You are either not logged in or not registered with our community. Click here to register.
 
December 07, 2016, 04:09:42 PM

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Click here if you are having problems.
Default Wide Screen Beige Lilac Rainbow Black & Blue October Send us your theme!

Hark!  The Herald!
Holiday Issue 2016

Wiki Blogs Dicebot

Author Topic: A World of Possibilities: Skynet's fantasy homebrew (contains NC elements)  (Read 676 times)

0 Members and 1 Guest are viewing this topic.

Offline SkynetTopic starter

This is an all-purpose thread dedicated to my personal creations in fantasy RPGs I plan on running here on E.  Most notably Pathfinder and Old School Retroclones.  Comments and suggestions are always welcome!




Old School D&D


Classes

Mage-Knight Class (Swords & Wizardry)



In human lands, the traditions of magic-users is incompatible with swordplay and armor, for unwieldy items upon the caster's body tampers with the flow of spells.  However, the elves practice a special tradition passed down from their greatest warriors.  Perhaps you belong to an established order of noble warriors guarding the safety of their kingdoms, a war wizard, or a lone saint of swords using your talents to dispense justice.  As a Mage-Knight you are a mighty presence on the battlefield, cleaving into the thick of combat and aiding your fellows from afar with spells.  You do not have the superior skills of a true Figher nor the breadth of arcane knowledge of a Magic-User, but you more than make up for it in sheer versatility.

Prime Attribute: Intelligence
Hit Dice: 1d8 (+1 hp/level after 11th level)
Armor/Shield Permitted: Any (although you can't cast spells when wielding a shield or wearing armor heavier than chainmail)
Weapons Permitted: Any (although you can't cast spells when wielding a two-handed weapon or weapons in both hands)

Experience Progression: As Magic-User

Attack Progression: As Fighter

Mage-Knight Abilities

Spell Casting: Unlike the Cleric, a mage-knight owns a book of spells, which doesn’t necessarily include all of the spells on the standard lists. Reading from this book, mage-knights force selected spell formulae into their minds, “preparing” as many spells as the character can mentally sustain. (Note: mage-knights are usually allowed to prepare the same spell multiple times if desired, up to the available “slots” in the mage-knights memory and mental capability.) Once a prepared spell is cast, it disappears from the mage-knight’s ability to cast, until it is prepared again. If a mage-knight finds scrolls of spells while adventuring, these spells can be added to the mage-knight's spell book.

At 1st level a mage-knight is still in training regarding spells, and cannot cast them.  A mage-knight uses the magic-user table for spells, but casts one less spell per spell level (to a minimum of 0 for that spell level).

A mage-knight can only learn up to spells of 5th level.

Knowing Spells: In Swords & Wizardry, a beginning mage-knight's spell book contains as many as four basic first level spells as the neophyte character can know. Check each spell to see if the mage-knight can learn and know it, using the “Learn Spell” column on the table in the description of the Intelligence attribute. Each time the magician gains a level (if the Referee permits) he or she may re-check the spells not understood before, to see if increased experience has granted new understanding – although the Maximum
Number of Basic Spells Understandable (from the Intelligence Table) is still the upper limit if you use that rule. A mage-knight would also still need to find and copy these new spells into his or her spell book. The same procedure applies to each higher spell level; a wizard must find the higher-level spells in dungeons or musty libraries and copy them into a spell book, or trade copies with other mage-knights or magic-users. New and unusual spells outside the basic lists are not part of the “maximum number” of knowable spells, although they still require a roll to see if a mage-knight can understand one. (Such spells are rare and seldom traded.)

Mage-Knight Order: At 11th level, a mage-knight gains the title of Spellsword, and can build a compound fortress-library dedicated to arcane knowledge and martial lore.  Such a powerful mage-knight will attract a mixed bag of fighters, magic-users, fellow mage-knights, and some mundane servants.  This diverse following will serve all reasonable requests of the mage-knight to the best of their ability.

Nyara/Catfolk Class (Labyrinth Lord)



Requirements: DEX 9
Prime Requisite: DEX and CHA
Hit Dice: 1d6
Maximum Level: 12

Catfolk, known as the "Nyara" among themselves, are a semi-nomadic civilization which has traditionally lived in the windswept plains.  They travel far and wide, both as individuals and in groups, being welcomed and ostracized in varying amounts among the other races.  Catfolk appear much like humans, except with an extra set of feline ears and a furry tail.  Possessed of a grace matched only by elves and felines, many catfolk take to occupations which suit these talents and their traveling nature, from entertainers to merchants, and even cavalry and light infantry in times of war.  Catfolk are considered very attractive by many humans, and nobles and lords from the more disreputable civilizations are known to enslave them for their own personal pleasure.

Special Abilities: Catfolk have the ability to see in the dark with infravision up to 60 feet.  They can wear armor no heavier than leather (Nyara view heavy armor as a weakness), but can wield any weapon.  They can also Move Silently, Climb Walls, Hide in Shadows, and Hear Noise as a Thief of equivalent level (page 13).  They roll saving throws (page 55) as thieves.  Catfolk are also known for being socially engaging and find it easy to get on people's good sides, and they apply a -2 on the roll for Monster Reaction Table (page 52); the "penalty" is actually a plus, as a lower result indicates a more positive reaction.  The natural grace and speed of catfolk grant them a -2 Armor Class (lower is better) when aware of the incoming attack, and they have a higher movement speed than normal (150 feet per round during Exploring Movement, 50 feet in Combat Movement, see page 44).

If they have a Dexterity greater than or equal to 16 or a Charisma greater than or equal to 13, they gain a +5% bonus to all experience earned.  If the catfolk meets both requirements, then her bonus increases to +10%.

Achieving 9th level: Catfolk can establish a "stronghold" which is a miniature clan of of their kind, usually taking the form of a nomadic caravan.  Even catfolk who settle down prefer to live in tents and wagons which can easily be picked up.  The PC is regarded as a community leader who must rule wisely and well to stay on their good side.

LevelHit DiceExperience
1st1d60
2nd2d62,035
3rd3d64,065
4th4d68,125
5th5d616,251
6th6d632,501
7th7d665,001
8th8d6120,001
9th9d6240,001
10th+1 hp only360,001
11th+2 hp only480,001
12th+3 hp only600,001


Zorchen/Dark Elf Class (Labyrinth Lord)



Requirements: DEX 9, INT 9
Prime Requisite: DEX and INT
Hit Dice: 1d4
Maximum Level: 10

Dark elves, also known as the "Zorchen" among themselves, are a race of elves which live underground.  They tend towards light brown skin tones and silver-white hair.  They were exiled millennia ago in an elven civil war, and turned away from their original gods who they believed betrayed them.  Today they control many subterranean city-states which are more or less autonomous from each other, and pay tribute to incorporeal entities which guard their city-states in shimmering veil-like magical walls.  Although they have a reputation for foul sorcery and worshiping forbidden gods, this is mostly a gross generalization applicable to only a few city-states, and they run the gamut of morality from good to evil.  Surface and Zorchen elves have been cut off from each other until very recent times, and they tend to regard each other more with curiosity than malice.  Surface elves in particular are interested in learning of how a separate elven culture developed in isolation.

In recent years the Zorchen's cities have pierced the ground of the surface, returning them above-ground for the first time in thousands of years.  Many people, the elves especially, fear for what this might mean, and generally causing a geo-political hubbub as nations have to deal with entirely new cities in their borders.

Special Abilities: Zorchen elves have the ability to see in the dark with infravision up to 60 feet.  They can also detect subterranean abnormalities (poisonous gas pocket, impending cave-in, etc) on a roll or 1-2 on a 1d6.  They can wear armor no heavier than leather, but can wield any weapon.  They roll saving throws (page 55) as elves.  They also Move Silently, Hide in Shadows, and Hear Noise as a Thief of equivalent level (page 13), and cast spells as a Magic-User (page 12).

If they have a Dexterity greater than or equal to 16 or Intelligence greater than or equal to 13, they gain a +5% bonus to all experience earned.  If the elf meets both requirements, then her bonus increases to +10%.

Achieving 9th level: Zorchen elves can establish a "stronghold" which is an above-ground fortress with a subterranean network of tunnels.  They can attract skilled members of their brethren from across the Underdark to live in and defend the fortress, and defer to the PCs' judgment in times of war and crisis.

LevelHit DiceExperience
1st1d40
2nd2d44,065
3rd3d48,125
4th4d416,251
5th5d432,501
6th6d465,001
7th7d4130,001
8th8d4240,001
9th9d4400,001
10th+1 hp only600,001



Succubus/Incubus Class (Labyrinth Lord)



Requirements: Cha 9
Prime Requisite: Int and Cha
Hit Dice: 1d6
Maximum Level: 10

Lustful denizens of the lower planes, succubi venture out into the material plane to tempt mortals into acts of passion.  They possess limited magical aptitude, and can derive power via sex and other acts of passion.  Although not all of them are evil, they live in a harsh society which encourages selfishness and cloak-and-dagger politics.  Succubi in the material plane are most often summoned by mortal spellcasters for some service or hiding out from demonic rivals back home, and can seamlessly blend into mortal society as prostitutes, cult leaders, bards, politicians, and other occupations geared towards their talents.

Special Abilities: Succubi have the ability to see in the dark with infravision up to 60 feet.  They can wear armor no heavier than leather but can wield any weapon.  They can also Pick Pockets, Move Silently, Hide in Shadows, and Hear Noise as a Thief of equivalent level (page 13).  They roll saving throws (page 55) as dwarves.  Succubi are also capable of draining energy via a kiss or having sex.  A victim who fails a save against spell takes 1d6 damage per 2 levels the succubus possesses.  Succubi can also take the physical form of human-sized humans and demi-humans as per Polymorph Self, although her game statistics do not change and she cannot naturally fly in this form.  Finally, succubi in their natural form have bat-like wings which allow them to fly at a speed of 30 feet while wearing armor no heavier than leather and unencumbered.

Limited Spells:

At 1st level, a succubus can cast Charm Person once per day.

At 3rd level she can cast ESP once per day and Charm Person twice per day

At 5th level she can cast Clairvoyance once per day, ESP twice per day, and Charm Person three times per day.

If they have a Charisma greater than or equal to 16 or an Intelligence greater than or equal to 13, they gain a +5% bonus to all experience earned.  If the succubi meets both requirements, then her bonus increases to +10%.

Achieving 9th level: Upon reaching 9th level a succubus is powerful enough to carve out a piece of territory on her home plane.  It is usually a demonic fortress or pleasure mansion, attended by minor demonic servants and damned mortals.  A succubi must guard her territory against rival demons, and must be careful not to show weakness.

LevelHit DiceExperience
1st1d40
2nd2d44,065
3rd3d48,125
4th4d416,251
5th5d432,501
6th6d465,001
7th7d4130,001
8th8d4240,001
9th9d4400,001
10th+1 hp only600,001



Centaur Class (Labyrinth Lord)



Requirements: STR 9
Prime Requisite: STR and DEX
Hit Dice: 1d8
Maximum Level: 10

Centaurs are nomadic humanoids with the lower bodies of horses.  They most commonly live in forests, plains, and grassy hills, and rarely settle into into urban centers and other "enclosed" places.  As a culture they view life as fleeting and focus upon the impermanence of all things; as such they favor living life to its fullest and enjoying its simple pleasures.  Wine, music, and sex (both among themselves and other races) are staple features of centaur holidays and celebrations.

Special Abilities: Centaurs can wear all sorts of armor (although such armor must be specifically designed for their forms) and can wield any weapon.  They roll saving throws (page 55) as fighters.  Their quadrupedal nature and distant equine relations grant them a higher movement speed than normal (180 feet per round during Exploring Movement, 60 feet in Combat Movement, see page 44).  All centaurs can attack with their front hooves as weapons which deal 1d6 damage, and they make two attack rolls in a round when performing this action (they cannot attack with held weapons while doing this).  Finally, centaur are well-suited to forested settings and can hide from observation and track animals and people with a 50% success rate.

If a centaur has a Strength greater than or equal to 16 or a Dexterity greater than or equal to 13, she gains a +5% bonus to all experience earned.  If the centaur meets both requirements, then her bonus increases to +10%.

Achieving 9th level: At 9th level, a Centaur PC can build a "stronghold" which is a natural woodland glade, rustic shrine, or similar feature of primal beauty.  Other centaurs will flock to this location and work together, party, and socialize.

LevelHit DiceExperience
1st1d80
2nd2d82,187
3rd3d84,375
4th4d88,751
5th5d817,501
6th6d835,001
7th7d870,001
8th8d8140,001
9th9d8280,001
10th+3 hp only400,001


Naga Class (Labyrinth Lord)




Requirements: DEX 9 INT 9 WIS 9
Prime Requisite: WIS
Hit Dice: 1d4
Maximum Level: 8

Nagas are serpentine humanoids gifted with arcane and divine magic.  They have reputations as sooth-sayers and guardians of sacred sites for the good ones, and vindictive hoarders of wealth and dark magic among the evilly-inclined.  Nagas are few in number tend to be solitary by nature, congregating rarely except when they need is greatest or to repopulate their race.

Special Abilities: All naga have a natural bite attack which deals 1d3 points of damage, and they can automatically constrict an opponent in melee for 1d8 damage in addition to any other actions that round (a successful attack on the naga ends the constriction).  They cannot wear any armor without losing the ability to cast spells, and they can only use small weapons such as a dagger.  They can also climbs walls as a Thief of two levels higher than their own (page 13).

Nagas are capable of casting both Cleric and Magic-User spells, choosing their spell selection in much the same way a cleric prays for their spells.  This versatility is limited in that a Naga can only ever learn up to 3rd level spells.

Achieving 8th level: A naga gains stewardship over a piece of holy ground favored by a deity, spirits, or other appropriate divine entities in the DM's campaign.  The naga will be attended by low-level acolytes (1d6 1st-level Clerics and Nagas), and those of the Naga's alignment and/or religion will not create hostilities while on the ground unless the naga does so.

Naga Spell Progression

Level1st2nd3rd
1st1--
2nd2--
3rd21-
4th32-
5th331
6th332
7th432
8th433


LevelHit DiceExperience
1st1d40
2nd2d42,501
3rd3d45,001
4th4d410,001
5th5d420,001
6th6d440,001
7th7d480,001
8th8d4160,001


Slime Class (Labyrinth Lord)




Requirements: None
Prime Requisite: STR and DEX
Hit Dice: 1d8
Maximum Level: 8

Slimes are sapient gel-like entities known for their ubiquity and relative weakness.  Most live in the wilderness, surviving off of the land, although a few of them mingle among the other races.  Slimes are very clannish, prizing strength in numbers, and a few are even known to gain potent magical powers or even evolve into greater forms of slime.  In spite of their hard lives, they are very cheery, learning to find happiness and beauty even in times of hardship.  Male slimes are blue in color, while female slimes are red.

Special Abilities: Slimes have infravision of 60 feet.  They are not proficient with any armor or weapons, but they make up for this with a natural attack of 1d6 where they slam their body into an opponent and are considered to be wearing leather armor for the purposes of determining Armor Class.  They attack as Fighters and save as dwarves.  Slimes also have a limited assortment of spells they can cast, several of which are exclusive to them.  They are treated as Clerics for the purposes of spell preparation, except that they don't have to adhere to a code of conduct.

Achieving 8th level: At 8th level a slime becomes a valued and well-respected member of their species, a Slime King/Queen.  They can build a stronghold in a cave complex or natural area, and other slimes will congregated there to serve under the PC.  The PC must help fight off predators, bandits, overzealous adventurers, but is otherwise left to his own devices.

Slime Spell Progression

Level1st2nd3rd
1st1--
2nd2--
3rd21-
4th32-
5th331
6th332
7th432
8th433


LevelHit DiceExperience
1st1d80
2nd2d82,187
3rd3d84,375
4th4d88,751
5th5d817,501
6th6d835,001
7th7d870,001
8th8d8140,001
« Last Edit: November 06, 2014, 12:36:18 AM by Skynet »

Offline SkynetTopic starter

Re: A World of Possibilities: Skynet's fantasy homebrew
« Reply #1 on: March 30, 2014, 12:41:45 AM »
Old School D&D


Spells

Cantrip
Level: Magic-User 1
Duration: 1 hour
Range: 10 feet

This is the most basic spell and often the first one taught to magic-users for practice.  Once cast, the magic-user can perform simple magical tasks for 1 hour.  The effects are very limited: the caster can move no more than 1 lb. of material, and color, clean, and soil items no larger than 1 cubic foot.  Materials created are very crude and fragile and cannot be used for practical work, and any changes to an existing material last for only the spell's duration.

At the DM's discretion, all Magic-Users begin play with Cantrip in their spellbook due to its ubiquitous use.

Clean
Level: Cleric 1, Magic-User 1
Duration: Instantaneous
Range: 30 feet

When cast, this spell removes dirt, grime, stains, insect infestations, mold, and other unsanitary conditions from an area no larger than ten cubic feet.

Disrobe
Level: Cleric 1, Magic-User 1
Duration: Permanent
Range: 60 feet

When cast, the target's clothing (including undergarments, scarves, and other fabric accessories) shreds into hundreds of tiny little pieces which scatter into the wind.  This does not affect magical clothing or armor.  A successful saving throw negates the effect.

Disrobe, Mass
https://elliquiy.com/elluiki/images/9/9a/EmbarassedNudeElves.jpg (NSFW)
Level: Cleric 3, Magic-User 3
Duration: Permanent
Range: 60 feet

As disrobe, except that it affects all targets within 30 feet.

Evard's Naughty Tentacles
http://i.imgur.com/0uEelv4.jpg?1 (NSFW)
Level: Magic-User 4
Duration: 1 round per level of caster in combat; 1 turn outside of combat
Range: 30 feet

When cast, this spell conjures a mass of tentacles which reach out and  poke, prod, grope, and penetrate all targets within a 20 foot radius.  Those who fail a save versus spell are held in place by the tentacle.  A character is still capable of actions, they just can't move outside the square, and may make a new save each round to escape.

On the 2nd round, the target's limbs are held in place.  They become incapable of casting spells with a somatic component or making direct attacks with a weapon other than an unarmed strike or natural weapon.

On the 3rd round, the target's clothing and armor is removed.  They lose any bonuses and benefits granted by the item.

On the 4th round, the tentacles penetrate the target's larger orifices in order to induce sexual pleasure.  The target becomes incapable of casting spells with a verbal component.

If the target is still trapped by the last round of the spell's duration, then the tentacles ejaculate, covering the target in a sticky white fluid before disappearing.

The tentacles drop the target if they take 20 or more points of damage in a single round.

Fertility (Reversible)
Level: Cleric 1, Magic-User 1
Duration: 1 day
Range: Touch

When cast, this spell ensures that the target's next sexual coupling will be fruitful.  Conception will occur the next time the target has sexual intercourse with a reasonable chance of pregnancy.  This does not ensure a successful or healthy childbirth, and other factors and risky activity can result in harm to the unborn child (DM's discretion).  The spell can also be cast on a 10 foot by 10 foot square of plant life, resulting various beneficial effects such as a bountiful harvest and healthy crops (DM's discretion).

A reverse version of this spell, infertility, exists.  It makes the target unable to have children, and halts the growth of plant life for 24 hours.

Fist
Level: Magic-User 2
Duration: Instantaneous
Range: Touch

This spell is cast by striking a person or solid surface with one's fist.  Once cast, a shockwave of explosive force emanates from the caster in a 30 foot radius, dealing 1d6 points of damage per level of the caster.

Sexual Healing (Reversible)
Level: Cleric 3
Duration: Instantaneous
Range: Touch

In order for this spell to be cast, the caster must engage in sexual relations with the target and make him/her reach orgasm.  Once cast, the spell heals 3d6 points of damage plus an additional amount equal to the caster's level, and removes any disease or poison present in the target.

Sexual Curse (the reversed version of the this spell) deals 3d6 points of damage plus an additional amount equal to the caster's level, and bestows a single non-magical curse or poison onto the victim.

This spell is usually granted only to temple prostitutes and clerics of deities of related portfolios (love, desire, etc), and as such might not be available to all clerics.

Ties That Bind
Level: 2
Duration: 10 rounds (1 minute)
Range: 30 feet

When cast, several lengths of material tie themselves to the target on a failed saving throw.  While bound by this material, the target is treated as heavily encumbered and moves at one-quarter their normal movement rate, and cannot move farther than 30 feet away from the caster.

The material typically takes the form of chains, ribbons, and other such bondage materials, and are as hard as mundane iron chains.
« Last Edit: June 09, 2014, 12:17:51 AM by Skynet »

Offline SkynetTopic starter

Re: A World of Possibilities: Skynet's fantasy homebrew
« Reply #2 on: April 05, 2014, 01:30:28 AM »
Equipment & Magic Items


Magic Bikini (Armor)


This piece of female swimwear is commonly mistaken for undergarments in many lands.  Their magical counterparts were originally designed by clerics of sex cults who desired optimal protection while remaining as revealing as possible.

The Magic Bikini has all the benefits of a suit of +2 plate armor (or whatever mundane armor equivalent provides the most protection in your Edition/Retroclone).  Its weight is negligible, grants a +2 on rolls relating to seduction against targets who'd find the wearer attractive, and the wearer can comfortably survive in temperatures as low as -30 degrees Fahrenheit and as high as 140 degrees.

Birth Control Potion

Available for both men and women, this potion bestows the effects of an Infertility spell on whoever drinks it.
« Last Edit: April 14, 2014, 05:05:03 PM by Skynet »

Offline SkynetTopic starter

Re: A World of Possibilities: Skynet's fantasy homebrew
« Reply #3 on: April 05, 2014, 06:24:14 PM »
Slime Magic


The Slime class for Labyrinth Lord has access to spells, several of which are unique to their race.  Below is a list of spells available to slime, along with descriptions for new ones.

1st Babble Form, Cure Light Wounds, Detect Magic, Light, Jellyfish Form, Protection From Evil, Purify Food and Drink, Read Magic, Resist Cold, Shield

2nd Bless, Know Alignment, Mirror Image, Resist Fire, Slime Stack, Speak with Animals

3rd Dispel Magic, Locate Object, MegaMagic, Metal Form, Striking


Babble Form
Level: Slime 1
Duration: 1 turn hour per level
Range: Personal

The slime turns a green color and its form becomes runny and more goo-like.  For the duration of the spell, the slime's natural attack is acidic to the touch and can eat away at metal and hard rock at a rate 1 inch/round (6 seconds).

Jellyfish Form
Level: 1
Duration: 1 hour per level
Range: Personal

The slime grows extended tentacles which grant it the ability to hover 5 feet above the ground, as well as swim as fast as a human can move and breathe underwater.  Most peculiar is that the slime becomes adept at healing magic: any spell they cast which restores  hit point damage restores an additional number equal to the slime's level.

MegaMagic
Level: Slime 3
Duration: Instantaneous
Range: 240 feet

One of the most devastating spells, MegaMagic siphons off all of the slime's remaining magic power to attack all enemies in a 60 foot radius.  The spell deals 1d8 points of damage for every level of spell slot used (including the MegaMagic spell slot).  For example, if a Slime had 1 3rd level spell slot, 2 2nd level spell slots and 1 1st level slot, then MegaMagic will deal 8d8 points of damage when cast.

Metal Form
Level: Slime 3
Duration: 1 round (6 seconds) per level
Range: Personal

The slime's exterior takes on a metal sheen, becoming resistant to attack.  Damage from both physical and magical sources are reduced by half, and gains the benefit of wearing plate armor for the purposes of Armor Class.

Slime Stack
Level: Slime 2
Duration: 1 turn (10 minutes) per level
Range: Personal plus 2 adjacent slimes

When cast, the slime combines with two others of its kind who stack on top of each other.  They move and attack as one, but the slimes' natural attack deals 2d6 points of damage, and divided all damage dealt to them by 3 evenly.  If any individual slimes' hit points drop to 0, then this spell ends and the slimes all separate.
« Last Edit: April 05, 2014, 06:31:12 PM by Skynet »

Offline SkynetTopic starter

Pathfinder RPG Material

Slave Collar

Aura Moderate Enchantment CL 9th
Slot Neck Price 135,000 gp* Weight 1/2 lb.


Description
Designed to be put on strong-willed and rebellious slaves, this collar slightly clouds the wearer's vision and makes them feel giddy and light-headed.  They suffer a -10 competence penalty on Wisdom checks and Will saves.  Individual collars can also be linked together via a chain, forcing the wearers to remain 5 feet of each other or the chain's wielder, although in the latter case they can move beyond this restriction by succeeding on an opposed Strength check.


Construction
Requirements Craft Wondrous Item, Mind Fog; Cost 67,500 gp

*This is the base price for Pathfinder's magic item cost calculation, although I'd suggest reducing the price greatly for campaigns where decadent slavery is much more prominent and widespread.  Say, 3,000-9,000 gp should be fine.  Besides, mid-level PCs should have spells such as Dominate Person and Mind Fog already, anything more than 50,000 gp will be too expensive for practical campaign use.



Whip of Pleasure

Aura Minor Enchantment CL 8th
Slot Weapon Price 8,000 gp Weight 2 lbs.


Description
When struck against a willing target, this whip grants the benefits of a heroism spell.  Additionally, it makes the wielder more self-confident and poised, making them more appealing to those who would find them attractive with a +3 bonus on Charisma-based skill checks.  The whip does not feel painful when struck against the target.  In fact, it's quite pleasurable and arousing.


Construction
Requirements Craft Magic Weapons and Armor, Heroism, Seducer's Eyes; Cost 4,000 gp

Second picture is Typical Drow Female by LazarusReturns of Deviantart.
« Last Edit: April 20, 2014, 02:06:26 AM by Skynet »