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| crimsonwolf01-04-07, 04:44 PM | Ctrl+F Table of Contents Zephyr Ore Combat Shovel Combat Cards Mining Helmet Coat Rack of Mending Comfy Chair Dominel's Delightful Nozzles Pedestal of Reading Snappy Comeback Turtle Wine Rack of Perfect Storage Sword of Omens Claw Shield Spell Book of Iron Rod of Pain Old Kings Gear Zephyr Ore This ore is infused with Zephyr, the essence of the Elemental Plane of Air. Any metallic item can be made from Zephyrium, and such items weight 75% their normal weight. Further, weapons and armor made from Zephyrium have the following attributes: Weapons Weapons made from Zephyrium have a +1 enhancement bonus (so does not stack with masterwork or magical bonuses) because the weapon can be more easily manipulated due to its lighter weight. However, the weapon has less mass, so does -1 damage. Further, the weapon bypasses the Damage Reduction of any creature with the Earth subtype. Ammunition Zephyrium ammunition has a range increment of x1.5, but does -1 damage. Further, the ammunition bypasses the Damage Reduction of any creature with the Earth subtype. Armor Any Zephyrium armor has an armor check penalty of one less and a lessened arcane spell failure chance by 5%, but also provides one less armor bonus to armor class. Further, any such armor grants the user a Protection from Earth effect, usable once per day for one minute (works against creatures with the Earth subtype, and otherwise acts as a Protection from Evil spell). Zephyrium has 8 hit points per inch of thickness and hardness 4. Type of Zephyrium Item Item Cost Modifier Ammunition +4 gp Light weapon +200 gp One-handed weapon, or one head of a double weapon +250 gp Two-handed weapon, or both heads of a double weapon +300 gp Light Armor +100 gp Medium Armor +150 gp Heavy Armor +200 gp Combat Shovel Simple Two Handed Wep. Cost: 15 gp DMG (S): 1d6 DMG (M): 1d8 DMG (L): 2d6 Critical: x3 Range Increment: — Weight1 6 lbs. Type2 Slashing This dual purposes item was originally a Dwarven innovation. Used by miners in unfriendly territory to both fight and dig, these shovels have saved many Dwarven lives. Other races have been quick to adopt the combat shovel as a digging tool in hostile areas and occasionally as equipment issued to specialized troops. Adamantine versions are popular with dwarven diggers. Combat Cards Two-handed, Exotic Ranged Weapon Cost: 100gp DMG (S): 1d2 -1 DMG (M): 1d2 DMG (L): 1d3 Critical: 20/x3 Range Increment: 15 ft. Weight1 Total deck, 3 lbs. Individually, N/A Type2 Slashing Sharpened Edges laced with thin metal. One Hand holding the deck While the other draws and throws. Miss Chance of 30 Percent is added if wepon focus has not been taken. Mining Helmet This is a helmet with a lamp attached to it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp must be refilled every six hours. 15gp. 3 lb. Permeancy light spell can be added increasing the price to 125gp CL 3 Coat Rack of Mending This exquisitely carved and decorated darkwood coat rack completely repairs any non-magical clothing hung on it for a 4 hour period. Faint Transmutation; CL 1st; Craft Wondrous Item, Mending; Price 2,000 gp; Price to Create: 1,000 gp + 40 xp Comfy Chair This plush, incredibly comfortable, incredibly cushy armchair is also incredibly ugly. People who do not own the chair, especially spouses, tend to try to get rid of this armchair, usually without warning the owner. If someone is willing to sit on the multi-colored, multi-plaid chair, they will discover that a mere one hour rest in the chair is the equal of a full eight hours of sleep. The user finds that they have also been thoroughly cleaned. Over use of this chair has led some weak willed individuals to not want to leave the chair, they will sit there for hours soaking up the comfortableness of the chair. If the user fails a DC 15 Will Save they find that they are unable to bring themselves to leave the comfort of the chair. The user may attempt a new will save to leave the chair once every six hours. Some lazy people have even been known to starve to death in the chair. Faint Enchantment; CL 1st; Craft Wondrous Item, Sleep, Prestidigitation; Price 3,000 gp; Price to Create: 1,500 gp + 60 xp Dominel's Delightful Nozzles These prohibitively expensive little beauties are basically smaller versions of a Decanter of Endless Water. Made from magnificently sculpted adamtine with platinum, gold and silver filigree of an aquatic nature, these small nozzles are absolutely beautiful. They have 5 command words as follows: Cold - starts a flow of icy cold water at a gentle half a gallon per round, Hot - starts a flow of near boiling water at a gentle half a gallon per round, up - increases the temperature of the water, down - decreases the temperature of the water, off - stops the flow of the water. The temperature increases can never get the water hotter or colder than the initial 'cold' and 'hot' temperatures. Moderate Transmutation; CL 9th; Craft Wondrous Item, Control Water, Prestidigitation; Price 10,000 gp; Weight .5 lb. Pedestal of Reading This ornate pedestal is crafted from a mix of the highest quality woods with carvings of scribes hard at work covering every surface. The magic of this pedestal becomes evident when a book written in a language unknown to the owner is placed on top of the pedestal. After a few moments a murmuring sound can be heard coming from the engravings of the scribes, the murmuring reaches a crescendo after two rounds and the book is suddenly translated into a language that the pedestal owner understands. This change remains until the book is removed from the pedestal. Magical books cannot be translated in this manner and actually cause the pedestal to scream as if in pain for 2 rounds after it is placed atop the pedestal. It takes twenty four hours for the pedestal to attune to a new owner. Faint Divination; CL 1st; Craft Wondrous Item, Comprehend Languages; Price 3,000 gp; Price to Create: 1,500 gp + 60 xp Snappy Comeback Turtle This tiny turtle golem is amazingly detailed, as though a mage had cast an Iron Body spell on a turtle. The turtle even moves like a real animal, slowly plodding towards any unguarded metallic item. It would befuddle an observer that, although a great deal of effort went into its crafting, it is made of a low quality iron. The Snappy Comeback Turtle was originally designed by a student at a highly regarded magic school. The student was, in many respects, a genius, and, like many geniuses, he was completely socially inept. Often, the other students would torment him, using his own modifications on the Bigby's hand line of spells to give him wedgies from across the quad. The turtle was one of his many artifacts he designed to get his revenge. If left alone, the turtle behaves like any turtle would if it had been turned to iron. It sleeps, it draws into its shell (a reaction the student was unable to work out), and it will eat any metal item left within its grasp, magic or not. It is technically indestructible, requiring a dispel magic to deactivate. It also has two enchantments that the mage developed specifically for this creation. Snappy Comeback The student who created this artifact was not well known for his quick wit when it cane to slinging insults. He let the turtle do that for him. If the user of the turtle is insulted, or the turtle is ever insulted, the turtle, using an effect similar to the blue dragon's Mimicry ability(Will save to disbelieve, DC 20), will create a counter using the wielders own voice. The response is usually scathing, however, there is about a 5% chance that the spell will botch, and cause the user even more embarrassment. In game terms this translates to is every time the snappy comeback ability is used, the turtle rolls a 1d20.If the turtle rolls a natural 1, it will completely botch the insult, mumbling something about the offenders female parental unit. Snapping Turtle: If the mage is ever attacked, in any way, the second enchantment on the turtle will activate. This enchantment causes the turtle to focus on the attacker, and attempt to attach itself, via its very sharp mouth, to the offending person's rear, causing no damage but breaking the concentration required to cast a spell. This can be negated by a concentration check of DC 15. The turtle must make a successful touch attack to afix itself to the opponent. The victim can try to remove the turtle, but for purposes of removal it has a strength of 20. The effect can be canceled by the caster, and by no one else. If a dispel magic is cast on the turtle while attached, it will revert to a metal clamp, now with a strength of 28. Most turtles have the following statistics: HP: 20 AC: 19; When in shell 24 Speed: 5ft(1 square) per turn Immune to any weapon less than +2 Masterwork turtles have been found, showing either exactly how sad our student mage really was, or how much merchants will buy when it has the label 'Magic' on it. Individual turtles have also been known to possess abilities like tongues, which allow them to translate for their masters, or a low level sentience, simply allowing them to converse outside the realm of insults. Faint Illusion; CL 1st; Craft Wondrous Item, Prestidigitation;Animate Objects; Price 8,000 gp; Price to Create: 3,500gp+280xp Wine Rack of Perfect Storage This rack is exquisitely wrought of elegantly formed adamantine bars that have been made to look exactly like a grape vine that is crawling over a beautiful trellis. The rack holds up to twenty bottles of wine and each bottle is magically kept at the optimum storage conditions for the wine both for temperature and lighting conditions. One side of the rack has the necessary tools for opening and recorking the bottles. Faint Evocation; CL 1st; Craft Wondrous Item, Prestidigitation; Price 3,000 gp; Price to Create: 1,500 gp + 60 xp |
| crimsonwolf01-04-07, 05:09 PM | Sword of Omens Major Artifact The Sword of Omens is +1 Holy Adamantine Shortsword with a large gemstone embedded in the hilt just below the blade. Although not a sentient weapon per say, it does have the ability to Determine Alignment of anyone who holds it, and reacts accordingly. For Good aligned characters, the Sword of Omens is capable of firing a ray of Holy energy similar to a Ray of Frost. This ray requires a Ranged Touch Attack to hit, and does 1d3+1 points of Holy damage. For Neutral characters, the Sword of Omens functions only as a +1 Adamantine Shortsword. For Evil characters, the Sword of Omens refuses to function at all, and deals 1d6 points of Holy damage every round they attempt to grasp it. However, by covering the catseye gemstone in the hilt, either by wrapping it in cloth or covering it with an opaque substance, blinds the eye and the sword loses all of it's powers and reverts to a +1 Adamantine Shortsword, regardless of the user's true alignment. Special: For every week any character posses the Sword of Omens, they must make a Will Save (DC 10 + 1 per week since the last alignment shift) to avoid an alignment shift towards Lawful Good. Claw Shield Minor Artifact The Claw Shield is the companion piece to the Sword of Omens. Its most basic function is that of a +2 Adamantine Small Shield, but it also possesses several lesser functions: Claws: The Claw Shield is not called a Clawed Shield for nothing. On the end of each finger is a large sharp claw. Treat these claws as shield spikes that do slashing damage instead of piercing. Grappling Rope: The Claw Shield is capable of firing a medium length line of rope/wire from one of it's claws as a standard action. The range for this rope is 100ft, and the adamantine claw tip allows it to lodge into even solid stone on a successful ranged touch attack. However, this ability is incapable of causing damage to an opponent. If the rope is cut or broken, the Claw Shield may not use this ability until it is repaired. Smokescreen: The Claw Shield has a hidden slot inside of it that can hold one smokestick. As a full round action, the claw shield may ignite the smokestick and project out a cloud of obscuring smoke in front of the wearer via concealed tubes under the knuckle studs. Treat smoke normally. Spell Book of Iron Minor Artifact This book is made of pure iron. . Within the book are many pages made of beaten iron. The edges of the pages are as sharp as razor blades. On each of these pages are scribed a rune or spell. The book itself measures about 6 hands tall, four hands wide, and one hand thick. The book weighs several hundred pounds. 3rd level spells: Haste, Slow, Fireball, Rage, Protection from Energy 4th level spells: Dimensional Anchor, Stoneskin, Minor Creation, Stone Shape 5th level spells: Major Creation, Cone of Cold, Transmute Rock to Mud, Transmute Mud to Rock, Fabricate 6th level spells: Greater Dispel Magic, Wall of Iron, Flesh to Stone, Stone to Flesh 7th level spells: Reverse Gravity, Phase Door 8th level spells: Iron Body The book has other powers as well. If the reader can decipher the command word (Decipher Script DC35) then they can make the book levitate at will and move with them. There is also another command word within. If this can be deciphered (Decipher Script DC40) then another power of the book can be unlocked. The book can be used as a Dancing weapon three times per day. The duration of this is 1 round per 3 character levels of the book owner. The book will do damage as a heavy mace +2. Once its dancing duration is up it will teleport to the owner. Note: Any who try must make a caster level check (DC30) in regards to spells to decipher the books command words. The book is also immune to rust as well as fire of any type. However any fire attack will grant the book +3 damage (Heat) when it dances. Rod of Pain Rod of Pain: This rod is white, 5’’ long, with electricity breaking from the ends that give the user a tap of pain when the spell is used Damage = times that day it was used * level of spell (2nd time used that day 5th level spell = 10 points of damage to the user) (0 level spell do ½ of a 1st level spell rounded up) To use this rod you must be a spell caster (arcane) and make a Use Magic Device check DC (15 + spell level) if the check fails the spell still works but you take 2 times the damage to your opponent. The rod can be used as many times per day as you like. It can be used for one of the following: 0th level: Any Cantrip 1st level: Magic Missile 2nd level: Fireburst 3rd level: Fireball 4th level: Orb of (acid, cold, electricity, fire, force, sound) (any) 5th level: Cloudkill 6th level: Fire Spiders 7th level: Energy Ebb 8th level: Incendiary Cloud 9th level: Black Blade of Disaster 10th level: Hellball (you still have to pay the XP cost of 400x, and take the 10d6 of damage) |
| crimsonwolf01-04-07, 05:27 PM | This was a Quest Goal we did for scattered Iteams acrossed the land that where all cursed thanks to are bastard DM :D. The first time this item is worn the wearer must make a will save, DC 5+number of the items worn, or become obsessed with finding and owning all of King Tumaltumut's war-gear (see below). If more than six of the items have already been worn then the save is 10+2xnumber of items (moderate influence). If more than 10 are worn then the save is 20+2xnumber of items and the ability supplants the wearers personality with Tumaltumut and they also become obsessed with returning him to a real body(severe influence). Helm of the Jackle This gold helmet his inlaid with jet so that the whole thing appears to be black with gold streaks. The chin-guard appears inflexible when held but molds to fit the wearer, and then safely cover his face up to the eyes when worn. Normally: Wearing the Helm of the Jackal provides a +4 bonus against mind affecting abilities, except for Tumaltumut's soul (below), and a +6 bonus on listen checks. Under Moderate Influence: Wearing the Helm of the Jackal provides a +6 bonus against mind affecting abilities, except for Tumaltumut's soul (below), and a +8 bonus on listen checks. Under Severe Influence: Wearing the Helm of the Jackal provides a +8 bonus against mind affecting abilities, except for Tumaltumut's soul (below), and a +10 bonus on listen checks. Gauntlets of Ever Claw These solid gold gauntlets are covered in pictures of big cats that seem to shift slightly as they are worn Normally: Wearing both gauntlets provides a +4 enhancement bonus to dexterity and a +4 resistance bonus to reflex saves. Under Moderate Influence: Both bonuses become +6. Under Severe Influence: Both bonuses become +8. Eye of the Tiger These golden eye glasses are a slightly odd shape, when worn then mold over the eyes of their wearer, if the Helm of the Jackal is worn then they mold into that until one of the two items is removed. This set up does not interfere with breathing. Normally: Wearing the Eyes of the Tiger provides a +8 bonus on spot and search checks, a constant arcane sight ability and the ability to notice secret doors like an elf. Under Moderate Influence: Wearing the Eyes of the Tiger provides a +10 bonus on spot and search checks, a constant arcane sight ability and the ability to notice secret doors like an elf. Under Severe Influence: Wearing the Eyes of the Tiger provides a +12 bonus on spot and search checks, a constant greater arcane sight ability and the ability to notice secret doors like an elf. Amulet of the Panther This gold amulet is in fact so wide in its chain that it covers the entire shoulders. It must be inlaid with over a thousand rubies! The actual pendant shows a panther set in jet. When worn the metal runs together to fit over the wearer like a second skin. Normally: Wearing the The Amulet of the Panther provides a +4 on constitution and +2 on natural armour. Under Moderate Influence: The bonus to Constitution becomes +6 and the bonus to natural armour becomes + 4. Under Severe Influence: The bonus to Constitution becomes +8 and the bonus to natural armour becomes + 6. Leopard Tunic This leopard pattern tunic appears to be nothing out of the ordinary. Normally: Wearing this tunic in the shirt slot grants a +2 insight bonus to all saving throws and a +4 enhancement bonus on disguise checks. Under Moderate Influence: These bonuses increase to +3 and +8 Under Severe Influence: These bonuses increase to +5 and +20. Royal Cathnakari Breastplate Apparently made of solid gold re-enforced with mithrail this breastplate shows a claw insignia and nothing else, its surface too perfect for adornment. When worn with other war-gear items it melds into them to create a seamless join until their separation is desired. Normally: This counts as a +3 light fortified Mithral breastplate. Under Moderate Influence: This becomes a +5 medium fortified mithral breastplate. Under Severe Influence: This becomes a +7 heavy fortified mithral breastplate Lion Belt This Brass belt is studded with almost every precious stone you have even heard of. The device in the center is that of a lion, roaring. Normally: Wearing the lion belt provides a +4 bonus on strength. Under Moderate Influence: Wearing the lion belt provides a +6 bonus on strength. Under Severe Influence: Wearing the lion belt provides a +8 bonus on strength Cape of Shadow This long flowing cape weighs nothing, literally nothing. It also appears to have no colour of its own and is visible only as a slight darkening of the area behind it. Normally: Wearing the Cape of Shadows grants you a 10% concealment miss chance at all times. It also makes you totally invisible and unnoticeable to outsiders. They are not capable of seeing you, finding you through divination's or knowing about your actions in any way. They can however respond to you if physically attacked or they physically see your actions. Under Moderate Influence: The concealment bonus becomes 30% Under Severe Influence: The concealment bonus becomes 50%. Also, although you are not invisible and your square can still be determined, you are now totally wreathed in shadows The Bracers of Claw These bracers are made of gold Normally: Wearing these bracers allows the wearer to locate any other war-gear item to within a 100 mile radius. The wearer visualises the item and then is given a series of images that lead them to the center of the area. Each use of the item provokes a new will save. Under Moderate Influence: The final result is narrowed to a 10 mile radius. Each use of the item provokes a new will save. Under Severe Influence: The final result is narrowed to a 10 mile radius, and can now be used to locate any item. Each use of the item provokes a new will save. Claws of the King These two emerald studded scimitars appear attached at the pommel. Whilst they can be separated when they move more than 30ft form each other one (the lesser claw) vanishes and re-appears attached to the other (the greater claw). Normally: Wielding only one of the claws causes them to behave as masterwork scimitars. Using both at once causes them to behave as +3 keen vorpal scimitars with no penalty for using them both at once. Under Moderate Influence: The claws become +5 keen vorpal scimitars. Under Severe Influence: The claws become +7 keen vorpal scimitars. The Eyes of the Cat These two rings are each set with a cat's eye agate of an unnatural green. Occasionally they seem to blink with the shifting light. One is set in gold, the other in brass Normally: Wearing one ring gives the wearer the ability to use the clairaudience/clairvoyance spell at will at a caster level of 30. If both are worn they also grant the Scry spell at will. Under Moderate Influence: They also bestow See Invisibility at will. If both are worn they also bestow Invisibility Purge. Under Severe Influence: They grant the True Seeing at will. If both are worn then the duration of the true seeing becomes permanent, reinstatable as a free action. Foot Pads These soft leather boots are embroidered to a level beyond belief. They have some stitches that can only be seen with a magnifying lens. Normally: Wearing the boots grants a +8 bonus on move silently. Under Moderate Influence: Wearing the boots grants a +12 bonus on move silently. Under Severe Influence: Wearing the boots makes the user automatically pass all move silently checks. |
| crimsonwolf01-29-07, 11:42 AM | update coming soon.... |