KOBOLD MAINTENANCE MAN "Awright...who left this fetid pile of ___ in the hall for me to clean up?" You are a maintenance man, janitor, trapsmith, craftsman, and smuggler all rolled into one.
BECOMING A KOBOLD MAINTENANCE MAN Most Kobold Maintenance Men start out in a class that has lots of skills (i.e. Rogue, but could be another class)
ENTRY REQUIREMENTS Race: Kobold
Skills: Craft (any 3) 4 Ranks, Disable Device 4 Ranks, Knowledge (Architecture and Engineering) 4 Ranks, Open Lock 4 Ranks, Profession (any) 4 Ranks, Use Magic Device 4 Ranks
Feats: Jack of All Trades, Low Key (
http://mearls.com/cthulhu/coc_feats.html )
Class Skills The Kobold Maintenance Man's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge (Architecture and Engineering, Local, Things Man Was Not Meant To Know)(Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level : 8 + int
Hit Dice: d6
BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Alien Diplomacy
2. +1 +0 +3 +3 Wrench Warfare
3. +2 +1 +3 +3 "Clean That ____ Up"
4. +3 +1 +4 +4 A True Professional
5. +3 +1 +4 +4 Desperate Times
6. +4 +2 +5 +5 "We're Inhaling What?"
7. +5 +2 +5 +5 Duct Tape
8. +6 +2 +6 +6 Friends In Unusual Places
9. +6 +3 +6 +6 Hazmat Crew
10.+7 +3 +7 +7 Occupational Specialty
Weapon Proficiencies: Kobold Maintenance Men gain proficiency with one Exotic Weapon.
Alien Diplomacy (Ex): You are often exposed to odd cultures and individuals. Some of them are...a little high strung. Some think of you as food traditionally. Some usually have no method of truly communicating with you under normal circumstances. And some are homicidal psychopaths. By making a DC 20 Diplomacy check against any being with an Intelligence higher than 3, you may stop it from immediately attacking (assuming none of your party members are racial enemies or completely stupid, or have attacked it already). This doesn't mean it's an enemy. It just means it realizes you are a bootlicking peon, and possibly of no real significant threat value, but might have some useful knowledge, or be persuadable to abandon your current master for it. The Diplomacy check buys you one minute of peaceful negotiations, unless someone on your side attacks or is insulting (they should let you do the talking).
Wrench Warfare (Ex): You may wield Improvised Weapons without any penalty, and may take weapons Feats like Improved Critical for Improvised weaponry.
"Clean That ____ Up"(Ex): You are used to being exposed to really nasty spills of god knows what. You are now immune to Contact Poisons, and have Acid Resistance 3.
A True Professional (Ex): You are so used to giant monsters escaping and wreaking havoc, things blowing up, etc that you are now immune to Fear and Morale penalties.
Desperate Times (Ex): The boss has told you the new trap needs done tonight, or you and everyone you know is dead. The time you require for Craft checks is halved.
"We're Inhaling What?"(Ex): You've graduated from cleaning up monster poo, corpses, and slime to chemical spills and gasses. You are immune to Inhaled Poisons and any similar effect such as Ghast Stench and Troglodyte Stench. Acid Resistance increases to 5.
Duct Tape (Ex): Out of desperation you can substitute whatever you have on hand, no matter how unlikely, to solve a problem temporarily. Perhaps you need to plug a leak to prevent the boat from sinking. Maybe you need to get a trap working in a hurry. You can make a DC 20 Craft check to repair ANYTHING for 1d6 hours after which it will break down again.
Friends In Unusual Places (Ex): Whenever you are captured by a bad guy, get into trouble with the law (or a noble), or basically have a run-in with anyone famous, there is a chance you have worked for them before, and done well (DC 20 Charisma check). If the check is successful they remember you fondly and are inclined to let you go (You are +4 on all Diplomacy checks regarding them). At 10th level this also applies to minions, token mooks, guards, etc as you have gottent heir bacon out of the fire with the boss a couple times.
Hazmat Crew (Ex): You've cleaned up things that would make jesus puke. You are now immune to disease (magical or otherwise), all poisons, and may make a Fortitude Save (DC is 10 plus damage dealt) to ignore Acid damage.
Occupational Specialty: You have practiced a specific specialty, and are now a leading member of your field. You may request double the normal payment fro work you are asked to do. Specialties include:
Plumber (Ex): You have long constructed water based traps, plumbing, aqueducts, and other such things. You no longer take armor check or weight penalties to Swim checks, and may always Take 10 on a Swim check. You may use the Run action while swimming in a straight line. You may also speak Aquan, and hold your breath twice as long as normal before you risk drowning. Prerequisites: Knowledge (Architecture and Engineering) 10 ranks.
Electrician (Su): You specialize in traps and equipment involving electricity. As a result of being blasted many times over the years you gain Energy Resistance 15 (Electricity), and a +4 Bonus on Saving throws vs all spells or effects involving electricity. Prerequisites: Use Magical Device 10 ranks
Carpenter (Ex): You are well known for creating stuff. Despite the name you might be a Stonemason, a Carpenter, a Goldsmith, etc. You are simply well known in your field (probably even famous). You may make a DC 20 Craft check to repair broken or malfunctioning magic items if you have the appropriate craft skill (woodworking for most staves/wands, weaponsmith for weapons, etc.). Prerequisites: Craft (Any) 6 ranks, Use Magic Device 6 ranks
Freak Wrangler (Ex): Your responsible for maintenance, care, feeding, etc of the various guard beasties. You may use the Handle Animal skill on Abberations, Magical Beasts, Oozes, Plants, Undead, and Vermin that have an Int score of 3 or less. If they are smarter then they're initial attitude towards you is no worse than Indifferent. Prerequisites: Diplomacy 6 ranks, Handle Animal 6 ranks.
Exterminator (Ex): You keep the secret base of operations vermin free, and put down any escaped experiments as well. You never need to worry about accidentally exposing yourself to poison as you are proficient with it's use. Poisons you make have their Save DC's increased by +5.
Prerequisites: Craft (Poisons) 10 ranks.
Trapsmith (Ex): You are an expert trapmaker. When creating a trap you may add +5 to two of the following: the Search DC, the Disable DC, or the Saving Throw DC. Prerequisites: Craft (Trapmaking) 10 ranks.
Alien Wrangler (Ex): Any time the bosses need something from the Far Realms or some obscure part of the universe cleaned, repaired, looked after, etc., you get the job. When using your Use Magic Device skill you do not trigger mishap if you fail by 10 or more, and do not trigger magic items or artifacts by being in close proximity or touching them. You may handle Cursed items freely wit ha DC 25 Use Magic Device check to avoid being cursed by them. Prerequisites: Knowledge (Things Man Was Not Meant To Know) 6 ranks, Use Magic Device 6 ranks.
PLAYING A KOBOLD MAINTENANCE MAN You are the overworked, the underpaid, and the often overlooked. You do a variety of thankless tasks no one else will touch, and never even get any thanks. You get swindled by your bosses, railroaded by the unions, attacked by adventurers, and eaten by the experiments gone wrong of sadistic madmen. And despite it all you still do your job. Why? Because you know all teh secrets of the BBEG's lair. Because you built them. And since he's a complete retard who got by on charisma instead of wisdom, he hasn't realized you're selling him out to the pair of adventurers who are the highest bidders. And then backstabbing them by giving them the wrong information to keep the money.
Combat: Your a tinker, not a fighter. Other people do that. Fighting isn't in the Union Contract. If they want your help fighting they need to cough up some more money
Advancement: Kobold Maintenance Men make excellent trapfinders and skill monkeys. They can also be capable face men as many will need to know local laws to do their job, and usually try to network extensively.
Resources: There's always an organization supporting you. They hire you out for maintenance, to make traps, to clean up messes they don't want to deal with, i.e. the lowly peon crap. Meanwhile they never seem to notice what you're up to...
KOBOLD MAINTENANCE MEN IN THE WORLD "Where's the runt? I gotta fetid pile of ____ I need cleaned up by the Manshark tank." You tend to be ignored and spat upon by your bosses till stuff goes wrong and only you can fix it. Then, oh how you are showered with praise. Use these moments to get the little things. Like new tools, or better equipment. Or just stick the uppity snobs for some money. And if they refuse, screw 'em. See how they like having to do the daily cleanup after the mansharks eat 4 kids with mayo in the public square.
Daily Life: Most of your days will be busy work. Cleaning, maintenance, fixing problems, putting up with crap form people who think they know better than you. But every so often you get to build a new place, or do something fun like fix an adventurer problem because the Orc mercenaries have told the boss to shove it.
Notables: Gordon Freewyrm (LN Male Kobold Rogue 6/Kobold Maintenance Man 6) is the local trapmaker of choice for most evil madmen (and a few non-evil madmen as well, but Gordon tries to not admit to that).
Organizations: There are various Unions and Guilds devoted to your cause. After all everyone needs fortress/secret hideout/laboratory design and maintenance help. And that's where you come in. The keep with beartraps dropping from the ceiling? That was you. The castle with the zombie catapults? That was you. The underwater castle defended by impertinent sexually deviant mansharks? Well that wasn't you. Not that your admitting anyway...
NPC Reaction NPC's generally tend to love or hate you based on the amount of money they have to spend on your service (or are required to spend getting past them).
KOBOLD MAINTENANCE MEN IN THE GAME This gives Kobolds a more prominent role than simple cannon fodder at the lowest end of the pecking order. Which is where they should be.
Adaptation: Despite being a comic PrC this one could be readily converted to a more serious campaign of sorts. Every mad scientist needs an Igor. Every megalomaniac needs a number 2.
Encounters: Kobold Maintenance Men can often be found supervising or working on the construction or repair of the lairs of mad scientists, evil wizards, and BBEG's of all stripes.
Sample Encounter EL 12: "So let me get this straight. You 4 dust and blood covered drifters of ill repute, who may or may not have murdered the town mayor, who may or may not have been a Rakshasa, want me to build you a base of operations."
"Pilgrims...it's gonna cost ya..."
Gordon FreewyrmLN Male Kobold Rogue 6/Kobold Maintenance Man 6
Init +3,
Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Draconic, Common, Undercommon
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AC 18, touch 14, flat-footed 15 (+1 Size, +3 Dex, +1 Natural, +3 Armor)
hp 42 (12 HD)
Fort +4,
Ref +13,
Will +7
Evasion, Uncanny Dodge
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Speed 30 ft. (6 squares)
Melee +1 Crowbar +8/+3 (1d4)
Melee +1 Wrench +8/+3 (1d6/19-20, x3)
Melee +1 Hammer +8/+3 (1d6, x3)
Base Atk +8,
Grp +3
Atk Options Sneak Attack +3d6
Combat Gear 1 Potion of Cure Light Wounds
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Abilities Str 8, Dex 16, Con 11, Int 15, Wis 10, Cha 8
SQ Trapfinding, Trap Sense +2, Light Sensitivity, Alien Diplomacy, Wrench Warfare, A True Professional, Desperate Times, Clean That ____ Up, We're Inhaling What?
Feats Jack of All Trades, Low Key, Exotic Weapon Proficiency (Repeating Heavy Crossbow, B)
Skills Appraise +6, Bluff +3, Craft (Alchemy, Blacksmithing, Carpentry, Stonemasonry) +10, Craft (Trapmaking) +12, Diplomacy +3, Disable Device +10, Forgery +6, Gather Information +3, Knowledge (Architecture and Engineering, Local) +10, Listen +8, Open Lock +7, Profession (Miner) +2, Profession (Trapsmith) +8, Search +12, Sense Motive +4, Sleight of Hand +7, Spot +8, Survival +4, Use Magic Device +7
Possessions Maintenance Toolbox (isn't fully loaded yet), Wrench of Nipple Twisting, Hammer of Bashing Things Till They Work, Crowbar of Bashing Things Till They Stop Working, Mop of Cleaning, Skeleton Key, Magic Multi-Tool, Daern's Instant Measuring Tool, Anti-Goober Sign, Arcane Thieve's Tools, 2 rolls of Duct Tape of Repair, +1 Fire Resistance Leather Armor, 1 Potion of Cure Light Wounds, 654 GP
EPIC KOBOLD MAINTENANCE MAN Hit Die: d6
Skills Points at Each Level : 8 + int
Bonus Feats: The Epic Kobold Maintenance Man gains a Bonus Feat every 2 levels higher than 20th
Maintenance Toolbox Price (Item Level): 10,000 GP
Price with all items: 177,816 GP
Body Slot: - (carried)
Caster Level: 9th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (command)
Weight: 25 lbs
This metal toolbox effectively functions the same as a Bag of Holding IV, but it is slightly different. The toolbox comes pre-equipped with several items listed below, and living creatures may not be placed in it. Al objects are shrunken into strange widgets, obly identifiable to the boxes owner (i.e. once they're in the box, you'll have to ask him or pull them all out at random to find them. Only the most favored or well rewarded members of he Maintenance Department get one of these toolboxes.
Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 5000 GP, 5 days, 200 XP
The box contains:
1 set of Arcane Thieves Tools (MIC page 150)
2 Blast Disks (MIC page 152)
5 Blessed Bandages (MIC page 152)
1 Daern's Instant Tent (MIC page 155)
1 Daern's Instant Coffee Pot
1 Daern's Instant Vending Machine
1 Superior Rope of Climbing (MIC page 176)
1 Wrench of Nipple Twisting
1 Hammer of Bashing Things Until They Work
1 Crowbar of Bashing Things Until They Stop Working
2 Rolls of Duct Tape of Repair
1 Mop of Cleaning
1 Skeleton Key
1 Magic Multi-Tool
1 Chainsaw of Fun
1 Daern's Instant Facemask
1 Daern's Mystic Measuring Tool
1 Daern's General Purpose Personal Defense Boomstick
1 Daern's Instant Shack
1 Jar of Dust of Dryness
1 pair of Goggles of Minute Seeing
1 Animated Shovel
1 Jar of Salve of Slipperiness
1 Jar of Sovereign Glue
1 Jar of Univesal Solvent
1 Anti-Goober Sign
Daern's Instant Coffee Pot Price (Item Level): 200 GP (2nd)
Body Slot: - (carried)
Caster Level: 1st
Aura: Faint; (DC:15) Conjuration
Activation: Standard (Command)
Weight: 2 lbs.
3 times per day when you utter the correct command word, this pot (it looks like a thermos actually) fills with fresh coffee (black or with cream/sugar).
Prerequisites: Craft Wondrous Item, Create Water
Cost to Create: 100 GP, 1 day, 8 XP
Daern's Vending Machine Price (Item Level): 3600 GP (8th)
Body Slot: - (carried theoretically)
Caster Level: 5th
Aura: Faint; (DC:17) Conjuration
Activation: Standard (Manipulation)
Weight: 400 lbs.
This 6' tall by 3' wide by 3' thick metal box has a display on front with pictures of foodstuffs and drinks (with prices listed next to them) that change on a random basis (sometimes by the hour, sometimes by the month). By inserting up to 1 Silver in coins, you get enough food for one meal. The machine does not provide change since the original creator was apparently an utter bastard. Rumor has it the creators have made some machines that teleport the coins to their location as a means of earning a steady income. The cost of making one of these machines tends to make this unlikely.
Prerequisites: Craft Wondrous Item, Coins to Food
Cost to Create: 1800 GP, 2 days, 72 XP
Coins to FoodTransmutation
Level: Sorcerer/Wizard 1
Components: V, S. M
Casting Time: 1 Minute
Range: Close (25 ft. plus 5 ft./2 levels)
Target: You
Duration: 24 hours
Material component is any coin of legal monetary value. Even though it says 1 Silver piece to feed you for a day you may use any combination of coins that amount to 1 SP, or even more expensive coins like gold (you do not get change back). You may sacrifice 4 copper pieces to get fed one meal. Or 1 silver piece to eat for a day. The coins convert to food and drink of whatever sort you wish, but it is only good for 24 hours (except for water, it doesn't spoil).
Wrench of Nipple Twisting Price (Item Level): 18,312 GP
Body Slot: - (carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Transmutation
Activation: - (Use-activated)
Weight: 3 lbs.
This appears to be a normal +1 Wrench. When striking a humanoid opponent that has nipples or some other soft body part the wielder gets to make an immediate Grapple Check as a Free Action without provoking an attack of opportunity. If he succeeds with the Grapple Check, the Wrench latches on, animates, and violently twists the soft part of the body it has latched on to causing incredible pain. This effect is identical to the Tweak Nipple spell. Duration lasts until the victim makes a DC 20 Str check to pull the wrench free (Incidentally doing 1d6 damage in the process).
Prerequisites: Craft Magic Arms and Armor, Tweak Nipple
Cost to Create: 9156 GP, 9 days, 366 XP
Tweak NippleTransmutation
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Target: One Creature
Duration: Concentration (up to 1 round/level)
Saving Throw: Will Negates
Spell Resistance: No
An invisible telekinetic force grabs hold of one of your opponents nipples, twists hard, and pulls. Until it lets go he has a -4 penalty to all rolls. This does not work on any creature with no discernable anatomy or that is immune to criticals. Creatures who have no nipples but still don't qualify under the aforementioned conditions have some other part of their body harmed instead.
WrenchOne Handed Exotic WeaponCost: 12 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: 19-20, x3
Weight: 3 lbs.
Type: Bludgeoning
Wrenches add a +2 Bonus to Str checks for loosening up bolts and such.
Hammer of Bashing Things Till They Work Price (Item Level): 8,312 GP
Body Slot: - (carried)
Caster Level: 5th
Aura: Faint; (DC:17) Transmutation
Activation: -
Weight: 5 lbs.
This is to all intents and purposes a +1 Claw Hammer, though it is used more as a tool than a weapon. It's true purpose is a result of the "if it doesn't work, just give it a whack" theory of mechanics. By striking any mechanical device that has more than 2 moving parts (note mechanical does not imply metal, it can be made of wood or other substances except flesh) you get a Repair check. You are attempting to beat a DC of 20, and your check is 10 plus the damage rolled on your striking the object with the hammer. If you successfully make the DC, the object begins functioning normally again for 2d6 hours (i.e. enough time to usually do a proper repair, or make it last a bit longer to get something specific done). If you don't make the DC, the object isn't damaged any further by the hammer as the dents from the strike magically heal instantly.
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Repair Serious Damage
Cost to Create: 4,156 GP, 5 days, 166 XP
Claw HammerOne Handed Exotic WeaponCost: 12 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: x3
Weight: 5 lbs.
Type: Bludgeoning OR piercing
Even though it has been sharpened to use as a weapon on its prying end, this can still function as a claw hammer. It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc.
Crowbar of Bashing Things Till They Stop Working Price (Item Level): 18,312 GP
Body Slot: - (carried)
Caster Level: 3rd
Aura: Faint; (DC:16) Evocation
Activation: - (and Free, Command)
Weight: 5 lbs.
This is a +1 Breaking Crowbar.
Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: 9156 GP, 9 days, 366 XP
Breaking Price: +2 bonus
Property: Bludgeoning melee weapon
Caster Level: 3rd
Aura: Faint; (DC:16) Evocation
Activation Free (Command)
3 times per day as a Free Action a Breaking weapon may be used to immediately cast Shatter as a Free Action on any object it has just struck successfully.
Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: varies
CrowbarOne Handed Exotic WeaponCost: 12 GP
Dmg (S): 1d4
Dmg (M): 1d6
Critical: x2
Weight: 7 lbs.
Type: Bludgeoning OR piercing
Even though it has been sharpened to use as a weapon on its prying ends, and is heavier, this can still function as a regular crowbar. It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc. Because of it's shape it also grants a +2 on opposed rolls to trip or disarm an opponent.
Duct Tape of Repair Price (Item Level): 450 GP (3rd)
Body Slot: - (carried)
Caster Level: 1st
Aura: Faint; (DC:15) Transmutation
Activation: Standard (Manipulation)
Weight: less than a pound
This magic brand of duct tape can repair damaged objects and vehicles. When a 5-foot strip of the duct tape is applied to the damaged area, the duct tape disappears and the object regains 1d8+1 hit points instantly.
Duct tape of repair comes in a standard-size roll and can be used 14 times before the roll is exhausted.
Prerequisites: Craft Wondrous Item, Repair Light Damage
Cost to Create: 225 GP, 1 day, 18 XP
Original Concept by DebiHuman
Mop of Cleaning Price (Item Level): 500 GP (3rd)
Body Slot: - (carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: - (Use-Activated)
Weight: 4 lbs.
This mop can clean virtually any substance up at the rate of one 5' square per round. It is unknown where the cleaned up fluids and other noxious substances go...
The mop can even clean up acid or toxic substances without problem, and can remove a Grease spell.
Prerequisites: Craft Wondrous Item, Neutralize Poison, Prestidigitation
Cost to Create: 250 GP, 1 day, 10 XP
Clean WaterTransmutation Components: V, S, M
Level: Sor/Wiz 2
Casting Time: 1 minute
Range: Close (25 feet plus 5 ft./2 levels)
Target: 10-foot area/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This transmutation cleanses any flat surface area that has been corrupted by acid, poison, or other noxious substance by turning it into an equal amount of water. It cannot clean the air, and the liquid cannot be deeper than one foot.
Material Component: A few flakes of soap
Spell by DebiHuman
Skeleton Key Price (Item Level): 5000 GP (9th)
Body Slot: - (carried)
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: Swift (Manipulation)
Weight: -
This key can be used to open any lock as a Swift Action, even if it is locked by the spell Arcane Lock.
Prerequisites: Craft Wondrous Item, Instant Locksmith, Knock
Cost to Create: 2,500 GP, 3 days, 100 XP
Magic Multi-Tool Price (Item Level): 1000 GP (4th)
Body Slot: - (carried)
Caster Level: 9th
Aura: Moderate; (DC:19) Transmutation
Activation: Swift (Command)
Weight: 1 lb.
This 3' metal rod can become any masterwork tool as a Swift Action by uttering the command word.
Prerequisites: Craft Wondrous Item, Fabricate
Cost to Create: 500 GP, 1 day, 20 XP
SUMMON TOOLConjuration
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 Standard Action
Range: 0 ft.
Effect: Unattended, non magical object of non living matter
Duration: 1 hour per level
Saving Throw: None
Spell Resistance: No
You temporarily create one Masterwork tool of any kind, that can be held in the casters hands (i.e. no bigger than a sledgehammer or saw). If you attempt to use this tool as a spell component or break it, the spell ends. Focus is a 1' steel rod.
Chainsaw of Fun Price (Item Level): 25868 GP (16th)
Body Slot: - (carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Standard (Manipulation)
Weight: 5 lbs.
3 times per day this saw can become a Mordenkainen's Force Saw.
Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item,
Cost to Create: 12934 GP, 13 days, 517 XP
Mordenkainen's Force SawConjuration
Level: Sorcerer/Wizard 2
Components: V, S. F
Casting Time: 1 Standard Action
Range: Personal
Effect: 1 Chainsaw
Duration: 1 round per level
Saving Throw: No
Spell Resistance: No
When cast this summons a mystical chainsaw. It can cut through just about anything eventually. It cuts through 2 inches of any material of Hardness 5 or less in 1 round. It will cut through 1 inch of anything Hardness 6-8 in 2 rounds. It will cut through 1 inch of anything Hardness 9-15 in 3 rounds. It cannot cut through Hardness 16 or higher. If used as a weapon it is a Two handed +1 weapon that does 1d8 damage (plus Strength modifier) as a melee touch attack. Focus is a miniature pewter chainsaw.
Daern's Instant Face Mask Price (Item Level): 4,500 GP (9th)
Body Slot: Face
Caster Level: 5th
Aura: Faint; (DC:17) Transmutation
Activation: - (Use-Activated)
Weight: -
While wearing this face mask the owner is immune to inhaled poisons, and can breathe whether or not there is oxygen available. The wearers eyes are also shaded from bright light, and he has a +4 circumstance bonus to Saves against being blinded by light.
Prerequisites: Craft Wondrous Item, Delay Poison, Eye Shades, Water Breathing
Cost to Create: 2,250 GP, 3 days, 90 XP
Eye ShadesAbjuration
Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Minute/Level
For the Duration of the spell you have a +4 Bonus on all Saving Throws against spells or effects based on flashes of light that would temporarily Daze or Blind you.
Daern's Mystic Measuring Tool Price (Item Level): 100 GP (1st)
Body Slot: - (carried)
Caster Level: 1st
Aura: Faint; (DC:15) Divination
Activation: Standard (Command)
Weight: 1 lb.
As a Standard Action you can automatically learn:
The distance between any 2 points within line of sight.
Measure any object (volume, weight, length, etc).
Mark a line between 2 points.
Effectively it's a measuring tape, level, ruler/marker, all in one. If the wielder wishes it will generate a line of any color between 2 points permanently.
Prerequisites: Craft Wondrous Item, Arcane Mark, Daern's Instant Measurement
Cost to Create: 50 GP, 1 day, 2 XP
Daern's Instant MeasurementDivination
Level: Sorcerer/Wizard 1
Components: V, S, Focus
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft. per level), but see below
Target: You
Duration: 1 Round/Level
For the duration of the spell you can measure any 1 object of any size within range. You can learn height, length, weight, volume, etc. Whatever measurement you require this spell will perform. Optionally you may learn the exact distance between any two points you can actually see. Focus is a measuring device of any sort.
Daern's General Purpose Personal Defense Boomstick Price (Item Level): 30,000 GP (21st)
Body Slot: - (carried)
Caster Level: 7th
Aura: Moderate; (DC:18) Conjuration
Activation: Standard (Manipulation)
Weight: 8 lbs.
This appears to be a long metal tube with a trigger at one end. By pulling the trigger anyone holding the Boomstick can fire a blast that's equivalent to an Orb of Sound cast by a 7th level caster. The Boomstick can be used 5 times per day.
Prerequisites: Craft Magic Arms and Armor, Create Wondrous Item, Orb of Sound, Use Magic Device 4 ranks
Cost to Create: 15,000 GP, 15 days, 600 XP
Daern's Instant Shack Price (Item Level): 15,000 GP (21st)
Body Slot: - (carried)
Caster Level: 7th
Aura: Moderate; (DC:18) Conjuration
Activation: Standard (Command)
Weight: 1 lb.
Throwing this wooden cube to the ground and speaking the command word creates a small wooden shack with a sign on front that says "Maintenance: Knock before entering". The shack is otherwise Identical to the dwelling created by the Leomund's Secure Shelter spell. A different command word returns it to cube form, assuming there are no living beings inside. It will remain in shack form till empty of life. The cube takes 1 round to change forms.
Prerequisites: Craft Wondrous Item, Leomund's Secure Shelter
Cost to Create: 7,500 GP, 8 days, 300 XP
Animated Shovel Price (Item Level): 9,312 GP
Body Slot: - (carried)
Caster Level: 11th
Aura: Moderate; (DC:20) Transmutation
Activation: Standard (Command)
Weight: 8 lbs.
This appears to be an ordinary +1 Shovel. When speaking the command word the shovel will animate by itself, and begin digging according to instructions (the effect is identical to the Move Earth spell). It will stop when the command word is repeated, or when the limits of the spell are reached. It may be used in this manner 3 times per day.
Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item, Animate Object, Move Earth
Cost to Create: 4656 GP, 5 days, 186 XP
ShovelTwo Handed Exotic WeaponCost: 12 GP
Dmg (S): 1d8
Dmg (M): 1d10
Critical: 19-20
Weight: 8 lbs.
Type: Bludgeoning OR Slashing
Anti-Goober Sign Price (Item Level): 3600 GP
Body Slot: - (carried)
Caster Level: 11th
Aura: Moderate; (DC:21) Enchantment
Activation: - (Use-activated)
Weight: 1 lb.
Once per day as a Swift action the owner can command this sign to present any message of up to 25 words for 24 hours. Any living creature viewing it will be compelled to obey the message of the sign (basically identical to the Suggestion spell) unless they succeed on one of 3 Will Saves. All 3 are made upon reading the sign. The owner is immune to the effects of the sign, as well as anyone he specifically designates to be immune from it (who must be present when he sets the signs message).
Prerequisites: Craft Wondrous Item, Illusory Script, Mass Suggestion
Cost to Create: 1800 GP, 2 days, 72 XP
Big Ole' Whackin' WrenchTwo Handed Exotic WeaponCost: 48 GP
Dmg (S): 1d8
Dmg (M): 1d10
Critical: x3
Weight: 12 lbs.
Type: Bludgeoning