The Magic Shoppe: Pirate Items

The waves crash along the pier as you approach the moderately sized merchant’s ship. Walking up the gangplank you see Valcav locking up a chest before turning around to greet you. “Word along the docks is that you’ll soon be off on the high seas.” He pulls on a nearby rope and a crate comes crashing down in front of you. “Take a look in there why don’t you? I’m sure you’ll find something that’ll catch your eye.”

Deadman’s Chest

Pirates are famed for burying their treasure in hidden locations and coming back for it at a later date. Those who wish their treasure to remain hidden will often employ these special chests.

This dark brown hardwood chest is inlaid with bleach white bones along its edges. A skull is set in the lid with the lock inside its mouth.

Pathfinder:

Aura moderate conjuration; Price 71,000 gp; Slot None; CL 10th; Weight 200 lbs.;

BENEFITS

This heavy wooden chest contains an extradimensional space much larger than its outside dimensions. This space behaves similarly to a bag of holding and can hold up to 750 lbs. or a volume of 100 cubic feet. This extradimensional space can be accessed with a key unique to each chest or by succeeding on a DC 30 disable device check.

Failing the disable device check by five or more trigger’s the chests primary defense feature. The skull on the lid snaps shut as the rest of the bones reconfigure themselves into a shield guardian bone golem. This process takes one full round as the golem fully animates itself and provokes an attack of opportunity. Rather than being keyed to a magic amulet, the shield guardian bone golem is bound to the key that unlocks the chest.

The bone golem’s default order is to destroy would be thieves and to protect the contents of the chest. If defeated the bone golem transforms back into its chest form and cannot be animated again until one week has passed. The creator of the chest or someone displaying its key can give the golem different orders, but these are lost if the golem is defeated. While the golem is animated the chest and its contents remain inaccessible until the golem is ordered to become inanimate.

CONSTRUCTION REQUIREMENTS

Feats Craft Construct and Craft Wondrous Item; Spells animate objects, secret chest; Cost 35,500 gp

5e:

Wondrous item, very rare (requires attunement)

A deadman’s chest allows you to store items safely and know they’ll be protected. The chest contains an extradimensional space that allows you to fit up to 750 pounds of material but cannot exceed a volume of 100 cubic feet. The chest is protected by a sturdy lock that can only be picked with a successful DC 25 Dexterity check.

Anyone failing the check to pick the lock by five or more unleashes the chest’s guardian. The chest transforms itself into a specially constructed bone golem without the berserk special trait. While in golem form, the chest and its contents are inaccessible. The golem’s default orders are to attack anyone breaking into the chest. If you hold the unique key to the chest’s lock you can give the golem different orders. If the golem is defeated in combat it transforms back into its chest form and cannot be animated again until one week has passed


Dread Pirate’s Hat

Not every pirate who sails the seas is as bloodthirsty as the legends claim. Some find that the threat of violence rather than violence itself is a very good motivator.

This black felt bicorne hat has a gold trim along its edges. The hat also prominently features a white skull and crossbones across its front.

Pathfinder:

Aura moderate illusion Price 17,750 gp; Slot head; CL 9th; Weight —;

BENEFITS

This hat subtly alters the wear’s appearance to make them seem more fearsome. They appear taller, with sharper features and have a number of scars crisscrossing their face. They gain a +5 competence bonus on Intimidate skill checks. In addition, their voice now carries over great distances. This reduces the perception check need to understand them by 10.

If the wearer possesses the dazzling display feat, they can demoralize all foes within 60 feet rather than 30.

Three times per day the wearer can doff the hat as a standard action in order to inspire their crew. All allies within 30 feet that can see the hat being doffed are overcome with pride and gain a +5 competence bonus on Profession (sailor) for the next hour.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells cause fear, gallant inspiration; Cost 8,875 gp

5e:

Wondrous item, legendary (requires attunement)

While wearing this black bicorne hat emblazoned with a skull and crossbones you take on a more fearsome appearance. You appear taller and you face bears illusionary battle scars. You add double your proficiency bonus on Charisma (Intimidation) checks. Additionally, your voice can be clearly heard over greater distances.

Up to three times per day as an action you may inspire nearby allies by doffing the dread pirate’s hat. Allies within 30 feet who see you doff the hat gain advantage on their next ability check, saving throw, or attack roll made within the next minute.


Captain’s Favor

A valuable asset on long haul voyages. Ship captains who suspect that a mutiny might be brewing will invite potential mutineers for a private drink to dissuade them from these activities.

This cloudy blue bottle has a silver stopper in the shape of a rose. A dark red liquid can be faintly seen sloshing around inside.

Pathfinder:

Aura faint enchantment Price 9,300 gp; Slot none; CL 6th; Weight 2 lbs

BENEFITS

Twice per day the owner of a captain’s favor can remove the stopper from the bottle and find it filled with a sweet raspberry cordial. Each bottle holds enough cordial for four regular sized cups. When the cordial is poured out, anyone who drinks it must succeed on a DC 16 Will save or find themselves thinking very highly of the pourer as if under the effects of a charm person spell. This charm effect last 1d4+1 hours. If the cordial is not drunk within five minutes of being poured it loses its magical properties but still remains a delicious drink.

If a cup’s worth of cordial is drunk directly from the bottle the drinker is filled with an excess of confidence. They gain a +3 enhancement bonus on Charisma-based skill checks that lasts for 10 minutes. A drinker can gain the effects of only one sip from the bottle at a time. Multiple drinks do not stack.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells charm person, create food and water; Cost 4,650 gp

5e:

Wondrous item, uncommon

Twice per day you can pull out the stopper of this dark blue bottle and find it filled with a magical cordial. The bottle creates enough cordial to fill four regular sized cups. If you pour out the cordial for someone else to drink they must succeed on a DC 16 Wisdom saving throw or become charmed by you for the next 1d4+1 hours. If you drink cordial directly from the bottle for the next 10 minutes you have advantage on Charisma (Performance) and Charisma (Persuasion) checks.



About Michael Vail-Steele

Michael has been playing RPGs regularly since 2012. In addition to RPGs he's also a fan of puns and bad movies. He hopes you will enjoy these trips through his imagination, and asks you to please wipe your feet.

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