Other Literature Terraria Items for the d20 system. (D&D, Pathfinder, etc.)

Matsu

Party Girl
Earlier in the day @blahblahbal showed me some Terraria based rules for the game Munchkin. This interaction sparked several ideas in my brain, so I thought why not make a thread for some people to enjoy them. These items are meant to be feasible to include into any game that uses the d20 system, such as D&D and Pathfinder. Without further ado, here are the items I have come up with so far.


Armors

Shadow Armor

Aura faint transmutation [shadow]; CL 7th; Weight 20 lbs.; Price 23,000 gp

Description
This +2 chain shirt is dyed a deep purple and seems to be crafted from the scales of a great beast instead of links of metal. It has a maximum Dexterity bonus of +6, an armor check penalty of -1, and an arcane spell failure chance of 10%. Wearing this armor allows the wearer to add 5ft. to their base land speed. Three times per day when making a full-attack the wearer may make an additional attack, with an attack roll equaling their highest Base Attack Bonus.

Construction Requirements
Craft Magic Arms and Armor, haste; Cost 11,675 gp

Necro Armor

Aura faint transmutation [death]; CL 5th; Weight 10lbs.; Price 17,750 gp

Description
This +1 quilted cloth appears to be woven from strands of cobwebs and shards of bone. It has a maximum Dexterity bonus of +10, an armor check penalty of 0, and an arcane spell failure chance of 10%. Wearing this armor allows the wearer to add 10ft. to the range increment of their ranged attacks. Once per day the wearer can also make arrow and bolts 20% less likely to be destroyed, this ability must be activated at the start of an encounter and lasts until it is finished.

Construction Requirements
Craft Magic Arms and Armor, longshot, creator must be proficient with a ranged weapon; Cost 9500 gp

Jungle Armor

Aura moderate evocation; CL 7th; Weight 20 lbs.; Price 12,750 gp

Description
This set of +1 leaf armor seems to radiate magical power and efficiency. It has a maximum Dexterity bonus of +8, an armor check penalty of 0, and an arcane spell failure chance of 5%. This armor allows the wearer to treat their caster level as one higher for the sake of spells that deal damage based on caster level. Additionally, once per day the wearer may cast a spell that they have prepared without consuming a spell slot, the level of the spell cannot be higher than half their caster level rounded down.

Construction Requirements
Craft Magic Arms and Armor, channel the gift, creator must have been to a jungle; Cost 6,500 gp

Meteor Armor

Aura strong evocation; CL 8th; Weight 35 lbs.; Price 25,000 gp

Description
This set of +2 chainmail seems to be made from some otherworldly metal, it radiates a gentle heat. It has a maximum Dexterity bonus of +4, an armor check penalty of -3, and an arcane spell failure chance of 20%. When worn the wearer may cast the spell scorching ray 3 times per day as though they were a 4th level wizard.

Construction Requirements
Craft Magical Arms and Armor, scorching ray, creator must be able to cast arcane spells; Cost 10,800 gp

Crimson Armor

Aura strong conjuration (healing); CL 8th; Weight 50 lbs.; Price 24,000 gp

Description
This set of +2 half-plate is crafted from a sanguine metal, it seems to emanate an aura of fiendish vitality. It has a maximum Dexterity bonus of +2, an armor check penalty of -5, and an arcane spell failure chance of 35%. When worn the wearer is treated as having Fast Healing 4 for up to 8 total rounds of combat in a day, these rounds may be spread out as the wearer sees fit.

Construction Requirements
Craft Magical Arms and Armor, fast healing, creator must be able to cast any spell with healing subtype; Cost 13,500 gp

Frost Armor

Aura strong evocation (cold); CL 8th; Weight 50 lbs.; Price 28,750 gp

Description
This set of +3 half plate is made of frigid plates of icy blue metal, swirls of mist billow around it. It has a maximum Dexterity bonus of +3, an armor check penalty of -5, and an arcane spell failure chance of 40%. When worn the wearer does an additional 1d6 cold damage when they make a melee attack and an additional 1d4 cold damage when they make a ranged attack.

Construction Requirements
Craft Magical Arms and Armor, frigid touch, creator must be able to cast any spell with the cold subtype; Cost 14,000 gp

Turtle Armor

Aura strong enchantment (compulsion) [mind-affecting]; CL 10th; Weight 40 lbs.; Price 55,000 gp

Description

This +2 full plate is carved from the shell of a massive turtle; it smells faintly of the sea. It has a maximum Dexterity bonus of +2, an armor check penalty of -5, and an arcane spell failure chance of 30%. The wearer of this armor can cast the spell lock gaze 5 times per day as a standard action as a level 5 wizard. Additionally, the wearer may reflect a total of 40 points of lethal melee damage per day, these 40 points can be spread as the wearer sees fit.

Construction Requirements
Craft Magic Arms and Armor, lock gaze; Cost 27,500 gp

Molten Armor

Aura strong enhancement; CL 5th; Weight 50 lbs.; Price 20,000 gp

Description

This +2 full plate glows with the radiance of molten iron, a stench of sulfur and brimstone wafts from it. It has a maximum Dexterity bonus of +2, an armor check penalty of -5, and an arcane spell failure of 35%. The wearer of this armor gains a +4 enhancement bonus to strength; additionally the wearer may cause their armor to shed light at-will with the same brightness as a torch.

Construction Requirements
Craft Magic Arms and Armor, bull’s strength; Cost 11,500 gp

Solar Flare Armor

Aura Strong evocation; CL 8th; Weight 50 lbs.; Price 36,000 gp

Description
This set of +3 radiant full plate glows with the radiance of a sun. The armor has an arcane spell failure chance of 35%, a maximum Dexterity bonus of +2, and an armor check penalty of –5. If the wearer of this armor takes damage the armor can burst into flame 5 times per day as an immediate action.

This burst of flame is a 10 ft. radius burst, centered on the wearer of the armor, that deals 2d6+5 fire damage; creatures that take damage from these flames are subject to a Bull Rush attempt due to the intensity of the flames, the CMB for this check is +15.

Construction Requirements
Craft Magic Arms and Armor, fire shield; Cost 19,000 gp

Accessories

Cobalt Shield

Aura moderate abjuration; CL 4th Weight 15lbs.; Price 8,600 gp

Description
This +1 heavy steel shield is painted a deep cobalt blue, holding it makes you feel steadier on your feet. This shield allows the wielder to add +10 to any CMD check made against Bull Rushes, Repositions, or Trips.

Construction Requirements
Craft Magic Arms and Armor, ablative sphere; Cost 4,000 gp

Cross Necklace

Aura strong illusion (glamer); CL 7th
Slot neck; Price 7,000 gp; Weight --

Description
This chain of fine gold links is attached to small cross and is meant to be worn around the neck.

Upon taking damage from an attack the wearer is treated as being under the effects of the spell blur. This effect lasts until the next turn the wearer takes, additionally the same enemy cannot trigger this effect consecutively.

Construction Requirements
Craft Wondrous Item, blur; Cost 3,500 gp

Climbing Claws

Aura faint transmutation; CL 5th
Slot hands; Price 5000 gp Weight ½ lbs.

Description
These lightweight steel claws are meant to be worn on the palm of the hand. They curve downward allowing the wearer to gain better purchase when climbing.

Anyone wearing these claws adds +10 to climb checks. Additionally if they are falling, and are within arms reach of a wall or other solid surface, they take damage as if the fall were 20 feet shorter than it actually is. The wearer may also use these claws as a melee weapon, if used in this way the claws deal 1d4 slashing and piercing damage.

Construction Requirements
Craft Wondrous Items, certain grip, feather fall; Cost 2,500 gp

Flipper

Aura moderate transmutation; CL 2nd
Slot feet; Price 1,500 gp; Weight 1 lb.

Description
This pair of stiff rubber shoes widens towards the toes, this peculiar shape allows the wearer to have much better control of their movements while in the water.

When worn these shoes grant the wearer a +8 on Swim checks, as well as allowing the ability to take 10 even when distracted or entangled. Additionally the wearer gains a swim speed of 25 feet. The run action can be used while swimming provided you travel in a straight line.

Construction Requirements
Craft Wondrous Item, touch of the sea; Cost 1,750 gp

Band of Regeneration

Aura strong conjuration (healing); CL 6th
Slot wrist; Price 9,800 gp Weight --

Description
This red bracelet is embossed with the image of a heart. It almost seems to pulse with the heartbeat of the wearer.

While wearing this bracelet the wearer is treated as having fast healing 2. This fast haling does not restore hit points lost from starvation, thirst, or suffocation.

Construction Requirements
Craft Wondrous Item, fast healing; Cost 4,900 gp

Eye of the Golem

Aura faint transmutation; CL 3rd
Slot eyes; Price 2,000 gp; Weight --

Description
This strange rocky mask bears the visage of a piercing flinty eye.

While this mask is worn the wearer gains a +3 bonus on attack rolls made to confirm critical hits.

Construction Requirements
Craft Wondrous Item, unerring weapon; Cost 1,000 gp

Cloud in a Bottle

Aura moderate conjuration; CL 3rd;
Slot slotless; Price 5,000 gp; Weight --

Description
This thick glass bottle is stoppered with a large cork. A layer of condensation appears to permanently cover the inside of the bottle.

When using this item, the holder my roll a second Acrobatics check made to jump and add the result to his first roll 3 times per day. When this second roll is made a 5-foot radius cloud emanates from the spot of the jump acting as obscuring mistfor 1 round.

Construction Requirements
Craft Wondrous Items, obscuring mist; Cost 3,500 gp

Shiny Red Balloon

Aura weak transmutation; CL 3rd;
Slot back; Price 1,500 gp; Weight --

Description
This large red balloon floats lazily in the air; it seems to provide an extra jump to your step.

When using this item the wearer may add +10 to Acrobatics checks made to jump vertically.

Construction Requirements
Craft Wondrous Items, jump; Cost 800 gp

Other
Flask of Fire

Price 40 gp; Weight 1 lb.

Description
A Flask of Fire contains a thick orange paste that can be applied to melee weapons. This paste burns hot and fast when moved through the air at high speeds. Coating a weapon with a Flask of Fire is a standard action.

A successful melee attack with a weapon coated by a Flask of Fire does an additional 1d4 fire damage and has a chance to light the target on fire, this fire can be avoided with a DC 15 Reflex save. A single coating covers a weapon enough for 5 successful hits.

Construction Requirements
Skill(s)
Craft (alchemy) DC 25

Flask of Ichor

Price 100 gp; Weight 1 lb.

Description
A Flask of Ichor contains a thin yellow liquid that can be applied to melee weapons. Weapons coated in this liquid seem to glow with a pallid yellow light. Coating a weapon with a Flask of Ichor is a standard action.

A successful melee attack with a weapon coated by a Flask of Ichor reduces the targets AC by 2 for the sake of confirming hits, their AC cannot be dropped below 10. This reduction to AC lasts for 3 rounds and does not stack, the reduction can be avoided with a DC 20 Fortitude save. A single coating covers a weapon enough for 5 successful hits.

Construction Requirements
Skill(s)
Craft (alchemy) DC 35

Flask of Curse Flames

Price 75 gp; Weight 1 lb.

Description
A Flask of Cursed Flames contains a steaming green liquid that can be applied to melee weapons. Weapons coated with this liquid seem to emit a fetid green smoke. Coating a weapon with a Flask of Cursed Flames is a standard action.

A successful melee attack with a weapon coated by a Flask of Cursed Flames deals 2d6 additional damage, half of this damage is fire damage while the other half is profane damage (similar to the spell Flame Strike). A creature struck must make a DC 15 Reflex save to avoid catching flame; the green flames deal 1d6 damage per round (with the same fire and profane split as the initial strike) for 3 rounds.

Construction Requirements
Skill(s)
Craft (Alchemy) DC 35

Flask of Nanites

Price 150 gp; Weight 1 lb.

Description
A Flask of Nanites contains a thick shiny silver paste that can be applied to melee weapons. Weapons coated with this paste appear to be covered in small, writhing metal bugs. Coating a weapon with a Flask of Nanites is a standard action.

A successful melee attack with a weapon coated by a Flask of Nanites deals no additional damage, but the target must make a DC 15 Fortitude save to avoid becoming Confused for 1 round. This confusion is a mind-affecting effect.

Construction Requirements
Skill(s)
Craft (Alchemy) DC 30


All of these items are based on my observations and thoughts as to how the in-game abilities they have would best translate to a table top RPG. If you have any suggestions please feel free to tell me.

If this thread has any interest I will continue to add more items (and maybe more things) into it.


Special Thanks:
@blahblahbal for giving me the idea to do this.
@Suweeka for providing input.
@W1K for providing input, and giving me the idea for Crimson Armor.
@Cellbind for providing input.
@Omnir for providing input.
@Yoraiz0r for providing input.
@Loki for giving me great feedback and encouragement on this venture, and for providing me with this thread of amazing information: Link
 
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That's a good idea, that I totally am not gonna steal.
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ITS NOT CHEATIN ITS MIN-MAXING, MOM.

Also Jungle Armor would most likely grant extra spells per day and maybe a chance of not using a spell slot, while Space Armor would increase damage rolls fo spells or somethin.
 
Two new armors have been added.

Jungle Armor

Aura moderate evocation; CL 7th; Weight 20 lbs.; Price 12,750 gp

Description
This set of +1 leaf armor seems to radiate magical power and efficiency. It has a maximum Dexterity bonus of +8, an armor check penalty of 0, and an arcane spell failure chance of 5%. This armor allows the wearer to treat their caster level as one higher for the sake of spells that deal damage based on caster level. Additionally, once per day the wearer may cast a spell that they have prepared without consuming a spell slot, the level of the spell cannot be higher than half their caster level rounded down.

Construction Requirements
Craft Magic Arms and Armor, channel the gift, creator must have been to a jungle; Cost 6,500 gp

Meteor Armor

Aura strong evocation; CL 8th; Weight 35 lbs.; Price 25,000 gp

Description
This set of +2 chainmail seems to be made from some otherworldly metal, it radiates a gentle heat. It has a maximum Dexterity bonus of +4, an armor check penalty of -3, and an arcane spell failure chance of 20%. When worn the wearer may cast the spell scorching ray 3 times per day as though they were a 4th level wizard.

Construction Requirements
Craft Magical Arms and Armor, scorching ray, creator must be able to cast arcane spells; Cost 10,800 gp
 
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Two new armors have been added.

Jungle Armor

Aura moderate evocation CL 7th Price 12,750 gp

Description
This set of +1 leaf armor seems to radiate magical power and efficiency. It has a maximum Dexterity bonus of +8, an armor check penalty of 0, and an arcane spell failure chance of 5%. This armor allows the wearer to treat their caster level as one higher for the sake of spells that deal damage based on caster level. Additionally, once per day the wearer may cast a spell that they have prepared without consuming a spell slot, the level of the spell cannot be higher than half their caster level rounded down.

Construction Requirements
Craft Magic Arms and Armor, channel the gift, creator must have been to a jungle; Cost 6,500 gp

Meteor Armor

Aura strong evocation CL 8th Price 25,000 gp

Description
This set of +2 chainmail seems to be made from some otherworldly metal, it radiates a gentle heat. It has a maximum Dexterity bonus of +4, an armor check penalty of -3, and an arcane spell failure chance of 20%. When worn the wearer may cast the spell scorching ray 3 times per day as though they were a 4th level wizard.

Construction Requirements
Craft Magical Arms and Armor, scorching ray, creator must be able to cast arcane spells; Cost 10,800 gp
Awesome! When I actually learn D&D, I'm gonna use these.
But seriously, great job. :D
 
Another armor set has been converted, a large part of the credit for this one goes to @W1K .
Crimson Armor

Aura strong conjuration (healing); CL 8th; Weight 50 lbs.; Price 24,000 gp

Description
This set of +2 half-plate is crafted from a sanguine metal, it seems to emanate an aura of fiendish vitality. It has a maximum Dexterity bonus of +2, an armor check penalty of -5, and an arcane spell failure chance of 35%. When worn the wearer is treated as having Fast Healing 4 for up to 8 total rounds of combat in a day, these rounds may be spread out as the wearer sees fit.

Construction Requirements
Craft Magical Arms and Armor, fast healing, creator must be able to cast any spell with healing subtype Cost 13,500 gp
 
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How about Rose's Armor?
(Note: this is an idea and just that, so -- please -- don't get mad at me)
Full set is crafted with:
  • 90 Torches
  • 60 Hallow Bars
  • 3 Obsidian Rose's
  • crafted at a demon/crimson alter
Armor Buffs:
  • Provides strong light
  • Increased movement and weapon speed (melee)
  • One full set gives you:
    • 110 Defence
    • The Dangersense and Hunter buff
Armor Debuffs:
  • -20 mana
Description of what it would look like:
  • Familiar Wig
  • Frost Breastplate -- Blue Flame and Black Dye
  • Ancient Cobalt Leggings -- Blue Flame and Black Dye
  • Cross necklace
 
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How about Rose's Armor?
(Note: this is an idea and just that, so -- please -- don't get mad at me)
Crafted:
  • 30 Torches
  • 20 Hallow Bars
  • 1 Obsidian Rose
  • crafted at a demon/crimson alter
Armor buffs:
  • Provides strong light
  • Increased movement and weapon speed (melee)
  • One full set gives you:
    • 110 Defence
    • The Dangersense and Hunter buff
I think you are misunderstanding the purpose of this thread. This is not a place to suggest new items, but rather a place in which I am showing off my conversions of existing Terraria items into a d20 format.
 
I have no idea what "PM" means but ok.
[DOUBLEPOST=1433388700,1433388655][/DOUBLEPOST]oooooooooooooooooooo

The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons.[1] The system is named after the iconic 20-sided dice which are central to the core mechanics of many actions in the game.

Much of the d20 System was released as the System Reference Document (SRD) under the Open Game License (OGL) as Open Game Content (OGC), which allows commercial and non-commercial publishers to release modifications or supplements to the system without paying for the use of the system's associated intellectual property, which is owned by Wizards of the Coast.[1]

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