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3e: How to succeed using cursed items

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Yehuda Berlinger

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Jan 17, 2002, 7:23:50 AM1/17/02
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Delusions
---------

In some cases, the delusion of the effect is tantamount to the effect
itself, such as illusions, charms and enchantments.


Dependent
---------

When you are the only one who knows the dependency, that knowledge not
only can command a high price, but can prevent theft from turning the
items against you.

In certain instances, the dependency allows only you to use the item
altogether, which can save your life if anyone can use it just by
being near it (e.g. only works for spellcasters, etc...)


Drawbacks
---------

Many of the drawbacks aid in the escape of the person who steals the
item, instantly changing his appearance.


Specific Items
--------------

Amulet of Inescapable Location

If you have no concern about unfriendly eyes scrying upon you, a full
set of these amulets can help your team stay in contact with each
other in unfamiliar terrain, or if one gets abducted.


Armor of Arrow Attraction

This armor is +3 full plate, usually costing 10,650 GP. If you happen
to have another item that negates the drawback (say, a ring of
protection from normal missiles), you're good to go, saving 1,650 GP.
In other situations, the point man, who wants to draw fire, can use it
to protect a strike team that is trying to charge or run for cover.


Armor of Rage

This armor will protect you normally in a friendly duel. Also, even
though the morale bonus negates the AC bonus, you still gain the
reduced armor check penalty, and all bonuses from neutral forms of
attack, e.g. traps, mindless creatures, etc... If you don't need the
Charisma while you are adventuring, the armor still protects you as
well as masterwork armor, but costs 50 GP less.


Bag of Devouring

A great item for threatening small opponents with, it also allows you
to easily dispose of many things that you would rather not leave lying
around. A boon for political officials.


Boots of Dancing

Since they do not reveal themselves intially, they are welcome gifts
to your enemies. Also put them on your prisoners to prevent escape.


Bracers of Defenselessness

These items act as +5 Bracers against all opponents with a CR less
than yours, including a roomful of goblins. Simple divination spells
can inform you before the curse is invoked, if cast judiciously, as
can a Contingency spell. They cost 1/20 the normal price.


Broom of Animated Attack, Cloak of Poisonousness, Necklace of
Strangulation, Robe of Powerlessness

Throw these at your enemy and cast Greater Command to get them to wear
them.


Dust of Sneezing and Choking

A simple blow tube is all that is required to make effective use of
this item.


Flask of Curses

Another item that can be tossed (gently), or left like a caltop or on
a roadside. A simple Mage Hand spell activates the trap.


Gauntlets of Fumbling

The armor gauntlets are a boon to miners, porters, and construction
workers, who need the strength, are generally not involved in combat,
and cost 1/3 the price.


Helm of Opposite Alignment

This item might be required for Blackguards to start their training.


Incense of Obsession

An expensive but favorite prank item by clerical initiates, used
against their overly-serious and stuffy mentors.


Mace of Blood

Happily used by chaotic evil sorts, at a cost 2312 GP less than the
standard version.


Medallion of Thought Projection

A great continuous telepathy item, allowing you to send your thoughts
great distances.


Net of Snaring

'Nuff said. A favorite of tritons, for whom the drawback is a benefit,
since their nest are less likely to be stolen or used against them
when on land.


Periapt of Foul Rotting

Another "give away" item, easily placed to entrap unwitting enemies.
Especially valued by chaotic neutral and evil clerics, who show up
demanding outrageous fees and rewards for identifying and curing the
possessor of his maladies.


Potion of Poison

Nothing prevents one from using this to coat swords or daggers with
this potions, like any other poison. If the DM rules that it is
ingestible only, the assassin's guild is always lookng for a couple of
these.


Robe of Vermin

A +4 robe of protection. Avoid the drawbacks by casting Repel Vermin,
or use them to fuel your Giant Vermin spell, and then remove the
cloak.


Ring of Clumsiness

A ring of feather falling, with practically no drawbacks for any
character wearing heavy armor, who has no dex bonus anyway.


Scarab of Death

An item of immense utility, for threatening prisoners (ala Wrath of
Khan), or for throwing at enemies, or dropping down their armor with a
Mage Hand spell.


Spear, Cursed Backbiter

A +2 spear, with a drawback that should not bother anyone with
sufficient hit points, or damage reduction of X/+3 or greater.


Stone of Weight (Loadstone)

Another item highly valued by those who keep prisoners.


-2 Sword, Cursed

A good weapon for pratice fighting in a guild, since it changes hands
often,reduces damage, and challenges the wielder.


Sword, Berserking

Prized by barbarians, as noted in the text.


Vacuous Grimoire

Since the book cannot easily be destroyed by tearing, a horde of orcs
once went to battle with a page each of this book pasted to their
shields, to devestating effect.

Andrew Tellez

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Jan 17, 2002, 10:27:36 AM1/17/02
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Yehuda Berlinger wrote:
>
> Armor of Arrow Attraction
>
> This armor is +3 full plate, usually costing 10,650 GP. If you happen
> to have another item that negates the drawback (say, a ring of
> protection from normal missiles), you're good to go, saving 1,650 GP.
> In other situations, the point man, who wants to draw fire, can use it
> to protect a strike team that is trying to charge or run for cover.

Also good to put on a skeleton.



> Bracers of Defenselessness
>
> These items act as +5 Bracers against all opponents with a CR less
> than yours, including a roomful of goblins. Simple divination spells
> can inform you before the curse is invoked, if cast judiciously, as
> can a Contingency spell. They cost 1/20 the normal price.

Note the exact wording - "until the wearer is attacked in anger by an
enemy." Some creatures aren't able to attack in anger. At high levels,
finding an opponent of CR equal to your level can be a challenge.



> Broom of Animated Attack, Cloak of Poisonousness, Necklace of
> Strangulation, Robe of Powerlessness

The necklace is a great complement to the garrotte rules from Song and
Silence.



> Scarab of Death
>
> An item of immense utility, for threatening prisoners (ala Wrath of
> Khan), or for throwing at enemies, or dropping down their armor with a
> Mage Hand spell.

Also a great item for the undead, who can wear it safely.

Helpful GM

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Jan 17, 2002, 11:42:40 AM1/17/02
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In article <75e50dfd.02011...@posting.google.com>,
j...@actcom.co.il (Yehuda Berlinger) wrote:

> Bracers of Defenselessness
>
> These items act as +5 Bracers against all opponents with a CR less
> than yours, including a roomful of goblins. Simple divination spells
> can inform you before the curse is invoked, if cast judiciously, as
> can a Contingency spell. They cost 1/20 the normal price.

Sorry to miss the obvious but... what's the curse, here?

--
You have to remove stuff from my e-mail to reply, it's not difficult.
I will not, no matter how "good" the deal, ever purchase any product from
any company which gathers addresses from the usenet; period.

M. JJ Molina

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Jan 17, 2002, 1:31:18 PM1/17/02
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"Yehuda Berlinger" <j...@actcom.co.il> wrote in message
news:75e50dfd.02011...@posting.google.com...

> Delusions
> ---------
>
> In some cases, the delusion of the effect is tantamount to the effect
> itself, such as illusions, charms and enchantments.
>
>
> Dependent
> ---------
>
> When you are the only one who knows the dependency, that knowledge not
> only can command a high price, but can prevent theft from turning the
> items against you.
>
> In certain instances, the dependency allows only you to use the item
> altogether, which can save your life if anyone can use it just by
> being near it (e.g. only works for spellcasters, etc...)
>
>
> Drawbacks
> ---------
>
> Many of the drawbacks aid in the escape of the person who steals the
> item, instantly changing his appearance.
>
>

<snip>

Another useful cursed magical item I found were the Boots of Phasing. I
found them in Baldur's Gate II and found more of a benefit in them. The
effect is every 12 seconds the wearer is immediately teleported in front of
any random enemy during melee. This worked at good for several reasons.
1. The wearer could not be held in place by spells such as Grease, Web etc.
the boots would teleport them anyway.
2. Other enemies would get a penalty to attack the wearer as they are never
sure who he will appear in front of next.
3. Archers could just sit back and shoot him wherever he appears, so long as
he does not appear in front of them, which would be very bad considering the
+4 bonus to attack he would get against the archer.
4. Most missile or hurled spells would fail because you are no longer in the
place the mage hurled the spell at.
5. You get the surprise because you may see the enemy first and all of a
sudden poof you are standing next to him attacking.
6. Enemies can not run from you.

There were a few disadvantages of course, but I didn't mind them as
much.
1. Spellcasters wearing these boots do not want to appear in front of
enemies while they are casting spells. Their AC is then dropped to a base
10.
2. If the wearer is charmed or confused and is under the impression you are
the enemy than he can be harder to avoid.
3. If the wearer is trying to protect a weaker member of the party, he will
find that he is unable. Everytime he runs to the person in need of aid, he
finds himself in front of a badguy.
4. You can never flee combat.
5. If there is only one enemy you go nowhere.

In the game I originally gave these boots to my Fighter/Mage, and then I
found out about the spellcasting bit. So I gave it to my most powerful
warrior who was then Minsc. Not only did it suit his character (especially
with the script I gave him) but he was good at beating down the hitpoints of
other monsters so my other members could finish them off. Although, in
truth, I had to cast Restoration and Healing on him more often as he was
always right up in front in the middle of the battle with the vampires,
dragons, basilisks, party casted fireballs... etc.

kesi...@math.ttu.edu

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Jan 17, 2002, 4:20:08 PM1/17/02
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Helpful GM <HelpfulGM@*no-spam*playnaked.com> wrote:
: In article <75e50dfd.02011...@posting.google.com>,
: j...@actcom.co.il (Yehuda Berlinger) wrote:

:> Bracers of Defenselessness
:>
:> These items act as +5 Bracers against all opponents with a CR less
:> than yours, including a roomful of goblins. Simple divination spells
:> can inform you before the curse is invoked, if cast judiciously, as
:> can a Contingency spell. They cost 1/20 the normal price.

: Sorry to miss the obvious but... what's the curse, here?

They're -5 against all other enemies.

==Jake

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