Unnatural Watches

Credits

Author: David S. Gallant
Publisher: Gallantry Productions

Material

The following material is designated as Open Game Content


Tick-Tock Timepiece
This fine analog timepiece ticks rather loudly for a watch. It is silver, with an unadorned face and sleek design. Its unique powers allow the wearer to discern, quite literally, what makes others tick. To use it, the wearer must place the watch on a live or dead creature for a full round (the wearer need not remove the watch to do this). After a full round, the wearer is imbued with intimate knowledge of the motivations, desires, vulnerabilities, and weaknesses of all creatures of that species. The wearer gains a +2 insight bonus to certain skills when interacting with creatures of that species (Bluff, Diplomacy, Intimidate, Sense Motive, and Treat Injury). Also, any attacks the wearer makes against creatures of that species are treated as having a critical threat with one additional step (so a critical threat of 20 becomes 19-20, or a threat of 19-20 becomes 18-20; this does not allow the wearer to make a critical hit against creatures that are immune to critical hits). These effects lasts for 30 minutes. The wearer can dismiss the effect at any time by simply shaking the watch vigorously as a move action (the watch effect cannot be accidentally dismissed in this manner; however, the wearer must dismiss the effect if he wishes to use the watch on another species of creature).
Type: Wondrous Item (psionic)
Manifester Level: 4th
Purchase DC: 32
Weight: 0.5 lb.


Bullet-Time Watch
This watch appears to be an officially-licensed timepiece bearing images from a famous movie that was released in 1999. Despite its trivial appearance, it confers upon its wearer a very useful defensive power… one befitting the movie it advertises.

Whenever the wearer of this watch is shot at or otherwise attacked by a weapon (or other source) that deals ballistic damage, the wearer’s perception of time alters. Everything appears to move incredibly slowly. This allows the wearer to react much faster to these attacks than the average human being. The effect appears similar to the “bullet-time” cinematic convention made popular by the movie the watch was inspired by.

When attacked by a source of ballistic damage, the wearer gains a +4 circumstance bonus to Defense and to Reflex saving throws.
Type: Wondrous Item (psionic)
Manifester Level: 5th
Purchase DC: 33
Weight: 0.5 lb.


Watch of Useful Warnings
This trendy sports watch is sleekly designed, with digital date and time display. It also has an alarm function. It features an adjustable Velcro strap and a camouflage colour scheme of black, greens, and browns.

The watch’s unusual power will not become apparent until the wearer is about to be surprised by something threatening. Any time the wearer would be considered flat-footed or surprised by an attack, trap, or other harmful instance, the watch’s alarm beeps just prior to it’s occurrence. If the wearer can figure out the precise nature of the watch’s effect, he will never be considered surprised or flat-footed against an attack or trap. The wearer will, thus, retain his Dexterity bonus to Defense in most situations where he would lose it.
Type: Wondrous Item (psionic)
Manifester Level: 10th
Purchase DC: 38
Weight: 0.5 lb.


Watch of Convenient Storage
This sports watch is dark blue, with a bulky plastic face. It keeps time digitally and has all the associated features of a sports watch. The watch is also an extradimensional storage device. By placing an object on the watch’s face and speaking the command word “store," the object disappears. It is actually transported an extradimensional pocket linked to the watch. By speaking the word “recall," the wearer can summon the stored object back from the extradimensional pocket.

The watch can store one Small, two Tiny, four Diminutive, or eight Fine objects, or any logical combination of these sizes (e.g. one Tiny and four Fine-sized objects). Storing and recalling objects from the watch are move actions. The wearer can bring back all stored objects at once, or can specify one single object to be retrieved.

If the wearer stores an object in the watch’s extradimensional space that deals area-affect damage while in the space, (such as a bomb about to explode), the extradimensional space collapses. The watch can no longer store or recall items from the extradimensional pocket. The watch itself is unaffected, except that it is no longer magical (it appears as a mundane watch even to magical detection, although some spells may detect the “residue” of a destroyed extradimensional pocket on the watch). Any objects stored in the extradimensional space when it collapses are forever lost.
Type: Wondrous Item (magic)
Caster Level: 3rd
Purchase DC: 31
Weight: 0.5 lb.


Geas Watch
This attractive-looking executive timepiece has sleek lines and an elegant design. It is, however, a uniquely cursed object. The creator of a Geas watch imbues it with a mission (such as “kill the CEO of Macrohard Software” or “obtain the Shroud of Turin”). The watch face’s background will contain an image that clearly indicates what the watch’s mission is. Once worn, the wearer cannot remove the watch through any means, physical or otherwise. The watch will only come unclasped once the wearer completes the mission, or if the wearer dies.

If the wearer deviates from the mission (or undertakes actions that do not bring the wearer closer to completing the mission) for an hour, the alarm sounds at an ear-splitting pitch. The wearer and any beings with ears in a 10ft radius takes 1d6 points of sonic damage (Fortitude save, DC 16 for half). Each hour afterward, the sonic damage increases by 1d6 (so after the fourth hour, the watch deals 4d6 sonic damage). This sonic damage is dealt only once each hour. The picture in the watch face will also flash in an effort to clue the wearer in as to why the watch is emitting such a painful sound. The watch alarm will only stop once the wearer continues with the mission. The GM should use careful discretion in deciding when the wearer of a Geas watch is taking steps to complete its mission and when the wearer is not.
Type: Wondrous Item (magic)
Caster Level: 6th
Purchase DC: 34
Weight: 0.5 lb.


Global Repositioning Watch
This high-tech sports watch comes in a sporty black and yellow color scheme. It keeps time digitally, displays the day and month, automatically synchronizes time via satellite, automatically adjusts for time zones, and displays the wearer’s precise GPS coordinates. The watch is, however, far more useful than it seems. It is capable of teleporting its wearer and up to five other people (who must be touching the wearer) anywhere on the planet - provided one knows the correct GPS coordinates.

Inputting a set of GPS coordinates into the watch will cause the wearer (and up to five others touching him) to be teleported precisely to those coordinates. The wearer can also teleport to any place without knowing the GPS coordinates, but figuring out the correct coordinates with just the watch requires a successful Navigate check (DC = 1 for every 5ft the target is away from the wearer). The wearer is always teleported to the highest surface at the coordinates, such as a roof; this watch cannot teleport beings inside rooms, buildings, caves, or any enclosed spaces. If the wearer is inside a building and attempts to teleport into an adjacent room, he will materialize on the roof of the building (directly above the intended target).

The watch can teleport the wearer, up to five other people (with all carried gear & equipment), and up to 500 lbs of material touched by the wearer. If the wearer tries to teleport a person or an object unwillingly, they receive a Reflex save (DC 17) to avoid teleportation.
Type: Wondrous Item (magic)
Caster Level: 7th
Purchase DC: 35
Weight: 0.5 lb.


Game Watch of Two-Dimensioning
This watch is constructed of cheap yellow plastic. It features a digital display and a “game mode” where the user can play a simple block-dropping game. Despite its childish appearance, the watch contains a powerful magical ability: it can transform the wearer into, essentially, a two-dimensional being.

To activate the watch, the wearer must play the game and achieve a score of 200 points. This requires at least six seconds of gameplay; the wearer must make a Dexterity or Intelligence check (player’s choice; DC 15) as a full-round action to try and reach the high score. A failed check means that the wearer hasn’t earned enough points playing the game; the wearer is free to try again. A successful check activates the watch’s power.

When activated, the wearer (and all worn gear and equipment) becomes almost two-dimensional. The wearer retains his dimensions of height and width, but he has a depth that is less than the size of an atom. This effect doesn’t harm the wearer at all, and his body functions as though it is its normal size. Being “flat” has a number of advantages and drawbacks. For one, while “flat,” the wearer can pass through solid objects by squeezing between molecules. This isn’t easy; the wearer can passs through simple objects (like doors, walls, or rope bindings) as a move action, or move through up to five feet of solid material as a full-round action. If the wearer tries to move through more that five feet of solid material, he must spend multiple rounds trying to pass through it. This could lead to suffocation (consult the MSRD for suffocation rules).

Another benefit to being “flat” is that it makes it easier to hide. The wearer gains a +10 circumstance bonus to Hide checks. Also, the wearer acts almost like a sail in the wind thanks to his flat stature; he takes no damage from falling from a great distance. However, he also suffers a -20 penalty to Strength checks made to resist extreme winds.

The major disadvantage is that, while “flat,” all damage taken by the wearer is quadrupled. This is probably due to the fact that, while the wearer is “flat,” bullets and fire are not. A “flat” wearer has the same body in a smaller overall area, meaning that sources of damage affect more of the wearer’s body at once. A person using the Game-Watch of Two Dimensioning must be very cautious when using the watch’s power.
Type: Wondrous Item (magic)
Caster Level: 7th
Purchase DC: 35
Weight: 0.5 lb.


Sprit Inquiry Pocketwatch
This pocketwatch is made of silver that appears to be the color of gray ash. No matter where it is kept, it always feels chill to the touch. Occasionally, on a quiet night, the watch may make a faint sound similar to a whispering breeze.

The Spirit Inquiry Pocketwatch is capable of summoning the spirits of the dead so that the wielder of the watch might converse with them. To do so, the wielder simply whispers the name of the deceased being to the watch and presses the dial. The spirit is then magically summoned into the wielder’s presence for a maximum of 30 minutes. If the deceased has an allegiance that comes into conflict with an alliegance of the wielder’s, or if the spirit just doesn’t want to be summoned, it may make a Will save (DC 15) to resist being summoned (use the Will save modifier the deceased had in life if no other stats are available).

A spirit summoned by the watch is simply brought into the wearer’s presence. It cannot leave the wielder’s presence, though it is not prevented from attacking the wearer or otherwise influencing the world around it according to its ability. For the most part, spirits retain the knowledge they had when alive. They also only know the languages they spoke when they were alive, so the spirit and the wielder must share a common language for communication to be possible. The spirit is not bound to speak or answer the wielder’s questions, but most spirits are usually glad enough to be speaking with the living once again that they do not often ignore users of the Spirit Inquiry Pocketwatch.

Any spirit summoned into the wielder’s presence by this watch remains there for 30 minutes. The wielder may end this duration early by pressing the dial again. The watch may only be used for a total of 30 minutes each day, but those minutes need not be consecutive. For example, a wielder might summon two spirits in a day, each for 15 minutes. The wielder may summon different spirits each time this watch is used. Unused summoning time left on the watch does not carry over to the next day.
Type: Wondrous Item (magic)
Caster Level: 6th
Purchase DC: 34
Weight: 0.5 lb.


Clockstopper Pocketwatch
This elegant gold pocketwatch does not keep proper time. Any attempts to Repair the watch will fail; nothing can make it work again. The watch’s special power is activated by pressing down the dial on the top of the watch (a free action). When pressed, the watch begins working for 30 seconds (5 rounds). Any other clocks, watches, or timekeeping devices within 25ft of the Clockstopper will cease working for 30 seconds (5 rounds). This power can be quite useful for stopping time-sensitive devices, like a bomb’s countdown timer. After 30 seconds, all stopped devices will resume their normal operation. This ability may only be used once every 24 hours.

The Clockstopper pocketwatch contains a second magical ability. It is rarely used, however, because activating it requires one to smash open the watch’s crystal face. If one does so, time appears to stop for the person who smashed the watch. In essence, the smasher is able to freely move and act for 30 seconds (5 rounds) while everything around her is frozen in time. All other creatures and objects are helpless to react against anything the smasher does, including attacks, coup-de-graces, or tomfoolery. If the smasher attacks a creature, its effects do not occur until time un-freezes (after the fifth round). For example, Jenny smashes the Clockstopper pocket watch. She then takes her gun and fires on James at point blank range (a coup-de-grace attack). James does not make any save against the coup-de-grace until the five rounds of frozen time are up.

The watch has a hardness of 2 and 5 hit points. Once the five rounds of frozen time are up, the Clockstopper pocketwatch turns to dust.
Type: Wondrous Item (magic)
Caster Level: 10th
Purchase DC: 42
Weight: 0.5 lb.


Watch of Virtual Immortality
This watch resembles a famous brand of luxurious but durable watches; it is a very close forgery. However, the company’s slogan engraved upon the watch’s back, which usually reads “Takes a licking, keeps on ticking,” instead reads “take a licking, keep on ticking.” This small error embodies the watch’s powerful nature - wearing it prevents the wearer from succumbing to death in any form.

So long as the watch is intact and worn on the wrist, the wearer cannot be reduced to anything lower than -9 hit points or 1 point of Constitution. Any spells or effects that would result in instantaneous death cannot kill the wearer. The wearer also cannot die of natural causes; if he wears this watch forever, then he will live forever, even as his body grows old and whithers.

The watch’s magic can be stopped by removing the watch from the wearer or by breaking it (the watch has a hardness of 2 and 5 hit points).
Type: Artifact (magic)
Caster Level:
Purchase DC: 55
Weight: 0.5 lb.

Mysterious Watch of the End Days
This fearsome looking watch (yes, a watch can look fearsome; it has to be seen to be believed) is composed entirely of a strange crimson metal, secured by a red leather strap. It is a digital watch, but it does not keep proper time; instead, it seems to be counting down towards zero (how much time is left on the watch is up to the GM). No one is quite sure what the Mysterious Watch of the End Days is counting down to, but obviously, some believe it is counting down to the Apocalypse.

The watch has a number of strange and random effects; it seems to do a different thing each day. About twenty effects of the watch have been documented. At the beginning of each day, the GM should secretly roll a d20 to determine which effect manifests itself. Each effect only lasts for that day. As the watch approaches 0, the GM may roll for more than one effect if she so desires. The GM should also feel free to make up her own appropriate effects.

If the watch is ever destroyed, sealed away, hidden, buried, or otherwise removed from the world, it will reappear after 1d4 days in a random watch shop. Those who work at the shop will remember it always being there, and will be most eager to sell it.
Type: Artifact (magic)
Caster Level:
Purchase DC: 95
Weight: 0.5 lb.

d20 roll Effect
1 The wearer takes double damage from all damage sources.
2 The wearer becomes almost unable to deal with people. He takes a -10 profane penalty to all Charisma-based skills.
3 The wearer becomes incredibly effective at dealing with people. He gains a +10 profane bonus to all Charisma-based skills.
4 The wearer’s Massive Damage Threshold is halved.
5 The wearer gains immunity to one type of energy (fire, cold, sonic, electricity, acid, concussive) and takes quadruple damage from another. Determine each energy type randomly.
6 Gravity is reversed for the wearer only (this effect can be fatal if the wearer sleeps outdoors).
7 The wearer exudes a fearsome aura. Any creature who sees the wearer must make a Will save (DC 25) or begin cowering. Cowering characters lose their Dexterity bonus and may take no actions. They also suffer a -2 penalty to Defense. Cowering character remain cowering until they can no longer see the wearer.
8 1d4 goblins, kobolds, bugbears, or fiends appear before the wearer (consult the MSRD for statistics on these monsters). They pledge undying fealty to him and serve him without question. They vanish when the day is done.
9 1d4 goblins, kobolds, bugbears, or fiends appear before the wearer (consult the MSRD for statistics on these monsters). They try to kill the wearer. They vanish when the day is done.
10 The wearer attracts an invisible stalker (consult the MSRD for statistics on this monster). This creature will not vanish when the day is done; the only way to be rid of it is to destroy it.
11 The wearer becomes an instant target for those who dabble in the arcane. 1d4 human arcane spellcasters of the wearer’s character level will appear randomly during the day to challenge the wearer for the Mysterious Watch of the End Days.
12 The wearer becomes overwhelmed by an intense hunger, but is revolted by regular food. He can only slake his hunger by consuming blood, raw flesh, dirt, tree bark, bedsheets, or grease from a used deep fryer (GM should determine which one randomly).
13 The wearer’s attacks don’t just hurt, they smite. The wearer gains his Charisma bonus as a bonus to attack rolls, and adds his character levels to damage. This effect applies to all attack rolls, including melee and ranged attacks.
14 The wearer gains the ability to comprehend every language, verbal or somatic. However, whenever the wearer tries to speak, only gibberish emerges from his mouth.
15 The watch drips blood from underneath the strap. Anyone who sees this (including the wearer) must make a Will save (DC 25) or be shaken for one hour. A shaken character takes a -2 penalty on attack rolls, saving throws, and skill checks.
16 The wearer’s hands and feet become wreathed in flame. They do not harm the wearer, but they do deal 2d4 fire damage to anything they touch (including held objects and unarmed attacks).
17 A telepathic bond is formed between the wearer and another person. Each can hear every thought of the other person and instantly know each other’s secrets. No spells, psionic powers, magic items, or amount of effort can shield one mind from the other.
18 The wearer becomes strangely gifted with arcane knowledge. He gains a profane bonus to all Knowledge (arcane lore) checks equal to his character level, and may use the skill untrained.
19 The wearer learns 1d4 spells and may use these spells as spell-like abilities (if the wearer is a spellcaster, he learns spells he does not already know). They may be used as often as the wearer wishes that day.
20 The watch glows brightly, but has no other beneficial (or adverse) effect.

License

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Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Unnatural Watches Copyright 2006, Gallantry Productions. Author David S. Gallant

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