Blessed Baths (3.5e Equipment)
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Blessed Baths[edit]
These baths usually have various arcane sigils inscribed into the tub and from spigots or other water sources. The water which comes out has unusual properties like potions, granting bathers special effects. A bath can be prepared and soaked in for 30 minutes, after which any users obtain a benefit for 24 hours (or until discharged) from the selection below. Regardless how many times the bath is used, how many baths they use, or how long, a creature can only benefit from the blessed baths once per day. Choose from the following:
Name | Cost | Appearance | Effect |
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Alert | 0 gp | Rich brown hot water | Cures fatigue, and reduces exhaustion to fatigue. |
Hardy | 0 gp | Deep red hot water | Automatically stabilize if dying. |
Luck | 0 gp | Golden sparkling warm water | Once per day as an immediate action, add a +1 luck bonus to any d20 roll. |
Numbing | 0 gp | Foggy white cool water | +2 alchemical bonus against pain effects, pain effects suppressed during bath and 1 hour after. |
Purified | 0 gp | Silver sparkling cool water | Grants an additional reroll against a disease. |
Relaxing | 0 gp | Sweet smelling warm water | Ensures comfortable sleep, immunity to dream and nightmare spells. |
Skillful | 0 gp | Pale purple cool water | Once per day as an immediate action, add a +2 luck bonus to any one skill check. |
Vigor | 0 gp | Light pink warm water | +5 temporary hp. |
In addition you can choose to add expensive incense, bath salts, soaps, and other reagents to the bathwater. For each dose, one creature gains one of the following more expensive effects instead.
Name | Cost | Appearance | Effect |
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Alignment | 50 gp | Strange vibe warm water | You count as an alignment different to your own for interacting with items, spells, and effects. |
Antibiotic | 50 gp | Sweet smelling warm water | Gain the effect of Antitoxin bathing effect, but applies to disease instead. |
Antitoxin | 50 gp | Foggy black warm water | Gain the effect of Antitoxin, activating upon making a save against poison. |
Cleanliness | 10 gp | Fragrant green warm water | Benefit from a Ring of Clean for the duration. |
Colorful | 10 gp | Rich prismatic warm water | Can change the color of any part of the body, including eyes, hair, and skin colors. If used in a disguise gives a +2 circumstance bonus. |
Endure Cold | 50 gp | Golden sparkling warm water | Gain the effects of endure elements (cold) |
Endure Heat | 50 gp | Deep red hot water | Gain the effects of endure elements (hot). |
Endure Strain | 50 gp | Misty vapor cool water | Gain the effects of Endurance. If you already have Endurance, you can run and swim without stopping, take no damage from forced marches, and can sleep in heavy armor. The bonuses increase to +8. |
Exorcism | 650 gp | Bubbling white cool water | Duplicates the effect of remove curse. |
Glowing | 20 gp | Neon white hot water | User glows as dim as a candle or as bright as a torch in the color of their choice. Can toggle intensity as a free action on their turn. |
Health | 25 gp | Pink foaming warm water | Maximum health increased by +5 hp. Dying range increased to -15 hp. |
Holy Ward | 25 gp | Silver sparkling cool water | The next evil outside or undead which strikes you is subject to the effect of holy water. While discharged, the effect can be returned within the 24 hour duration by anointing oneself with water as a standard action. |
Ignition | 25 gp | Red foaming hot water | Gain a touch attack which deals 1 point of fire damage. You can ignite flammable objects up to twice your normal reach as a standard action. |
Mastery | 50 gp | Deep purple cold water | Gain a +2 alchemical bonus to a single skill of your choice. |
Mobility | 200 gp | Lemon scented hot water | Duplicates the effect of remove paralysis. |
Mule | 20 gp | Rust red hot water | Increase effective strength by +4 for carrying capacity. |
Scentless | 25 gp | Foggy gray cold water | Cannot be detected by scent, including anything on your person. |
Spectral | 20 gp | Ectoplasmic blue cold water | Take on the appearance of a ghost, becoming translucent. This doesn't provide any benefits, other than being able to disguise as a ghost. |
Spell Enhancing | 50 gp | Rich golden warm water | You gain a +1 caster level on the next spell you cast, which discharges this effect. |
Spell Refresh | Lvl of spell squared x 50 gp | Neon prismatic hot water | Refreshes one spell slot of the appropriate level. |
Stability | 25 gp | Pitch black cool water | Gain +2 Stability as the dwarf ability. Stacks with the dwarven racial ability. |
Whalelung | 20 gp | Misty foaming warm water | Can hold one's breath twice as long as normal, and can move up to 1/2 speed as a move action or full speed as a full round action on a successful Swim check. |
Moderate transmutation; CL 7th; Craft Wondrous Item, alter self, prestidigitation; Price 1,000 gp.
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