This gimlet is made of iron and gold, fashioned with a snakelike visage. Mind-affecting spells or abilities cast by the wielder of the gimlet negate half the targets’ resistance bonuses to Will saves.
Construction Requirements Craft Wondrous Item, mind blank, antimagic field; Cost 20,000 gp
An ancient cult sought to gain control over the mind of the king and his nobles with their dark rites, but were foiled time and again by the mind shielding magic of the royal wizard. After much praying and sacrificing, the forces of darkness taught the head priest how to create an item that could pierce the veils of magic. However, it had taken so long that the king’s paladins finally found the den of iniquity and destroyed the cult, taking their magic items for the royal college.
This item is very difficult to balance, because you don’t know how much resistance the target is going to have. It might be easier to just give the caster a bonus, but that just didn’t seem as fun.
These leather bracers are embossed with copper and animal designs. The wearer gains a +2 competence bonus to Stealth checks and a +2 competence bonus to initiative if she is allowed to act in a surprise round.
Construction Requirements Craft Wondrous Item, anticipate peril; Cost 1,000 gp
They say that deep in the darkest wood there lives a ranger gone mad. He stalks the silent trees, looking for civilized folk. When he finds someone, he demands they answer three riddles, all of which only a true woodsman could answer. Those who answer incorrectly he hunts down mercilessly, firing arrows from the dark. To those who know the correct answer he gives a precious gift, a pair of bracers that grant a hunter’s skill.
I had to take a sick day Sunday, but we’re back with a magic item. I think these bracers would work as well on a Pathfinder Diviner as on a ranger. Enjoy!
Smell the Supernatural: Spellcraft. You can make Spellcraft checks to determine the properties of supernatural abilities when you’ve seen them in action. The DC is 15 + HD of the monster. If you make the DC + 10, you can use dispel magic or similar effects to suppress the ability for 1d4 rounds. If suppressing the effect would be directly harmful to the creature (such as its flying ability while airborne), the creature gets a will save against the dispel effect.
Silent Sliding: Stealth. You can use Stealth to manipulate objects silently that would otherwise make noise, such as squeaky doors, floors, or winches. You must have a set of thieves’ tools and spend a full-round action silencing the object, or you take a -4 penalty on the check.
Today’s first tweak lets the players do something that is normally completely impossible. I think the game is more interesting if everything is possible, albeit sometimes very difficult. This new skill use can cut a lot of monsters down to a manageable size and make things very interesting. Today’s second tweak simply covers something not quite managed in the core rules, and makes sneaking around the evil merchant’s fortified manor that much more interesting!