easily Removable)
Teleportal: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Extended: 250 miles in 2 move actions, Portal; Limited Location: set of loctions - Between Rings, Notes: These always come in pairs (two iron rings). The rings must be on the same plane of existence and within 250 miles of each other to function properly. )

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Robes to Rope

Post by kirinke » Sun Nov 06, 2016 3:14 am

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14PP Robe of Blending (Removable)

Concealment: Concealment 4 (All Visual Senses). Morph: Morph 2 (+20 Deception checks to disguise; Narrow group)
This normal looking garment allows the wearer to be completely invisible and or change appearence into any humanoid.

19 PP Robe of Bones (Removable)

Summon: Summon 6 (Multiple Minions: 2 minions)
This robe will allow the wearer to summon 2 skeletons that will fight or do tasks.

10PP Robe of Eyes (Removable)
Senses: Senses 13 (Counters All Concealment: visual, Counters Illusion: visual, Danger Sense: visual, Darkvision, Direction Sense, Distance Sense, Ultravision)

This dark blue robe is embroidered with silvery stylized eyes that counters all concealment and gives the wearer a number of useful visual senses.

24 PP Robe of Scintillating Colors (Removable)

Dazzle: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged, Selective; Limited: visual)
Environment: Environment 2 (Light (Bright), Radius: 60 feet; Selective)
This multicolored robe allows the wearer to dazzle people as well as act as a walking, talking lantern.

8PP Robe of Stars (Removable)
Create: Create 1 (Volume: 2 cft., DC 11; Movable; Limited: shurikens)
Enhanced Trait: Enhanced Trait 2 (Advantages: Luck 2)
Movement: Movement 1 (Dimensional: astral plane 1: one dimension, 400 lbs.; Affects Others, Increased Mass 3)
This dark blue robe is embroidered with silver stars, that allows the wearer to transport themselves and others to the astral plane as well as create shurikens that damage their foes.

20PP Robe of the Archmagi (Removable)
Enhanced Trait: Enhanced Trait 25 (Traits: Dodge +5 (+5), Parry +5 (+5), Fortitude +5 (+5), Toughness +5 (+5), Will +5 (+5))
This robe comes in black, white or grey and grants the wearer a number of useful traits.

26PP Robe of Useful Items (Removable)
Create: Create 4 (Volume: 15 cft., DC 14; Movable, Precise; Permanent)
Summon: Summon 5 (Multiple Minions: 2 minions)
This robe allows the wearer to create a number of useful items 1x per day and or summon 2 minions for 1 hour a day.

17PP Rope of Climbing and entanglement (Easily Removable)

Move Object: Move Object 2 (200 lbs.; Precise, Limited material, rope)
Snare: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
This rope will attach itself to whatever the owner wants as well as snare opponents.

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Salve of Slipperiness to Wings of Flying

Post by kirinke » Sun Nov 06, 2016 3:15 am

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5PP Salve of Slipperiness (Easily Removable)

This slippery substance prevents the user from being grabbed or snared, allows them in and out of tight spaces and if it is spread on the floor, nobody can stand on it. Great for parties.
Environment: Environment 1 (Impede Movement (2 ranks), Radius: 30 feet)
Immunity: Immunity 5 (Damage Effect: Grab based attacks)

2PP Scabbard of Keen Edges (Easily Removable)

This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard turns the weapon into a super sharp and deadly version of itself 1x per day for one hour.
Damage: Damage 8 (DC 23; Limited: 1x per day for 1 hr)

12PP Scarab of Protection (Easily Removable)
This particular pendant gives the wearer several valuable immunities vs a variety of attacks.
Immunity: Immunity 20 (Damage Effect: Magic attacks, Damage Effect: negative energy attacks, Damage Effect: death attacks, Damage Effect: energy draining attacks)

4PP Scarab, Golembane (Easily Removable)

This scarab pendant gives the wearer a better chance to attack golems and like creatures.
Nullify Golems: Nullify 8 (Counters: Golems and like creatures and the magic that animates them, DC 18)

10PP Shrouds of Disintegration (Easily Removable)

These burial shrouds are a handy way to get rid of bodies. If they are wrapped around a body and the proper burial rights are performed, the body turns to dust.
Flesh to Dust: Transform 9 (Affects: 1 Thing > 1 Thing - transforms dead flesh to dust, Transforms: 400 lbs., DC 19; Permanent)

4PP Silversheen (Easily Removable)
This magical salve, when applied to weapons gives the user a better chance to attack lycanthrops.
Nullify: Nullify 8 (Counters: Lycanthropy and related effects, DC 18)

5PP Slippers of Spider Climbing (Removable)
This allows the wearer to be like Spiderman! Well at least the crawling on the walls or walking on them or doing handstands and the like.
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)

13PP Sovereign Glue (Removable)
This stuff will bind anything together and acts as a healing agent for broken things.
Healing: Healing 8 (Affects Objects Only)

6PP Stone Horse (Removable)
This device looks like a roughly carved small stone horse and summons one to fight or ride for the owner.
Summon: Summon 4

10PP Stone of Alarm (Easily Removable)
When attached to an object, this noisy stone will sound a loud shriek whenever somebody (that the owner hasn't authorized) touches the stone or the object it is attached to.
Piercing Shrieker: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged; Limited: Hearing)

12PP Stone of Controlling Earth Elementals (Easily Removable)
This rough stone egg will summon a huge earth elemental that will do the bidding of the owner.
Summon Earth Elemental: Summon 10

11PP Stone of Good Luck (Luckstone) (Easily Removable)
This strange stone gives enhancements to many abilities as well as providing a +2 luck advantage.
Enhanced Trait: Enhanced Trait 17 (Traits: Strength +1 (+3), Dexterity +1 (+5), Agility +1 (+5), Fighting +1 (+3), Intellect +1 (+3), Awareness +1 (+3), Presence +1 (+3), Advantages: Beginner's Luck, Luck 2)

25PP Stone Salve (Removable)
This salve will cure anyone who has been turned to stone or if they aren't turned to stone, will act as a +10 protection.
Stone to Flesh: Transform 10 (Affects: 1 Thing > Broad - stone to flesh , Transforms: 800 lbs., DC 20). Stoneskin: Protection 10 (Alternate; +10 Toughness)

40PP Strand of Prayer Beads (Easily Removable)
These beads will give the wearer and their allies the fearless advantage, heal, strike their enemies and give them the ability to walk through theair.
Bead of Blessing: Enhanced Trait 1 (Advantages: Fearless; Affects Others)
Bead of healing: Healing 8 (Persistent, Restorative, Stabilize)
Bead of smiting: Damage 10 (DC 25; Increased Range: ranged, Penetrating)
Wind Walking: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Subtle: subtle)

2PP Sustaining Spoon (Easily Removable)

This spoon will provide 4 cubic feet of porrige that will sustain anything that requires food. One portion will be enough sustanence to last all day.
Create Food: Create 2 (Volume: 4 cft., DC 12)

14PP The Green Vest (Removable)
This vest, typically made of dark green silk gives the wearer a +2 dexterity and agility and gives the ability to change into 2 animal forms, chosen when worn for the first time.
Enhanced Trait: Enhanced Trait 8 (Traits: Dexterity +2 (+5), Agility +2 (+5))
Wild form: Morph 2 (+20 Deception checks to disguise; Narrow group)

51PP Tomes of Gainful Study (Removable)
These particular tomes give the user a +2 bonus to their abilities
Enhanced Trait: Enhanced Trait 32 (Traits: Strength +2 (+3), Stamina +2 (+2), Agility +2 (+5), Dexterity +2 (+5), Fighting +2 (+3), Intellect +2 (+3), Awareness +2 (+3), Presence +2 (+3); Affects Others; Permanent)

1PP Unguent of Timelessness (Removable)
When applied to an object, it will not age.
Immunity: Immunity 1 (Aging)

6PP Universal Solvent (Removable)
This stuff nullifies sovereign glue and tangle foot bags.
Nullify: Nullify 8 (Counters: sovereign glue and tanglefoot bags., DC 18)

10PP Well of Many Worlds (Easily Removable)
This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, the random factor again comes into play. It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily as from the initiating place. (It is a two-way portal.)
Movement: Movement 6 (Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies; Portal; Unreliable (roll))

4PP Wind Fan (Easily Removable)
This typical looking hand fan will produce a gust of wind that will fling objects away from you.
Flinging Gust: Move Object 8 (6 tons; Limited Direction: away from you)

4PP Wings of Flying (Easily Removable)
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly.
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Wings)

Thorpocalypse
Posts: 1332
Joined: Fri Nov 04, 2016 8:52 pm

Re: Kirinke's Conversions

Post by Thorpocalypse » Mon Nov 07, 2016 3:02 am

Man, I am glad to see these again. I am totally swiping some of these for usage in my Gloriant setting (with your permission of course ;) ). One of the things I haven't taken the time to do is make more magical items like this. Great stuff, Kirinke!
Me fail English? That's unpossible. - Ralph Wiggum

scc
Posts: 206
Joined: Sun Nov 06, 2016 11:13 pm

Re: Kirinke's Conversions

Post by scc » Fri Nov 11, 2016 12:02 am

This is really great stuff. I remember getting a lot of ideas from your thread when I was doing D&D builds. So much variety on these boards.

kirinke
Posts: 1380
Joined: Sat Nov 05, 2016 2:28 pm

Re: Kirinke's Conversions

Post by kirinke » Mon Nov 21, 2016 12:17 pm

Thorpocalypse wrote:Man, I am glad to see these again. I am totally swiping some of these for usage in my Gloriant setting (with your permission of course ;) ). One of the things I haven't taken the time to do is make more magical items like this. Great stuff, Kirinke!
Thanks and no worries on the swiping of stuff. It's totally meant to be swiped.
This is really great stuff. I remember getting a lot of ideas from your thread when I was doing D&D builds. So much variety on these boards.
Lol. It was fun to do them and good exercise in using the hero lab and exploring the rules.
I decided to separate out the conversions from my regular character thread because it's easier to keep track of that way.

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