Post by Head Moderator on Nov 3, 2014 20:28:04 GMT -5
When members go on missions, they often find a good amount of things they cannot use, or that the DM doesn't allow you to take everything. In that case, things can be brought back to the OH and put in the vault for Maria to hand out as she sees fit and when it is needed, such as weapons she can let new members borrow. SO! When you bring something back to the company for the vault, list it here. I'll try to keep a list on this first post of what is available.
If you wish to purchase a special item that has its worth listed, just let me (Pam - tesarikone) know. The cost is it's full worth.
RULES
- Do not be greedy, you do not need to fill EVERY slot as a new character. There are other new characters too!
- You must return or buy what you've borrowed by the time you reach SAPPHIRE RANK. This is the longest you can keep borrowed items!!! If you do not return it, or buy it, I reserve the right to dock your pay until it is paid for.
CONSUMABLES
When you claim a consumable, they are yours. You do not have to return it! These are for NEW characters, I will make you buy items if you have adequate gold or higher than Topaz.
**Do not be greedy, or I will not allow you to borrow for any of your characters.
SCROLLS
-- (1) Scroll of Detect Secret Doors (one-use)
You can detect secret doors, compartments, caches and such. You detect the presence or absence in your immediate area, how many and their location.
[ Slot: Scroll Case or Consumable ]
POTIONS
-- (1) Albedo Potion | 2000 gp
This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken. Color: White | Smell: Sharp | Texture: Thick | Flavor: Tangy
-- (5) Blindsight Potions | 1200 gp
This liquid is blood-red and slightly viscous, like a watery syrup. When a creature drinks the elixir, the liquid races through its blood in a flash, and it feels each of its senses come alive. After consuming this elixir, the user gains blindsight for 1 combat. Color: Blood Red | Smell: Odorless | Texture: Smooth | Flavor: Sour
-- (2) Darksight Potions | 400 gp
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white. Color: Dark Orange | Smell: Sharp | Texture: Smooth | Flavor: Carrots
-- (1) Fiendish Elixir | 2000gp
Housed in a black crystal bottle with a long fluted neck, this elixir is created from the corrupted blood of a celestial. When this is imbibed, you gain a +5 to checks to resist poison, acid and cold. You gain +2 Defense DC, and +2 to your Strength Trait Bonus (Cannot go over 12). If you are lawful, you have +5 DEF unless someone uses silver, chaotic you get +5 DEF unless someone is using cold iron, and neutral you gain +5 DEF unless someone is using magic (damage resistance). THIS LASTS ONE HOUR (or one full combat if the combat goes longer than an hour). You register as "EVIL"alignment while using it. ( One Use )
-- (2) Healing Potions | 100 gp
Heals up to 10hp during adventures. Can be used in a hypo-pistol. Color: Clear | Smell: Mildly Flowery | Texture: Watery | Flavor: Mildly Sweet
-- (1) Mage Armor +1 | 250 gp
What it Does: This causes the drinker to glow a dull silvery color while creating a mystic armor under their skin, giving them a boost of +1 defense for the length of one combat. This can be added to any mundane armor that one is wearing. Color: Violet | Smell: Odorless | Texture: Watery | Flavor: Tangy
-- (1) Raise the Dead Potion | 1000 gp
This potion can only be injected with a hypo-pistol and will restore life as a "raise dead" spell after injection. All rules per death and resurrection apply, see "How Death Works". This brings you to 1 point before death. So if you have 10hp, you'd be 9/10. Color: Golden | Smell: Pleasant | Texture: Watery | Flavor: Sweet
-- (1) Shrinking Potion | 400 gp
This potion causes you to shrink to the size of a mouse with all your gear. It lasts 1 hour. It can be negated with a Growth Potion before the time limit is up.
Color: Light Gray | Smell: Mushroomy | Texture: Thick | Flavor: Bland
WANDS - Wands can be used by anyone! For more info, check out this link.
-- Wand of Firestorm 2d3 (10 charges)
This red wand can be used as your attack, and adds 2d3 fire damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage. [Slot: Magic Item]
OTHER CONSUMABLES
-- Abjurant Salt [Consumable]
Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil creatures. Using your round of combat, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected. There is enough salt for FIVE USES.
[Worth: 4,000 gp]
-- Armorbright [Consumable]
This metallic paint is applied with a brush to the outside of a suit of armor producing a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you gain a +2 bonus on Endurance saving throws to avoid heat dangers. ( One Use )
[Worth: 1000 gp]
-- (2) Blue Arrows
Does dmg when shot from a bow, but also induces lust in the target if they fail a Willpower DC15. Roll to see who in the area (friend or foe both) is the target of the lust which lasts for 1d3 rounds.
-- Bone Chip: [Consumable]
This bone chip from the battle has dried out and taken on a red color just as the night sky did. It can be expended to provide a one-time +5 to Strike against any Undead. ( One Use )
-- Dust of Tracelessness [Consumable]
This pouch of dust can be used two ways. One way is to throw it up into a room no larger than 100 square feet, and instantly the room becomes dusty and full of cobwebs, seemingly unused. The second way it could be used is to pour on tracks of up to 10 people, and the tracks will be erased up to 250' back, leaving no magical aura; meaning those who can track a trackless step will not be able to do so in this occasion. ( One Use. )
[Worth: 1000 gp]
-- Flash Powder [Consumable]
Silky grey mildly explosive powder that burns too quickly to cause damage but brilliantly enough to provide enough of a distraction to allow someone who was under observation a Hide check. It also causes a -5 penalty to spot checks to anyone who looked directly at the flash for 5 rounds. ( One Use )
[Worth: 1200 gp]
-- (2) Red Arrows
Does dmg when shot from a bow, but also induces hatred in the target if they fail a Willpower DC15. Roll to see who in the area (friend or foe both) is the target of the hatred which lasts for 1d3 rounds. If by chance a dear friend or lover is chosen, when the effect fades the victim is racked with guilt and sorrow and has DC10 for one round of combat
--Rune of Adjustment [Consumable]
This rune adjusts one armor, weapon, shield, or clothing item to fit the caster or target, which lasts through one adventure.
[Worth: 150 gp]
Please return these items when you no longer have need of them. If they have a name by it in blue, it means that is who has the item currently in their possession.
If you are "shelved" I will put the name in white, which means I'm still keeping track if you come back but for now the items are available again.
WEAPONS
Some weapons are made with special materials or have enchantments already on them. Please see the Emporium Weapons page , Emporium Magic Evocations page, or the Emporium Unarmed Techs page for more information on how these work.
UNARMED (these techs can be used by anyone!)
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5] [thequiettouch - Sun]
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5]
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5]
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5]
-- Scroll of Two-Handed Unarmed Attack "Scourge" [2d5] [rageofnocturne - Cayden]
-- Scroll of Two-Handed Unarmed Attack "Scourge" [2d5]
-- Scroll of Two-Handed Unarmed Attack "Scourge" [2d5]
-- Scroll of Two-Handed Unarmed Attack "Nightmare" [2d7] [rageofnocturne - Enak]
EVOCATIONS (these can be used by anyone with Magical or Psionic Affinity)
-- Scroll of Mage Attack Evocation "Magic Sphere" [1d5]
-- Scroll of Mage Attack Evocation "Magic Sphere" [1d5]
-- Scroll of Psion Attack Evocation "Psionic Sphere" [1d5]
-- Scroll of Psion Attack Evocation "Psionic Sphere" [1d5]
-- Scroll of Mage Attack Evocation "Magic Fist" [2d5]
-- Scroll of Mage Attack Evocation "Magic Fist" [2d5]
-- Scroll of Psion Attack Evocation "Psionic Fist" [2d5]
-- Scroll of Psion Attack Evocation "Psionic Fist" [2d5]
HIDDEN (Hidden Blades have a -2 to melee strike, but a DC15 to detect before used)
-- Elbow Blade ☼☼ [1d5] Enchant: Serrated (ignores 5 def)
-- Knee Blade ☼☼ [1d5] Enchant: Serrated (ignores 5 def)
LIGHT MELEE WEAPONS
-- Bladed Fan [1d3]
-- Bladed Fan [1d3]
-- Brass Knuckles [1d3]
-- Dagger, Bone [1d3]
-- Dagger [1d4] [tales0fbeauty - Pherience]
-- Dagger [1d4]
-- Druid Boline [1d5]
-- Druid Boline [1d5]
-- Hammer, Light [1d5]
-- Mace, Light [1d5]
-- Net (non-lethal) [1d3]
-- Shortsword [1d5] Made with Glassteel
-- Sickle ☼☼ [1d5] Enchant: Impervious
-- Sword Cane [1d5] Made with Obsidian [burntopurify - Jesse]
ONE-HANDED MELEE WEAPONS
-- Ball and Chain [1d8]
-- Bastard Sword [1d8] Made with Greensteel [gallantburst]
-- Bastard Sword [1d8] Made with Greensteel
-- Cutlass [1d6] Made with Orichalcum [gemmed wings - Corinna]
-- Cutlass [1d6] Made with Cold Iron
-- Cutlass [1d6] Made with Cold Iron
-- Dagger, Kris [1d5]
-- Falcata [1d6] Made with Dlarun
-- Falchion ☼☼ [1d8] Enchant: Passage
-- Heavy Claw [1d6]
-- Heavy Claw [1d6]
-- Katana [1d8] [rorancorvinus]
-- Katana [1d8] [rorancorvinus]
-- Kukri, Heavy [1d6] Made with Glassteel
-- Longsword [1d6] Made with Glassteel [Gemmedwings - Echo]
-- Longsword [1d6]
-- Longsword [1d6]
-- Longsword [1d6]
-- Longsword [1d6]
-- Scimitar [1d6]
-- Shamshir [1d6] Made with Obsidian
-- Shortspear ☼ [1d6] Enchant: Fire
-- Shortspear ☼ [1d6] Enchant: Fire
-- Shortspear ☼ [1d6] Enchant: Fire
-- War Axe [1d8]
-- War Axe [1d8]
TWO-HANDED MELEE WEAPONS
-- Elven Curveblade [2d8] [ibrushstrokei - Hyo]
-- Garrote, Wire [1d8]
-- Great Bastard Sword [2d6]
-- Great Scimitar [2d8] [valiantmadcap - Fibril]
-- Great Warhammer [2d6]
-- Greataxe ☼ [2d8] Enchant: Courageous
-- Greatclub ☼ [2d8] Enchant: Phantom
-- Greatsword [2d8] [ofruggedways - Vanim]
-- Greatsword [2d8]
-- Scythe [2d5]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear[2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
RANGED WEAPONS
-- Arbalest, Light [2d5]
-- Blowgun, Greater [1d4]
-- Crossbow, Light [1d4] [dustystarburst - Esteri]
-- Crossbow, Light [1d4]
-- Crossbow, Light [1d4]
-- Harpoon [2d5]
-- Javelin [1d5]
-- Javelin [1d5]
-- Javelin [1d5]
-- Longbow [2d5]
-- Longbow [2d5] [amariedarkrose - Ma'Kayla]
-- Longbow [2d5] [daemianberazalle - Achilles]
-- Longbow [2d5]
-- Longbow [2d5]
-- Longbow [2d5]
-- Longbow [2d5] Made with Vilebone(evil-aligned) & a Metal Spike (1d5) [Gundhram - lurkerinshade]
-- Throwing Axe ☼ [1d5] Enchant: Returning [greywalkr13 - Jak]
-- Throwing Knives (set of 3) [1d4]
GUNPOWDER WEAPONS
-- Blunderbuss [2d5] (6000 gp) [gemmedwings - Echo]
This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or close-fighting personal defense weapon. The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition. It is sometimes referred to as a musketoon.
-- Privateer Pistol [1d6] (4500 gp)
The single-shot wheellock pistol is one of the most common firearms, it is still rare enough to be an object of envy or curiosity to most. A pistol uses either a bullet and a singe dose of black powder or an alchemical cartridge as ammunition. Takes one round to reload. Can be dual-wielded.
-- Privateer Pistol ☼ [1d6] (4500 gp) Enchant: Phantom [suffertheflame - Davkul]
The single-shot wheellock pistol is one of the most common firearms, it is still rare enough to be an object of envy or curiosity to most. A pistol uses either a bullet and a singe dose of black powder or an alchemical cartridge as ammunition. Takes one round to reload. Can be dual-wielded.
SPECIALTY WEAPONS
-- Bladed Scarf [1d3] (1000 gp)
This dangerous scarf looks like a normal scarf on one side, though it is embedded with small blades on the other side and can be used as a weapon.
-- Prodd [1d3] (1000 gp)
The prodd resembles a light crossbow but is designed to fire the same lead bullets used in slings. It deals less damage than a regular light crossbow, but ammunition is cheap and rocks may be used in a pinch. You draw a prodd back by pulling a lever. Can be dual-wielded.
LOOT WEAPONS
-- Chainsaw Sawtooth Saber [Weapon] ☼ [greywalkr13 - Spyder]
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day.
[Worth: 10,500gp]
-- Chainsaw Sawtooth Saber [Weapon] ☼
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day.
[Worth: 10,500 gp]
--Elemental Chain [Weapon] ☼
This looks to be just two plain steel rings. But when the owner tugs them apart, they explode into a 10-foot-long spiked fighting chain (2d5) formed from the wielder's choice of acid, cold, fire, or electricity. The wielder can dismiss the chain as they wish. The wielder does not take damage from wielding the spiked chain.
[Worth: 6,000gp]
-- Ettin's Club [Weapon] ☼☼
This cruel-looking, gnarled greatclub (2d8) is set with dozens of short barbs and spikes. Once per combat, the club's user may choose to attack a random creature within his reach instead of choosing the target himself. Roll to determine random target, and this does include foes and allies! The Ettin's Club grants it's user a +2 to Strike when this random effect is used, and deals an extra 1d8 damage against this randomly determined target. Needless to say, warriors who favor the Ettin's Club tend to fight alone while their allies keep a safe distance!
[Worth: 7,500gp]
-- Ettin's Club [Weapon] ☼☼
This cruel-looking, gnarled greatclub (2d8) is set with dozens of short barbs and spikes. Once per combat, the club's user may choose to attack a random creature within his reach instead of choosing the target himself. Roll to determine random target, and this does include foes and allies! The Ettin's Club grants it's user a +2 to Strike when this random effect is used, and deals an extra 1d8 damage against this randomly determined target. Needless to say, warriors who favor the Ettin's Club tend to fight alone while their allies keep a safe distance!
[Worth: 7,500gp]
-- Fishgutter [Weapon] ☼
This 1d6 scimitar appear in many amphibious and aquatic societies. This weapon allows its wielder to move with ease underwater, needing no special checks in order to fight beneath the waves.
[Worth: 4,000gp]
-- Fizzwinken's Prodigious Puncturing Siphon-Blade [lurkerinshade - Gundhram]
This two-handed blade [2d10] looks as dangerous as it behaves. The handle of the sword is wrapped in leather, the hand guard wrapped in werewolf hide; the bottom of the handle curves into a hook. Protruding from the hilt in a sort of macabre quillon are six long, silvery, razor-sharp needles. Each needle can be drawn out and placed into the blood groove of the blade as a free action before one's attack, and on a successful strike, the needle embeds itself into the wound, causing it to continue to bleed (and be unable to heal) until the needle is pulled out, which takes a full-round action. Only then can the target gain healing from the wound. The needle is destroyed if the attack misses, or when it is removed from the creature it was embedded into. The blade regrows all spent needles each morning. As blood flows down the blood groove of the weapon, it also siphons life force from your enemy. Once per combat, if your chosen target fails a DC15 Willpower Check, they are drained of 1d5 hit points, which is transferred to the wielder of the blade as temporary hit points, lasting until the end of that combat.
[Worth: 15,000gp]
-- Foe Reaver [Weapon]
First made by frost giants, this 2d8 greataxe has a pale blue sheen. In the hands of someone weak to fire, it grants an extra +5 Defense against fire attacks.
[Worth: 12,000 gp]
-- Foe Reaver [Weapon]
First made by frost giants, this 2d8 greataxe has a pale blue sheen. In the hands of someone weak to fire, it grants an extra +5 Defense against fire attacks.
[Worth: 12,000gp]
-- Frost Shard Dagger[Weapon] ☼☼
This blueice dagger is enchanted with "Frostburst" and explodes with a burst of cold damage upon a successful hit doing an extra 1d5 damage.
[Worth: 10,500gp]
-- Gun With No Name [Weapon] ☼☼ [burntopurify - Jesse]
Though the green, glowing runes on this firearm denote it as magical, otherwise this "Reliable" pepperbox (1d6) appears beat up and nearly useless. This weapon can be reloaded normally. While carrying this firearm, the wielder is immune to scrying and any form of divination that attempts to ascertain her location, thoughts, or alignment. The firearm itself is immune to locate object and similar effects.
[Worth: 11,000gp]
-- Krakentooth [Weapon] ☼☼
A trident [1d5] nearly seven feet in length, the head of this trident appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. The krakentooth is a shockburst trident.
[Worth: 8,000gp]
-- Leafcutter [Weapon] [lurkerinshade - Odd]
Leafcutter is a 1d8 war axe forged of an unusual bluish-silver metal called vakar with a perpetually oily sheen. The haft is carved from the thighbone of a fire giant, and the grip has been wrapped with a fine steel chain. Minute etchings along one of the axe's double edges appear to be runes, though closer inspection reveals that they are merely a series of hash marks: There are forty-seven in all. This weapon was forged during a heated war between elves and dwarves, and defeated dozens of elven warlords (one for each mark on the blade). Since it is vakar, it seeps a clear, odorless oil corrosive to elven skin and does double weapon damage to elves. It is alloyed with alchemical silver, and is effective against creatures weak to silver as well.
[Worth: 10,000gp]
-- Leafcutter [Weapon]
Leafcutter is a 1d8 war axe forged of an unusual bluish-silver metal called vakar with a perpetually oily sheen. The haft is carved from the thighbone of a fire giant, and the grip has been wrapped with a fine steel chain. Minute etchings along one of the axe's double edges appear to be runes, though closer inspection reveals that they are merely a series of hash marks: There are forty-seven in all. This weapon was forged during a heated war between elves and dwarves, and defeated dozens of elven warlords (one for each mark on the blade). Since it is vakar, it seeps a clear, odorless oil corrosive to elven skin and does double weapon damage to elves. It is alloyed with alchemical silver, and is effective against creatures weak to silver as well.
[Worth: 10,000gp]
-- Leafcutter [Weapon]
Leafcutter is a 1d8 war axe forged of an unusual bluish-silver metal called vakar with a perpetually oily sheen. The haft is carved from the thighbone of a fire giant, and the grip has been wrapped with a fine steel chain. Minute etchings along one of the axe's double edges appear to be runes, though closer inspection reveals that they are merely a series of hash marks: There are forty-seven in all. This weapon was forged during a heated war between elves and dwarves, and defeated dozens of elven warlords (one for each mark on the blade). Since it is vakar, it seeps a clear, odorless oil corrosive to elven skin and does double weapon damage to elves. It is alloyed with alchemical silver, and is effective against creatures weak to silver as well.
[Worth: 10,000gp]
-- Loyal Khopesh [Weapon] ☼☼
(Shapeshifting Focus)
This khopesh sword (1d6) is most powerful when wielding by a shapeshifter. If held while the owner shifts, then the damage and enchantments of the weapon can now be used as a claw weapon with the same damage in the hand that was holding the khopesh. No other techs or skills (such as clawstrike) can be used with that hand when this is used.
[Worth: 3,500gp]
-- Necromancer's Athame [Weapon] ☼☼
(Black Mage Focus)
This pallid length of sharpened thighbone is carved into the shape of a dagger (with dagger stats), but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe anyone necromancy spell into the dagger, allowing the use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
[Worth: 5,500gp]
-- Necromancer's Athame [Weapon] ☼☼
(Black Mage Focus)
This pallid length of sharpened thighbone is carved into the shape of a dagger (with dagger stats), but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe anyone necromancy spell into the dagger, allowing the use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
[Worth: 5,500 gp]
-- Titanic Maul [Weapon] ☼☼
This solid jasper two-handed hammer is 6 foot long and weighs about 120 lbs. When it hits, it causes an extra 1d5 damage, for a total of 3d5 damage. When used to hit an object of less than 30 hit points (per DM), the object is automatically destroyed. Anything inside that object, such as within a chest, is destroyed as well, though.
[Worth: 8,000gp]
-- Titanic Maul [Weapon] ☼☼
This solid jasper two-handed hammer is 6 foot long and weighs about 120 lbs. When it hits, it causes an extra 1d5 damage, for a total of 3d5 damage. When used to hit an object of less than 30 hit points (per DM), the object is automatically destroyed. Anything inside that object, such as within a chest, is destroyed as well, though.
[Worth: 8,000gp]
-- Vampiric Greatsword [Weapon] ☼☼☼
The handle of this greatsword (2d8) is wrapped in tanned leathers and the hand guard is covered in werewolf hide. The long blade is decorated with Vampiric blood sigils along the sides and the bottom of the handle curves up acting as a hook. Once per combat, you may use this blade to draw life force from your enemy. A DC15 Willpower must be met by the target of this sword if the save is failed the target is drained of 1d5 HP which is transferred to the wielder as temporary hit points lasting till the end of that combat.
[Worth: 10,000gp]
-- War Widow [Weapon] ☼☼ [asieepingsun - Simon]
This curious weapon is a battered warhammer with a shaft partially covered with black sackcloth. These weapons were created so that the warriors who used them died gloriously in battle, and not from diseased rations or tripwires. While carrying War Widow, it grants a +5 bonus to any checks made against the effects of disease, poison, and any trap effect. It functions as an anarchic warhammer (1d6).
[Worth: 12,000gp]
ARMOR
Unless marked, everything is "Medium" Size. Do not worry, Maria will resize it for you if needed. Some armor is made with a special material or has a special enchant. Please see the Emporium Armor Page for more information.
Light: 20 Defense Cap, No penalties
Medium: 30 Defense Cap, -5 Init Penalty, Max 12 QCK, Spell Penalties
Heavy: 40 Defense Cap, -10 Init Penalty, Max 8 QCK, Spell Penalties
UNARMED TECHNIQUES
(For Unarmed Combatants Only / Armor Techs are in place of wearing actual armor)
-- Scroll of Unarmed Armor Tech +13 DEF (Light) [thequiettouch - Feng]
-- Scroll of Unarmed Armor Tech +13 DEF (Light)
-- Scroll of Unarmed Armor Tech +11 DEF (Light) [anobleblue - Bram]
-- Scroll of Unarmed Armor Tech +16 DEF (Medium) [originaldelusion - Kitty]
-- Scroll of Unarmed Armor Tech +20 DEF (Medium) [ibrushstrokei - Hyo]
-- Scroll of Unarmed Defense Tech "Darting Leaves" +4 DEF (must be unarmed/use natural weapons)
-- Scroll of Unarmed Defense Tech "Captured Twigs" +5 DEF (must be unarmed/use natural weapons)
LIGHT ARMOR
-- Leather Armor ☼ +6 DEF Enchant: Shifter
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF Made with Sharkskin
-- Studded Leather Armor ☼ +9 DEF Enchant: Shifter
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor ☼☼ +9 DEF Enchant: Ghost Ward [wildorchid]
-- Studded Leather Armor ☼☼ +9 DEF Enchant: Ghost Ward [lurkerinshade - Adalric]
-- Studded Leather Armor +9 DEF [Aleksander]
-- Knotswork Armor +10 DEF [tesarikone - Diana]
-- Leafweave Hide Armor ☼ +10 DEF Enchant: Shifter [valiantmadcap - Omni]
-- Leafweave Hide Armor ☼ +10 DEF Enchant: Shifter [Kraius]
-- Leafweave Hide Armor +10 DEF
-- Leafweave Hide Armor ☼ +10 DEF Enchant: Feykissed
-- Moon-Ivy Armor +10 DEF [woodlandaugur-Baererfel]
-- Plated Leather +11 DEF Enchant: Magic Ward [valiantmadcap - Fibril]
-- Chain Shirt +11 DEF
-- Chain Shirt +11 DEF
-- Spidersilk Armor +12 DEF [gemmedwings - Corinna]
-- Spidersilk Armor +12 DEF
-- Spidersilk Desert Swathes +13 DEF
-- Spiderweave +13 DEF Enchant: Magic Ward [resignedhumanity - Noah]
-- Ninja Mithralweave ☼ +13 DEF Enchants: Magic Ward, Shadow [chaiiceoflethe - Zetta]
-- Boneless Leather [Light Armor] ☼☼ [burntopurify - Jesse]
This suit of +6 DEF leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape checks, and a +5 bonus on Acrobatics checks to reduce damage from falls.
[Worth: 8000 gp]
-- Eelskin Leather [Light Armor] ☼☼
This +8 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water.
[Worth: 7000 gp]
MEDIUM ARMOR
-- Palebone Armor +14 DEF
-- Palebone Armor +14 DEF
-- Hide Armor +15 DEF [originaldelusion - Echo]
-- Rhino Hide Armor +16 DEF
-- Chain Mail +18 DEF [daemianberazalle - Achilles]
-- Ninja Chain Mail +18 DEF [gemmedwings - Echo]
-- Ringmail +18 DEF
-- Breastplate ☼ +19 DEF Enchant: Shifter
-- Traveler's Plate +22 DEF [ofruggedways - Vanim]
-- Armor of the Deep [Medium Armor] ☼☼
This +19 breastplate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the breastplate remains as heavy and bulky as normal, the wearer of armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.
[Worth: 18,000gp]
--Ghoul Shell Armor [Medium Armor] ☼☼☼☼ [Gundhram - lurkerinshade]
This suit of +15 DEF hide armor is made of shaped and fitted pieces of ghoul hide. Wearing this armor causes you to be immune to paralyzation, but when wearing this you always take a -5 to all Charisma-based skills.
[Worth: 14,000gp]
HEAVY ARMOR
-- Stonemail Armor +30 DEF [rorancorvinus]
-- Splint Mail +31 DEF [valiantmadcap - Melfice]
-- Splint Mail +31 DEF
-- Blood Red Banded Mail +32 DEF [tales0fbeauty - Jade OWES 8,000gp]
-- Demon Armor [Heavy Armor] ☼☼
This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +34 DEF full plate allows the wearer to make claw attacks that deal 1d4 points of damage each hand (you do not need dual wield to use this). The “claws” are built into the armor’s vambraces and gauntlets. Non-evil characters that wear this armor cannot be healed by any means until they've removed the armor, including potions.
[Worth: 32,000gp]
MISCELLANEOUS DEFENSIVE ITEMS
ARMS/WRIST
-- Adamantine & Ruby bracers +3 DEF (small size) [gemmedwings - Corinna]
-- Adamantine & Ruby bracers +3 DEF
-- Adamantine & Ruby bracers +3 DEF
HAND
-- Leather Gloves +2 DEF
-- Leather Gloves +5 DEF [anobleblue - Bram]
-- Thick Gloves +2 DEF [woodlandaugur-Baererfel]
LEGS
-- Leather Leggings +1 DEF
HEAD
-- Helm +3 DEF
-- Helmet +3 DEF
-- Spidersilk Keffiyeh +3 DEF
SHOULDERS/BACK
-- Black Leather Cloak +5 DEF [asieepingsun - Simon]
-- Pauldrons +7 DEF
SHIELDS
-- Buckler +1 DEF
-- Buckler +1 DEF
-- Buckler +1 DEF
-- Light Wooden Shield +1 DEF
-- Mithral Shield +2 DEF
-- Mithral Shield +2 DEF
-- Mithral Shield +2 DEF
-- Tower Shield +5 DEF [valiantmadcap - Melfice]
-- Heavy Steel Shield +5 DEF
JEWELRY
-- Defensive Charm +2 DEF
-- Amulet of Armor +3 DEF [curiouslybound - Lily]
-- Amulet of Armor +3 DEF [ofruggedways - Vanim]
-- Amulet of Armor +3 DEF
-- Amulet of Armor +5 DEF [woodlandaugur-Baererfel] [rageofnocturne - Enak]
-- Amulet of Armor +5 DEF [chaiiceoflethe - Zetta]
-- Amulet of Armor +5 DEF [originaldelusion - Kitty]
-- Amulet of Armor +5 DEF [ardgrimsfury - Fury]
-- Amulet of Armor +5 DEF [daemianberazalle - Achilles]
-- Ring of Armor +2 DEF
-- Ring of Armor +5 DEF [fadedsunbeam - Kathryn]
-- Ring of Armor +5 DEF [valiantmadcap - Omni]
-- Ring of Armor +5 DEF [valiantmadcap - Fibril]
WARM CLOTHES
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold [lurkerinshade - Odd]
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold
-- Fizzwinken's Sorcerous Cathartic Shielding Cuirass [originaldelusion - Verity]
This intricately crafted +21 DEF breastplate is made of blended quartz flecked with gorgeous sapphire, and is very heavy. Wearing this breastplate gives you the penalties for initiative and QCK cap as if it is a heavy armor. This material is a great conduit for magical energy, so there are no spell penalties for casting any type of magic while wearing this armor. Emblazoned on the front of this breastplate is an image of a holy warrior healing a wounded beggar. If you have Healing Affinity, you may use 5 extra healing points per gemstone rank of the user while wearing this armor.
-- Gunfighter's Poncho [Cloak]
The enchantments woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic giving a +5 DEF against magical and mundane ranged attacks. Once per day, the wearer can negate a single ranged attack targeted at him, but cannot use this ability if the attack is a critical hit. When the wearer uses this ability, he must fall prone, losing his next turn in combat.
[Worth: 7,000gp]
-- Gunman's Duster [Cloak]
This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
[Worth: 7,000gp]
-- Gunman's Duster [Cloak]
This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
[Worth: 7,000gp]
-- Helm of Transfiguration [Head]
The steel of this helmet (+3 DEF) is ornately designed with many animals molded together and splayed across the entire surface. This helmet gives it's owner the Shapeshifting Skill, which can be used up to 30 minutes per day. This allows shapeshifting into any creature from Tiny to Large size.
[Worth: 7,000 gp]
-- Ring of Shields ☼☼☼☼☼ [Ring] [silverlioness - Sorcha]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions
as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
--- Heraldic Crest, Insight ☼ This is an enchantment that can be placed on shields. No shield can have more than one heraldic crest. This crest is emblazoned with a soaring owl. The bearer gains a +3 bonus on Spot and Search checks. Once per day, the shield casts see invisible on the bearer allowing them to see any invisible or ethereal creatures for one round of combat.
--- Frightful ☼☼ This enchantment can be placed on one's armor, shield or buckler. Once per combat, you may use the Frightful enchantment to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose a turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run!
--- Magi ☼☼ This allows you to use one extra defense spell in combat. It must be Defense Boost, AoE Defense Boost, Defense Absorb, or an Evade.
-- Undead Protective Amulet [Neck]
Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal).
[Worth: 3000gp]
-- Winged Shield [Shield] ☼ [asieepingsun - Simon]
This heavy wooden shield is +3 DEF. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly, carrying the wielder. The shield can carry up to 150 pounds and move at 60 feet per round, or up to 300 pounds and move at 30 feet per round.
[Worth: 2,500 gp]
MAGICAL LOOT ITEMS
Wanna buy any of these things? Send me an email on (obsidianheartrpg@gmail.com). Cost = worth.
-- After-Image Mirror [Magic Item]
This hand-held mirror's magic works when a candle is lit and held up to it. It shows in the mirror events that occurred in the area in the last few hours.
[Worth: 1,500gp]
-- Amulet of Spell Learning [Neck] [anobleblue - Bram]
(Magical Affinity Only)
This silver locket only has power when used by someone with magical affinity. It allows a mage to write 1 extra spell per dice rank, starting with the rank they are when they obtain the item.
[Worth: 4,000 gp]
-- Amulet of Tears [Neck] [originaldelusion - Echo]
Adorning a glossy silver chain, a spiral of pearl teardrops circles a colorless crystal sphere. An amulet of tears has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you activate the amulet grants you temporary hit points. These hit points last for one full combat; they don’t stack with any other temporary hit points from any source. You may activate the amulet once per combat.
1 charge: 6 temporary hit points.
2 charges: 12 temporary hit points.
3 charges: 18 temporary hit points
[Worth: 11,000 gp]
-- Anaconda Coils [Belt]
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 bonus to grapple checks. In addition, the belt grants the wearer the ability to constrict once per combat during a grapple, doing an extra 1d6 points of damage plus the wearer’s Strength bonus.
[Worth: 7,000 gp]
-- Anaconda Coils [Belt]
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 bonus to grapple checks. In addition, the belt grants the wearer the ability to constrict once per combat during a grapple, doing an extra 1d6 points of damage plus the wearer’s Strength bonus.
[Worth: 7,000 gp]
-- Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.
[Worth: 1,500 gp]
-- Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.
[Worth: 1,500 gp]
-- Baleful Eye of Bad Juju [Eyes]
(Shaman Only)
A multifaceted yellow gemstone sits in the center of this black leather eyepatch. Whoever wears the baleful eye of bad juju can activate it once per adventure to gain a gaze attack for 1 round. During that round, every creature within 30 feet of the wearer must make a DC15 Willpower Save or take a -3 penalty on Strike, Damage, Saves and Skill Checks for one day. Only a Remove Curse can dispel it. Because it covers one eye, the wearer takes a -2 penalty on Spot and Search checks.
[Worth: 11,000 gp]
-- Baleful Eye of Bad Juju [Eyes]
(Shaman Only)
A multifaceted yellow gemstone sits in the center of this black leather eyepatch. Whoever wears the baleful eye of bad juju can activate it once per adventure to gain a gaze attack for 1 round. During that round, every creature within 30 feet of the wearer must make a DC15 Willpower Save or take a -3 penalty on Strike, Damage, Saves and Skill Checks for one day. Only a Remove Curse can dispel it. Because it covers one eye, the wearer takes a -2 penalty on Spot and Search checks.
[Worth: 11,000 gp]
-- Barding Stitches [Animal Companion]
This thin, specially treated wire can be used to attach barding to creatures whose body types cannot normally accommodate armor, such as piscine, serpentine, and verminous animals by delicately and thoroughly sewing the equipment directly to the creature's flesh. A creature using barding stitches to use armor takes a -2 to its Quickness and Strength based skill checks (not the actual traits, only checks such as Acrobatics, etc) as well as any Endurance saves. This does not actually take up a slot, but please be sure to state with your armor slot that you are using barding stitches. There is enough barding stitches for one animal.
[Worth: 1000 gp]
-- Barding Stitches [Animal Companion]
This thin, specially treated wire can be used to attach barding to creatures whose body types cannot normally accommodate armor, such as piscine, serpentine, and verminous animals by delicately and thoroughly sewing the equipment directly to the creature's flesh. A creature using barding stitches to use armor takes a -2 to its Quickness and Strength based skill checks (not the actual traits, only checks such as Acrobatics, etc) as well as any Endurance saves. This does not actually take up a slot, but please be sure to state with your armor slot that you are using barding stitches. There is enough barding stitches for one animal.
[Worth: 1000 gp]
-- Bells of Rebuking [Instrument] ☼☼
A beautifully crafted set of seven bells in a leather bandolier, the smallest the size of a pillbox and the largest the size of a clenched fist. The bells are enchanted to effect mindless undead. Once per combat, undead at least one gemstone rank lower than the bard that hears the bells gain a willpower save of DC15, if they fail, they are stopped in their place and cannot take any action for one round of combat.
[Worth: 6000 gp]
-- Bells of Rebuking [Instrument] ☼☼
A beautifully crafted set of seven bells in a leather bandolier, the smallest the size of a pillbox and the largest the size of a clenched fist. The bells are enchanted to effect mindless undead. Once per combat, undead at least one gemstone rank lower than the bard that hears the bells gain a willpower save of DC15, if they fail, they are stopped in their place and cannot take any action for one round of combat.
[Worth: 6000 gp]
-- Belt (or Sash) of Equilibrium [Waist] or [Neck]
As long as this belt’s wearer doesn’t move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of combat or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed.
[Worth: 8,000 gp]
-- Belt (or Sash) of Equilibrium [Waist] or [Neck]
As long as this belt’s wearer doesn’t move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of combat or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed.
[Worth: 8,000 gp]
-- Belt of the Ultimate Athlete [Waist]
(Must have Athletic AND Acrobatic Skill)
Three times per adventure, you may choose to Take 10 on any of these talents: Climb, Jump, Swim, Tumble, Balance, Ride or Escape. Taking 10 means you do not need to roll, you count it as if you'd rolled a "10".
[Worth: 10,000 gp]
-- Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
[Worth: 2000 gp]
-- Beruto of the Carp Dragon [Waist]
This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. This allows the wearer to breathe under water, salt or fresh, gives a swim speed as fast as your land speed, and a +5 to Swim Checks. It does NOT allow you to breathe air when worn, and if it is donned on land you can suffocate.
[Worth: 2000 gp]
-- Beruto of the Carp Dragon [Waist]
This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. This allows the wearer to breathe under water, salt or fresh, gives a swim speed as fast as your land speed, and a +5 to Swim Checks. It does NOT allow you to breathe air when worn, and if it is donned on land you can suffocate.
[Worth: 2000 gp]
-- Blue Book of Navahla [Book]
This book details the seedier entertainment establishments in Navahla, Sarkotos. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book, you gain a +3 bonus on Knowledge (local), Bluff, and Diplomacy checks in Navahla. At the DM's discretion, you can use it in settlements near that city for a +1 bonus.
[Worth: 2000 gp]
-- Box of Noises [Magic Item]
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, celebration, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.
[Worth: 1000 gp]
-- Bracers of Brachiation [Arms/Wrist]
The slim bracers of brachiation grant the wearer a climb speed as fast as their normal walking speed in forested areas. The user gains a +8 bonus on all Climb checks, and can always choose to take 10, even if rushed or threatened while climbing.
[Worth: 4500 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000gp]
-- Bronzed Cuff [Arms/Wrist] [greywalkr13 - Jak]
Shaped to fit easily upon a creature's wrist, this bronze dragon scale is set with a pair of tiger's eye topazes and rimmed with bronze studs. A cuff generates a whip of electrical energy, to which the bearer takes no damage to use. This whip does 1d3 electrical damage (lethal).
[Worth: 2000 gp]
-- Butterfly Bracers [Arms/Wrist] [valiantmadcap - Fibril]
These delicate silver bracers are decorated with blue butterflies. While worn, butterfly bracers grant the wearer a +2 bonus on all saving throws, and talent/tactic checks.
[Worth: 6,500 gp]
-- Butterfly Bracers [Arms/Wrist]
These delicate silver bracers are decorated with blue butterflies. While worn, butterfly bracers grant the wearer a +2 bonus on all saving throws, and talent/tactic checks.
[Worth: 6,500 gp]
-- Charm of Distraction [Neck or Wrist]
This pendant is in the form of a spider, and has a few benefits. First, it grants a +1 Defense. It also grants a +1 to saves against enchantment/charm effects. Finally, it gives a burst of speed of twice your normal speed when fleeing. It often buys just enough time or distraction for the wearer to escape from the clutches of an enemy.
[Worth: 2000 gp]
-- Chronocharm of the Celestial Wanderer [Neck] [gemmedwings - Corinna]
This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2000 gp]
-- Chronocharm of the Fateweaver [Neck]
This tiny golden spindle dangles from a thin chain of gray steel. A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Acrobatics check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500 gp]
-- Clasp of the Elder [Face]
Forged by dwarven artisans, this clasp is meant to be worn around a beard. It is carved from pure gold and studded with brilliant gems. If the wearer is a non-dwarf, the clasp only grants a +3 bonus on Diplomacy checks. If a dwarf wears the clasp around the beard, it grants a +5 bonus on Diplomacy and Intimidate checks.
[Worth: 1,500 gp]
-- Cloak of the Ursa [Cloak]
This bearskin cloak has the bear's head forming the hood. It smells quite bad, giving a -2 on all Charisma based skills while wearing it, but it has the ability to allow the wearer to shapeshift into animals of small to large size. While shifted, it gives you a 1d4 Claw, Beak, or Fang attack while it is being used. Your weapons and gear meld into the shape when shifted and appear again when you shift back.
[Worth: 2000 gp]
-- Codex of the Infinite Planes [Book]
An ancient book containing forbidden lore and the secret to travel between the planes and dimensions, this gives the owner a +5 to Knowledge (Planes).
[Worth: 2000 gp]
-- Compass of Passage [Magic Item]
This device looks like a golden pocket watch on a steel chain. If opened, a compass is seen inside. This item has three charges which can be used each day.
(1 Charge) You are able to travel twice as far by foot or mounted without suffering the ill effects of exhaustion that would normally accompany such a march.
(2 Charge) You are able to travel twice as fast as you would normally by foot or mounted.
(3 Charges) If the terrain is unnaturally confusing or difficult to maintain a known position, such as through the swamps, or jungles, or within a sandstorm in Thanes, you may expend all three charges to obtain a specific, exact location as well as distance and direction from the last time you opened the compass.
[Worth: 3000 gp]
-- Cord of Stubborn Resolve [Waist]
When fastened about the waist, this stout length of rope grants great stamina. Any effect which would cause the wearer to become fatigued instead deals 1d4 points of nonlethal damage (you cannot defend against this damage). Any effect that would cause exhaustion causes 1d4 points of nonlethal damage and leaves them fatigued instead.
[Worth: 2,000 gp]
-- Corporeal Lodestone [Magic Item]
This powerful ward resembles nothing more than an unremarkable 1-inch-diameter sphere of polished steel. The lodestone's power, however, is a great blessing to those who battle incorporeal undead and creatures who can travel ethereally. When it is dropped onto the ground and activated, the lodestone strengthens the boundary between the Ethereal Plane and the Material Plane, preventing any incorporeal creatures from travel to and from the Ethereal Plane within a 20 foot radius, negating the effects of skills and spells that allow movement between the planes. Because the lodestone is so tightly bound to the Material Plane, it may not be taken to another plane. Any time its possessor is transported across planes, the lodestone remains behind.
[Worth: 10,000 gp]
-- Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000 gp]
-- Demon's Tongue Charm [Neck]
Gross. The severed tongue of a demon, cauterized and tied with a leather strap. If you listen close to it, it's said you can hear the words spoken by demons and their kind. Allows the wearer to understand and speak Abyssal. Can be used as an evil aligned holy symbol. No matter your alignment, you appear to all who can tell alignments as Evil.
[Worth: 1,500gp]
-- Dire Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows the shifter to take the form of a dire version of whatever creature they normally take, allowing them to be considered Large size. This can be used once per day.
[Worth: 4,500 gp]
-- Dire Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows the shifter to take the form of a dire version of whatever creature they normally take, allowing them to be considered Large size. This can be used once per day.
[Worth: 4,500 gp]
-- Discerning Goggles [Eyes] or [Head]
This eyewear consists of two thick, gold-rimmed glass lenses encased in a leather band. When worn over the eyes, a pair of discerning goggles allows you to determine creatures' alignments with a single look. Good creatures appear to faintly glow blue and evil creatures to faintly glow red. Neutral-aligned creatures appear normal, as do creatures under the effect of an undetectable alignment skill, spell or similar effect. These goggles function only during times when you normally would possess sight; for example, they do not work in darkness unless you possess darkvision.
[Worth: 6,000 gp]
-- Discerning Goggles [Eyes] or [Head]
This eyewear consists of two thick, gold-rimmed glass lenses encased in a leather band. When worn over the eyes, a pair of discerning goggles allows you to determine creatures' alignments with a single look. Good creatures appear to faintly glow blue and evil creatures to faintly glow red. Neutral-aligned creatures appear normal, as do creatures under the effect of an undetectable alignment skill, spell or similar effect. These goggles function only during times when you normally would possess sight; for example, they do not work in darkness unless you possess darkvision.
[Worth: 6,000 gp]
-- Dragonfoe Amulet [Neck] [fadedsunbeam - Kathryn]
This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The dragonfoe amulet is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a dragonfoe amulet ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type such as dragonborn. Once per combat, the wearer can takes half damage from a dragon's breath weapon attack.
[Worth: 6,500 gp]
-- Dreampath Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability while outside of combat. This braid allows the shifter to be considered ethereal. It can be used in combat for one evade, and only weapons that can hit ethereal creatures will be able to damage the shifter.
[Worth: 4,000gp]
-- Eye of the Beholder [Neck] or [Magic Item]
This necklace consists of a mithral chain set with a metal sphere. Three times a day, the necklace's wearer can command the sphere to open, revealing a living eye set within it. The eye darts back and forth, focusing its gaze on each living creature in the area. It remains open for 5 minutes. During this time, the wearer gains a +5 bonus to Insight Checks. In addition, while the eye is open, the wearer gains darkvision with a range of 120 feet.
[Worth: 6,000 gp]
-- Flying Lantern [Magic Item]
Red and yellow stained glass combine to create magical runes on the windows and the lantern's cap is engraved with depictions of gliding bats. Runes and other softly glowing arcane marks typically cover the long, tapered bottom. When commanded, this beautiful lantern hangs in the air at the elevation it's owner releases it and maintains a constant interval of five feet between itself and its owner. It navigates around obstacles, and has a speed of 30 feet, uses oil as a regular lantern and requires refueling in the same way.
[Worth: 1,200 gp]
-- Footfirm Boots [Animal Companion]
Laces along the top of these hardened leather pads make it easy to secure them around the paws of any medium or small animal. The soles are lined with tiny barbs, granting an animal wearing them a +3 bonus on Climb Checks, or STR checks against a bull rush.
[Worth: 1,500 gp]
-- Friendship Bracelet [Wrist]
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Worth: 3,500 gp]
-- Friendship Bracelet [Wrist]
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Worth: 3,500 gp]
-- Fruit Blossom Spike [Magic Item]
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process.A single tree produces enough fresh fruit to feed eight creatures for two days. After three days, the fruit turns into worthless mush.
[Worth: 1000 gp]
-- Fruit Blossom Spike [Magic Item]
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process. A single tree produces enough fresh fruit to feed eight creatures for two days. After three days, the fruit turns into worthless mush.
[Worth: 1000 gp]
-- Goggles of Bright Light [Head/Eyes]
These sturdy goggles have a golden mirror sheen on the outside of their lenses, a wrapping of leather holding them snugly in place. This tint blocks a considerable amount of natural light. Once per adventure, the goggles’ wearer can emit bright light on command to a range of 30 feet. Any creature within that area must succeed at a DC15 Endurance save or be blinded for 1 hour. In addition, the wearer also gains a +2 bonus on any saving throws against visual effects.
[Worth: 5,000 gp]
-- Goggles of Clarification [Eyes]
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing normal underwater penalties to vision, and they provide a +3 bonus to Perception checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -3 to all Perception checks made while out of the water.
[Worth: 2000 gp]
-- Gravewatch Pendant [Neck]
Favored by the Mourners of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a —1 penalty on all strike rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a —2 penalty on all strike rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +5 bonus on Perception checks to detect a creature wearing this pendant.
[Worth: 10,000 gp]
-- Gray Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Bat
2 - Rat
3 - Cat
4 - Weasel
5 - Dog
[Worth: 1500 gp]
-- Heritage Book [Book] WRITTEN IN ANCIENT
This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +5 bonus on Knowledge (nobility) checks.
[Worth: 2000 gp]
-- Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000 gp]
-- Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000 gp]
-- Ioun Stone (emerald ellipsoid) [Magic Item]
This stone grants you 5 hit points when it is used. Ioun stones orbit around the user's head.
[Worth: 5,000 gp]
-- Ioun Stone (emerald ellipsoid) [Magic Item]
This stone grants you 5 hit points when it is used. Ioun stones orbit around the user's head.
[Worth: 5000 gp]
-- Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.
[Worth: 2000 gp]
-- Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000 gp]
-- Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000 gp]
-- Light Cap [Head]
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light. The light can also be turned off on command.
[Worth: 500 gp]
-- Mask of Blood [Face]
Rivulets of blood gush down the flensed face of this red metal mask. The liquid flowing over a mask of blood is normally harmless, but when you activate the mask, you can spit a stream of blood as a ranged attack (range 30 feet). This stream deals 2d5 points of acid damage to the target. You may use this attack up to three times per day.
[Worth: 7,000 gp]
-- Mask of Deception [Face]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000 gp]
-- Mask of Deception [Face] or [Magic Item]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000 gp]
-- Mask of a Thousand Tomes [Face]
The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 bonus on all types of Knowledge checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.
[Worth: 9,000 gp]
-- Monocle of the Dark Hunter [Eyes] [valiantmadcap - Fibril]
While worn, the monocle grants the wearer darkvision of 60 feet and a +1 bonus to strike on ranged attacks within 60'.
[Worth: 8,500 gp]
-- Monocle of the Dark Hunter [Eyes]
While worn, the monocle grants the wearer darkvision of 60 feet and a +1 bonus to strike on ranged attacks within 60'.
[Worth: 8,500 gp]
-- Nymph Bone Flute [Magic Item]
Carved from the bone of a nymph, this flute can be played up to 3 times a day, and cause a target to become blind or deaf, if they fail an Endurance save of DC15.
[Worth: 4,000 gp]
-- Nymph Bone Flute [Magic Item]
Carved from the bone of a nymph, this flute can be played up to 3 times a day, and cause a target to become blind or deaf, if they fail an Endurance save of DC15.
[Worth: 4,000 gp]
-- Pauldrons of the Bull [Cloak]
These steel pauldrons are engraved with images of charging bulls. When the wearer of these pauldrons makes a bull rush, once per combat they may roll twice and take the better roll.
[Worth: 4,000 gp]
-- Pauldrons of the Bull [Cloak]
These steel pauldrons are engraved with images of charging bulls. When the wearer of these pauldrons makes a bull rush, once per combat they may roll twice and take the better roll.
[Worth: 4,000 gp]
-- Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000 gp]
-- Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000 gp]
-- Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000 gp]
-- Phylactery of the Healer [Head] [bottledpanacea - Cyrus]
Three times per day, the phylactery’s wearer can determine the current health and overall well-being of any one ally within 30 feet. If the wearer has the ability to heal, he can choose heal the ally he is currently evaluating so long as that ally is within 30 feet of him, even if it is not his turn in combat.
[Worth: 1500 gp]
-- Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500 gp]
-- Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500 gp]
-- Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500 gp]
-- Poisoner's Gloves [Hands]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round.
[Worth: 2,500 gp]
-- Portable Shade [Magic Item]
This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade floats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefits of a parasol, but leaving the user’s hands free for combat or spellcasting. Folding up a portable shade ends its effect.
[Worth: 1,500 gp]
-- Portable Shade [Magic Item] [valiantmadcap - Melfice]
This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade floats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefits of a parasol, but leaving the user’s hands free for combat or spellcasting. Folding up aportable shade ends its effect.
[Worth: 1,500 gp]
-- Probability Charm [Varies]
This little charm can be worn on the wrist, on a belt, or around the neck. It enables you to roll a1d22 for Strike instead of a 1d20, upping the probability just a little that you'll get a hit. Critical hits happen on a 22 instead of 20 while using this charm.
[Worth: 8,000 gp]
-- Red Bag of Tricks [Magic Item] [greywalkr13 - Jak]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500 gp]
-- Ring of the Shepherd [Ring]
The ring of the shepherd is carved from a piece of hard wood to resemble a shepherd’s crook curved around the finger. With the action of raising the hand on which this ring is worn into the air and speaking the command word, a beam of white light shoots into the air above you. The beam will remain in place even if you lower your hand. Only creatures you consider allies will be able to see the light. You can use the effect of the ring up to three times per day.
[Worth: 1,500 gp]
-- Ring of the Shepherd [Ring]
The ring of the shepherd is carved from a piece of hard wood to resemble a shepherd’s crook curved around the finger. With the action of raising the hand on which this ring is worn into the air and speaking the command word, a beam of white light shoots into the air above you. The beam will remain in place even if you lower your hand. Only creatures you consider allies will be able to see the light. You can use the effect of the ring up to three times per day.
[Worth: 1,500 gp]
-- Robe of Needles [Cloak]
This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle (1d4) as a ranged attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target’s flesh, dealing piercing damage and will continue to bleed (and cannot be healed) until the needle is pulled out. A creature can pull out the needle as a full-round action, which ends the bleeding and allows healing. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning.
[Worth: 3000 gp]
-- Rod of Hidden Light [Magic Item] [fadedsunbeam - Kathryn]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
[Worth: 2000 gp]
-- Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
[Worth: 2000 gp]
-- Scout's Journal [Magic Item]
This appears as a large, ornate parchment scroll brilliantly illuminated with mysterious symbols on a backing of supple, worked leather. These scrolls are opened using two rolling rods on each side. Rolled into the parchment of a new Scout's Journal is a plain silver ring, wearing this ring does not take up a ring slot but it does glow slightly with divination magic if detect magic is used on it. The journal tracks the ring wearer, creating a perfectly accurate map of where he goes and annotating in the margins with descriptions (in Common) and sketches of more interesting features the wearer sees (DM discretion). The map and notes are based only on what the ring wearer sees and does, it does not fill in unseen areas or make assumptions, nor will it record specific messages or spells. The map covers an area of 100 square miles. Once the map is filled it, the ring can be used with another journal, but can only be attuned to one parchment at a time.
[Worth: 2,000 gp]
-- Sea Captain's Patch [Head/Eyes]
This ornate silk eye patch is embroidered with gold thread and studded with pearls in a pattern representing a whirlpool. The wearer of this item, which is a favorite patch of ruthless or particularly driven pirate captains, is able to breathe underwater and have freedom of movement beneath the waves as well. Furthermore, once per day, the wearer can attempt to charm any monster if the monster fails a Willpower save of DC10 + the wearer's Charisma. A charmed monster will act in a friendly manner to only the wearer of the patch, and will obey simple commands for up to 30 minutes.
[Worth: 8,000 gp]
-- Shaman's Doll [Magic Item]
(Shaman with Create Doll Skill)
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A shaman can use this doll instead of creating their own through the Create Doll skill. This does not take a round of combat, since the doll is already created. This doll still only works for the chosen target. This doll can be used over and over, unless it is destroyed.
[Worth: 1,500 gp]
-- Shaman's Doll [Magic Item]
(Shaman with Create Doll Skill)
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A shaman can use this doll instead of creating their own through the Create Doll skill. This does not take a round of combat, since the doll is already created. This doll still only works for the chosen target. This doll can be used over and over, unless it is destroyed.
[Worth: 1,500 gp]
-- Shawl of the Crone [Cloak]
The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer’s actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age. The wearer also gains a +5 bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children.
[Worth: 2,500 gp]
-- Sheath of Stealth [Magic Item] [valiantmadcap - Fibril]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000 gp]
-- Sheath of Stealth [Magic Item]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000 gp]
-- Sheath of Stealth [Magic Item]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000 gp]
-- Shrink Collar [Animal Companion Item]
One of the big drawbacks of mounts is sometimes they just don't fit well inside a dungeon. With this collar, you can shrink your mount down at a moment's notice. And you don't have to use it on just mounts or animals, it works for humanoids too.
[Worth: 1000 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Softhand Gloves [Hands]
These gloves are for races with supernatural beings in their ancestry like dragonborn, aasimar, feykin, fey'ri, giantkin, lumians, and lycanborn. These gloves cause you to appear as a member of your parent's race without the supernatural ancestry. For instance a dragonborn with scales would wear these gloves to appear as a normal human if his parents were human.
[Worth: 1,000 gp]
-- Spell Parchment [Book]
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 4,500 gp]
-- Spellscroll Flute [Magic Item]
This finely crafted silver flute resembles a rolled-up spell scroll, with its holes lining the edge of the "parchment." When two short notes in any key are played on the flute, it emanates light, and automatically dispels any of the following magical effects within the light effect's radius: fogs, mists or clouds. The flute's second ability is revealed when you play three long notes in any key. The flute unrolls like a scroll; revealing an area that can hold one magical scroll. When rolled around the flute in such a way, you may invoke the magic of that scroll when you play the flute.
[Worth: 5000 gp]
-- Spellscroll Flute [Magic Item]
This finely crafted silver flute resembles a rolled-up spell scroll, with its holes lining the edge of the "parchment." When two short notes in any key are played on the flute, it emanates light, and automatically dispels any of the following magical effects within the light effect's radius: fogs, mists or clouds. The flute's second ability is revealed when you play three long notes in any key. The flute unrolls like a scroll; revealing an area that can hold one magical scroll. When rolled around the flute in such a way, you may invoke the magic of that scroll when you play the flute.
[Worth: 5000 gp]
-- Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000 gp]
-- Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000 gp]
-- Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod.
[Worth: 1000 gp]
-- Ring of the Ram [Ring]
A force bolt in the shape of a ram is generated by this ring on command. The wearer decides if 1, 2, or 3 charges are expended with each use. The ring can expend up to 3 charges per day.
One Charge: If aimed at a mundane block (such as a door, lid, etc), you get a +5 to your Strength roll to break the object.
Two Charges: You may do a bull rush, no roll needed, it is automatically successful.
Three Charges: You can make a ranged attack with a 50' limit, doing 2d6 damage. If you are within 30', then you do 3d6 damage.
[Worth: 5500 gp]
-- Tabard of Propitiation [Torso]
This garment, made of sturdy cloth, bears a crest, seal or symbol when found which always transforms to something appropriate to the wearer when donned. Once per adventure, while wearing the tabard, you may undo a single mistake that you make. For any die roll that you make, you can choose to reroll it once you see the result. You must keep the second roll's result.
[Worth: 11,000 gp]
-- The Fetters of Kiritsu [Magic Item]
These steel leg irons are embellished with images of human suffering; a typical set of such irons might show prisoners starving to death or being left alone in dark places to rot. Once per day if you pass strike, when cast at an enemy in melee range of the same or lower gemstone rank as you, the fetters attach themselves to that enemy's feet and then expand like a snake made of hefty iron chains to envelop the character. Every round, the character may roll an Escape Check of DC10 + your Strength.
[Worth: 10,500 gp]
-- The Fetters of Kiritsu [Magic Item]
These steel leg irons are embellished with images of human suffering; a typical set of such irons might show prisoners starving to death or being left alone in dark places to rot. Once per day if you pass strike, when cast at an enemy in melee range of the same or lower gemstone rank as you, the fetters attach themselves to that enemy's feet and then expand like a snake made of hefty iron chains to envelop the character. Every round, the character may roll an Escape Check of DC10 + your Strength.
[Worth: 10,500 gp]
-- Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500 gp]
-- Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500 gp]
-- Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500 gp]
-- Tribal Dance Rattle [Magic Item]
This tribal rattle can be used to assist in defending against arrows and bolts from archers. It is a painted wooden handle decorated with feathers and dried seeds. While it is being played, it protects everyone from archers within a 30 foot area for 1d3 rounds of combat.
[Worth: 5000 gp]
-- Werewhistle [Magic Item]
This whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycan within 30 feet to make a DC15 Willpower save or be forced back into its humanoid form for the next 24 hours.
[Worth: 3,500 gp]
-- Werewhistle [Magic Item]
This whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycan within 30 feet to make a DC15 Willpower save or be forced back into its humanoid form for the next 24 hours.
[Worth: 3,500 gp]
-- Wyrmfang Amulet [Neck]
This necklace of dragon teeth grants all of the wearer's natural attacks the ability to overcome damage reduction as if they were magic weapons.
[Worth: 2,000 gp]
SPECIAL ITEMS
These items cannot be borrowed without explanation. They will be given out when needed by Maria. IF you are running a quest, mission or storyline where one of these items would prove useful, then you must request it with an explanation of who, and how it will be used.
-- Candle of Icy Death [Magic Item]
This black candle is 1 foot tall, 12 inches thick, and icy to the touch. When lit, the flame burns a pale blue, gives off no smoke or heat, and doesn't melt down. If examined with detect magic, the candle radiates a necromantic aura. The candle prevents any healing or cure spells, natural or magical, from occurring in its range of a 30 foot radius. This does include allies.
[Worth: 15,000 gp]
-- Fairy Gold [Magic Item]
This bag, when filled with leaves, appears to hold gold coins for 8 hours.
[Worth: 500 gp]
-- Glittergun
-- Judge's Wig [Head]
This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +5 bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it, allowing the wearer to discern if they are lying. The ability to discern lies can be used up to three times a day. If the creature is using a spell or skill that enables them to lie without it being discernable, then the Judge's Wig's effect only works if the wearer is higher gemstone ranked than the target.
[Worth: 4,000gp]
-- Judge's Wig [Head]
This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +5 bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it, allowing the wearer to discern if they are lying. The ability to discern lies can be used up to three times a day. If the creature is using a spell or skill that enables them to lie without it being discernable, then the Judge's Wig's effect only works if the wearer is higher gemstone ranked than the target.
[Worth: 4,000 gp]
-- Peacestone [Magic Item]
This smoothly polished fist-sized ball of pink granite pulses with a soothing magical power. The peacestone exudes an aura that calms the nerves and emotions of all who are within a 40-foot radius of it, protecting that area from violence. Any creature (enemies OR allies) attempting to physically strike or otherwise attack anyone within the warded area (including attacks with magical or psionic spells) takes 3d6 points of force damage (DC22 Willpower save for half damage – any evil aligned creature suffers a -4 penalty to its saving throw). Peacestones are often placed in temple chapels, courtrooms and council halls, and are occasionally even carried in the belt pouches of political leaders. This is a great item for someone's shop, inne or home!
[Worth: 5,000 gp]
-- Rune of Interrogation
This rune causes one target to be forced to answer 3 questions, or remain in excruciating pain throughout their body until the truthful answers are given. Save required.
-- Wand of Dragon Control
-- Windcaller's Compass [Magic Item]
This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind once per day.
[Worth: 2000 gp]
If you wish to purchase a special item that has its worth listed, just let me (Pam - tesarikone) know. The cost is it's full worth.
RULES
- Do not be greedy, you do not need to fill EVERY slot as a new character. There are other new characters too!
- You must return or buy what you've borrowed by the time you reach SAPPHIRE RANK. This is the longest you can keep borrowed items!!! If you do not return it, or buy it, I reserve the right to dock your pay until it is paid for.
CONSUMABLES
When you claim a consumable, they are yours. You do not have to return it! These are for NEW characters, I will make you buy items if you have adequate gold or higher than Topaz.
**Do not be greedy, or I will not allow you to borrow for any of your characters.
SCROLLS
-- (1) Scroll of Detect Secret Doors (one-use)
You can detect secret doors, compartments, caches and such. You detect the presence or absence in your immediate area, how many and their location.
[ Slot: Scroll Case or Consumable ]
POTIONS
-- (1) Albedo Potion | 2000 gp
This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken. Color: White | Smell: Sharp | Texture: Thick | Flavor: Tangy
-- (5) Blindsight Potions | 1200 gp
This liquid is blood-red and slightly viscous, like a watery syrup. When a creature drinks the elixir, the liquid races through its blood in a flash, and it feels each of its senses come alive. After consuming this elixir, the user gains blindsight for 1 combat. Color: Blood Red | Smell: Odorless | Texture: Smooth | Flavor: Sour
-- (2) Darksight Potions | 400 gp
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white. Color: Dark Orange | Smell: Sharp | Texture: Smooth | Flavor: Carrots
-- (1) Fiendish Elixir | 2000gp
Housed in a black crystal bottle with a long fluted neck, this elixir is created from the corrupted blood of a celestial. When this is imbibed, you gain a +5 to checks to resist poison, acid and cold. You gain +2 Defense DC, and +2 to your Strength Trait Bonus (Cannot go over 12). If you are lawful, you have +5 DEF unless someone uses silver, chaotic you get +5 DEF unless someone is using cold iron, and neutral you gain +5 DEF unless someone is using magic (damage resistance). THIS LASTS ONE HOUR (or one full combat if the combat goes longer than an hour). You register as "EVIL"alignment while using it. ( One Use )
-- (2) Healing Potions | 100 gp
Heals up to 10hp during adventures. Can be used in a hypo-pistol. Color: Clear | Smell: Mildly Flowery | Texture: Watery | Flavor: Mildly Sweet
-- (1) Mage Armor +1 | 250 gp
What it Does: This causes the drinker to glow a dull silvery color while creating a mystic armor under their skin, giving them a boost of +1 defense for the length of one combat. This can be added to any mundane armor that one is wearing. Color: Violet | Smell: Odorless | Texture: Watery | Flavor: Tangy
-- (1) Raise the Dead Potion | 1000 gp
This potion can only be injected with a hypo-pistol and will restore life as a "raise dead" spell after injection. All rules per death and resurrection apply, see "How Death Works". This brings you to 1 point before death. So if you have 10hp, you'd be 9/10. Color: Golden | Smell: Pleasant | Texture: Watery | Flavor: Sweet
-- (1) Shrinking Potion | 400 gp
This potion causes you to shrink to the size of a mouse with all your gear. It lasts 1 hour. It can be negated with a Growth Potion before the time limit is up.
Color: Light Gray | Smell: Mushroomy | Texture: Thick | Flavor: Bland
WANDS - Wands can be used by anyone! For more info, check out this link.
-- Wand of Firestorm 2d3 (10 charges)
This red wand can be used as your attack, and adds 2d3 fire damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage. [Slot: Magic Item]
OTHER CONSUMABLES
-- Abjurant Salt [Consumable]
Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil creatures. Using your round of combat, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected. There is enough salt for FIVE USES.
[Worth: 4,000 gp]
-- Armorbright [Consumable]
This metallic paint is applied with a brush to the outside of a suit of armor producing a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you gain a +2 bonus on Endurance saving throws to avoid heat dangers. ( One Use )
[Worth: 1000 gp]
-- (2) Blue Arrows
Does dmg when shot from a bow, but also induces lust in the target if they fail a Willpower DC15. Roll to see who in the area (friend or foe both) is the target of the lust which lasts for 1d3 rounds.
-- Bone Chip: [Consumable]
This bone chip from the battle has dried out and taken on a red color just as the night sky did. It can be expended to provide a one-time +5 to Strike against any Undead. ( One Use )
-- Dust of Tracelessness [Consumable]
This pouch of dust can be used two ways. One way is to throw it up into a room no larger than 100 square feet, and instantly the room becomes dusty and full of cobwebs, seemingly unused. The second way it could be used is to pour on tracks of up to 10 people, and the tracks will be erased up to 250' back, leaving no magical aura; meaning those who can track a trackless step will not be able to do so in this occasion. ( One Use. )
[Worth: 1000 gp]
-- Flash Powder [Consumable]
Silky grey mildly explosive powder that burns too quickly to cause damage but brilliantly enough to provide enough of a distraction to allow someone who was under observation a Hide check. It also causes a -5 penalty to spot checks to anyone who looked directly at the flash for 5 rounds. ( One Use )
[Worth: 1200 gp]
-- (2) Red Arrows
Does dmg when shot from a bow, but also induces hatred in the target if they fail a Willpower DC15. Roll to see who in the area (friend or foe both) is the target of the hatred which lasts for 1d3 rounds. If by chance a dear friend or lover is chosen, when the effect fades the victim is racked with guilt and sorrow and has DC10 for one round of combat
--Rune of Adjustment [Consumable]
This rune adjusts one armor, weapon, shield, or clothing item to fit the caster or target, which lasts through one adventure.
[Worth: 150 gp]
Please return these items when you no longer have need of them. If they have a name by it in blue, it means that is who has the item currently in their possession.
If you are "shelved" I will put the name in white, which means I'm still keeping track if you come back but for now the items are available again.
WEAPONS
Some weapons are made with special materials or have enchantments already on them. Please see the Emporium Weapons page , Emporium Magic Evocations page, or the Emporium Unarmed Techs page for more information on how these work.
UNARMED (these techs can be used by anyone!)
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5] [thequiettouch - Sun]
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5]
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5]
-- Scroll of One-Handed Unarmed Attack "Crushing Blow" [1d5]
-- Scroll of Two-Handed Unarmed Attack "Scourge" [2d5] [rageofnocturne - Cayden]
-- Scroll of Two-Handed Unarmed Attack "Scourge" [2d5]
-- Scroll of Two-Handed Unarmed Attack "Scourge" [2d5]
-- Scroll of Two-Handed Unarmed Attack "Nightmare" [2d7] [rageofnocturne - Enak]
EVOCATIONS (these can be used by anyone with Magical or Psionic Affinity)
-- Scroll of Mage Attack Evocation "Magic Sphere" [1d5]
-- Scroll of Mage Attack Evocation "Magic Sphere" [1d5]
-- Scroll of Psion Attack Evocation "Psionic Sphere" [1d5]
-- Scroll of Psion Attack Evocation "Psionic Sphere" [1d5]
-- Scroll of Mage Attack Evocation "Magic Fist" [2d5]
-- Scroll of Mage Attack Evocation "Magic Fist" [2d5]
-- Scroll of Psion Attack Evocation "Psionic Fist" [2d5]
-- Scroll of Psion Attack Evocation "Psionic Fist" [2d5]
HIDDEN (Hidden Blades have a -2 to melee strike, but a DC15 to detect before used)
-- Elbow Blade ☼☼ [1d5] Enchant: Serrated (ignores 5 def)
-- Knee Blade ☼☼ [1d5] Enchant: Serrated (ignores 5 def)
LIGHT MELEE WEAPONS
-- Bladed Fan [1d3]
-- Bladed Fan [1d3]
-- Brass Knuckles [1d3]
-- Dagger, Bone [1d3]
-- Dagger [1d4] [tales0fbeauty - Pherience]
-- Dagger [1d4]
-- Druid Boline [1d5]
-- Druid Boline [1d5]
-- Hammer, Light [1d5]
-- Mace, Light [1d5]
-- Net (non-lethal) [1d3]
-- Shortsword [1d5] Made with Glassteel
-- Sickle ☼☼ [1d5] Enchant: Impervious
-- Sword Cane [1d5] Made with Obsidian [burntopurify - Jesse]
ONE-HANDED MELEE WEAPONS
-- Ball and Chain [1d8]
-- Bastard Sword [1d8] Made with Greensteel [gallantburst]
-- Bastard Sword [1d8] Made with Greensteel
-- Cutlass [1d6] Made with Orichalcum [gemmed wings - Corinna]
-- Cutlass [1d6] Made with Cold Iron
-- Cutlass [1d6] Made with Cold Iron
-- Dagger, Kris [1d5]
-- Falcata [1d6] Made with Dlarun
-- Falchion ☼☼ [1d8] Enchant: Passage
-- Heavy Claw [1d6]
-- Heavy Claw [1d6]
-- Katana [1d8] [rorancorvinus]
-- Katana [1d8] [rorancorvinus]
-- Kukri, Heavy [1d6] Made with Glassteel
-- Longsword [1d6] Made with Glassteel [Gemmedwings - Echo]
-- Longsword [1d6]
-- Longsword [1d6]
-- Longsword [1d6]
-- Longsword [1d6]
-- Scimitar [1d6]
-- Shamshir [1d6] Made with Obsidian
-- Shortspear ☼ [1d6] Enchant: Fire
-- Shortspear ☼ [1d6] Enchant: Fire
-- Shortspear ☼ [1d6] Enchant: Fire
-- War Axe [1d8]
-- War Axe [1d8]
TWO-HANDED MELEE WEAPONS
-- Elven Curveblade [2d8] [ibrushstrokei - Hyo]
-- Garrote, Wire [1d8]
-- Great Bastard Sword [2d6]
-- Great Scimitar [2d8] [valiantmadcap - Fibril]
-- Great Warhammer [2d6]
-- Greataxe ☼ [2d8] Enchant: Courageous
-- Greatclub ☼ [2d8] Enchant: Phantom
-- Greatsword [2d8] [ofruggedways - Vanim]
-- Greatsword [2d8]
-- Scythe [2d5]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear[2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
-- "Ant Men" Spear [2d4]
RANGED WEAPONS
-- Arbalest, Light [2d5]
-- Blowgun, Greater [1d4]
-- Crossbow, Light [1d4] [dustystarburst - Esteri]
-- Crossbow, Light [1d4]
-- Crossbow, Light [1d4]
-- Harpoon [2d5]
-- Javelin [1d5]
-- Javelin [1d5]
-- Javelin [1d5]
-- Longbow [2d5]
-- Longbow [2d5] [amariedarkrose - Ma'Kayla]
-- Longbow [2d5] [daemianberazalle - Achilles]
-- Longbow [2d5]
-- Longbow [2d5]
-- Longbow [2d5]
-- Longbow [2d5] Made with Vilebone(evil-aligned) & a Metal Spike (1d5) [Gundhram - lurkerinshade]
-- Throwing Axe ☼ [1d5] Enchant: Returning [greywalkr13 - Jak]
-- Throwing Knives (set of 3) [1d4]
GUNPOWDER WEAPONS
-- Blunderbuss [2d5] (6000 gp) [gemmedwings - Echo]
This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or close-fighting personal defense weapon. The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition. It is sometimes referred to as a musketoon.
-- Privateer Pistol [1d6] (4500 gp)
The single-shot wheellock pistol is one of the most common firearms, it is still rare enough to be an object of envy or curiosity to most. A pistol uses either a bullet and a singe dose of black powder or an alchemical cartridge as ammunition. Takes one round to reload. Can be dual-wielded.
-- Privateer Pistol ☼ [1d6] (4500 gp) Enchant: Phantom [suffertheflame - Davkul]
The single-shot wheellock pistol is one of the most common firearms, it is still rare enough to be an object of envy or curiosity to most. A pistol uses either a bullet and a singe dose of black powder or an alchemical cartridge as ammunition. Takes one round to reload. Can be dual-wielded.
SPECIALTY WEAPONS
-- Bladed Scarf [1d3] (1000 gp)
This dangerous scarf looks like a normal scarf on one side, though it is embedded with small blades on the other side and can be used as a weapon.
-- Prodd [1d3] (1000 gp)
The prodd resembles a light crossbow but is designed to fire the same lead bullets used in slings. It deals less damage than a regular light crossbow, but ammunition is cheap and rocks may be used in a pinch. You draw a prodd back by pulling a lever. Can be dual-wielded.
LOOT WEAPONS
-- Chainsaw Sawtooth Saber [Weapon] ☼ [greywalkr13 - Spyder]
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day.
[Worth: 10,500gp]
-- Chainsaw Sawtooth Saber [Weapon] ☼
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day.
[Worth: 10,500 gp]
--Elemental Chain [Weapon] ☼
This looks to be just two plain steel rings. But when the owner tugs them apart, they explode into a 10-foot-long spiked fighting chain (2d5) formed from the wielder's choice of acid, cold, fire, or electricity. The wielder can dismiss the chain as they wish. The wielder does not take damage from wielding the spiked chain.
[Worth: 6,000gp]
-- Ettin's Club [Weapon] ☼☼
This cruel-looking, gnarled greatclub (2d8) is set with dozens of short barbs and spikes. Once per combat, the club's user may choose to attack a random creature within his reach instead of choosing the target himself. Roll to determine random target, and this does include foes and allies! The Ettin's Club grants it's user a +2 to Strike when this random effect is used, and deals an extra 1d8 damage against this randomly determined target. Needless to say, warriors who favor the Ettin's Club tend to fight alone while their allies keep a safe distance!
[Worth: 7,500gp]
-- Ettin's Club [Weapon] ☼☼
This cruel-looking, gnarled greatclub (2d8) is set with dozens of short barbs and spikes. Once per combat, the club's user may choose to attack a random creature within his reach instead of choosing the target himself. Roll to determine random target, and this does include foes and allies! The Ettin's Club grants it's user a +2 to Strike when this random effect is used, and deals an extra 1d8 damage against this randomly determined target. Needless to say, warriors who favor the Ettin's Club tend to fight alone while their allies keep a safe distance!
[Worth: 7,500gp]
-- Fishgutter [Weapon] ☼
This 1d6 scimitar appear in many amphibious and aquatic societies. This weapon allows its wielder to move with ease underwater, needing no special checks in order to fight beneath the waves.
[Worth: 4,000gp]
-- Fizzwinken's Prodigious Puncturing Siphon-Blade [lurkerinshade - Gundhram]
This two-handed blade [2d10] looks as dangerous as it behaves. The handle of the sword is wrapped in leather, the hand guard wrapped in werewolf hide; the bottom of the handle curves into a hook. Protruding from the hilt in a sort of macabre quillon are six long, silvery, razor-sharp needles. Each needle can be drawn out and placed into the blood groove of the blade as a free action before one's attack, and on a successful strike, the needle embeds itself into the wound, causing it to continue to bleed (and be unable to heal) until the needle is pulled out, which takes a full-round action. Only then can the target gain healing from the wound. The needle is destroyed if the attack misses, or when it is removed from the creature it was embedded into. The blade regrows all spent needles each morning. As blood flows down the blood groove of the weapon, it also siphons life force from your enemy. Once per combat, if your chosen target fails a DC15 Willpower Check, they are drained of 1d5 hit points, which is transferred to the wielder of the blade as temporary hit points, lasting until the end of that combat.
[Worth: 15,000gp]
-- Foe Reaver [Weapon]
First made by frost giants, this 2d8 greataxe has a pale blue sheen. In the hands of someone weak to fire, it grants an extra +5 Defense against fire attacks.
[Worth: 12,000 gp]
-- Foe Reaver [Weapon]
First made by frost giants, this 2d8 greataxe has a pale blue sheen. In the hands of someone weak to fire, it grants an extra +5 Defense against fire attacks.
[Worth: 12,000gp]
-- Frost Shard Dagger[Weapon] ☼☼
This blueice dagger is enchanted with "Frostburst" and explodes with a burst of cold damage upon a successful hit doing an extra 1d5 damage.
[Worth: 10,500gp]
-- Gun With No Name [Weapon] ☼☼ [burntopurify - Jesse]
Though the green, glowing runes on this firearm denote it as magical, otherwise this "Reliable" pepperbox (1d6) appears beat up and nearly useless. This weapon can be reloaded normally. While carrying this firearm, the wielder is immune to scrying and any form of divination that attempts to ascertain her location, thoughts, or alignment. The firearm itself is immune to locate object and similar effects.
[Worth: 11,000gp]
-- Krakentooth [Weapon] ☼☼
A trident [1d5] nearly seven feet in length, the head of this trident appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. The krakentooth is a shockburst trident.
[Worth: 8,000gp]
-- Leafcutter [Weapon] [lurkerinshade - Odd]
Leafcutter is a 1d8 war axe forged of an unusual bluish-silver metal called vakar with a perpetually oily sheen. The haft is carved from the thighbone of a fire giant, and the grip has been wrapped with a fine steel chain. Minute etchings along one of the axe's double edges appear to be runes, though closer inspection reveals that they are merely a series of hash marks: There are forty-seven in all. This weapon was forged during a heated war between elves and dwarves, and defeated dozens of elven warlords (one for each mark on the blade). Since it is vakar, it seeps a clear, odorless oil corrosive to elven skin and does double weapon damage to elves. It is alloyed with alchemical silver, and is effective against creatures weak to silver as well.
[Worth: 10,000gp]
-- Leafcutter [Weapon]
Leafcutter is a 1d8 war axe forged of an unusual bluish-silver metal called vakar with a perpetually oily sheen. The haft is carved from the thighbone of a fire giant, and the grip has been wrapped with a fine steel chain. Minute etchings along one of the axe's double edges appear to be runes, though closer inspection reveals that they are merely a series of hash marks: There are forty-seven in all. This weapon was forged during a heated war between elves and dwarves, and defeated dozens of elven warlords (one for each mark on the blade). Since it is vakar, it seeps a clear, odorless oil corrosive to elven skin and does double weapon damage to elves. It is alloyed with alchemical silver, and is effective against creatures weak to silver as well.
[Worth: 10,000gp]
-- Leafcutter [Weapon]
Leafcutter is a 1d8 war axe forged of an unusual bluish-silver metal called vakar with a perpetually oily sheen. The haft is carved from the thighbone of a fire giant, and the grip has been wrapped with a fine steel chain. Minute etchings along one of the axe's double edges appear to be runes, though closer inspection reveals that they are merely a series of hash marks: There are forty-seven in all. This weapon was forged during a heated war between elves and dwarves, and defeated dozens of elven warlords (one for each mark on the blade). Since it is vakar, it seeps a clear, odorless oil corrosive to elven skin and does double weapon damage to elves. It is alloyed with alchemical silver, and is effective against creatures weak to silver as well.
[Worth: 10,000gp]
-- Loyal Khopesh [Weapon] ☼☼
(Shapeshifting Focus)
This khopesh sword (1d6) is most powerful when wielding by a shapeshifter. If held while the owner shifts, then the damage and enchantments of the weapon can now be used as a claw weapon with the same damage in the hand that was holding the khopesh. No other techs or skills (such as clawstrike) can be used with that hand when this is used.
[Worth: 3,500gp]
-- Necromancer's Athame [Weapon] ☼☼
(Black Mage Focus)
This pallid length of sharpened thighbone is carved into the shape of a dagger (with dagger stats), but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe anyone necromancy spell into the dagger, allowing the use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
[Worth: 5,500gp]
-- Necromancer's Athame [Weapon] ☼☼
(Black Mage Focus)
This pallid length of sharpened thighbone is carved into the shape of a dagger (with dagger stats), but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe anyone necromancy spell into the dagger, allowing the use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
[Worth: 5,500 gp]
-- Titanic Maul [Weapon] ☼☼
This solid jasper two-handed hammer is 6 foot long and weighs about 120 lbs. When it hits, it causes an extra 1d5 damage, for a total of 3d5 damage. When used to hit an object of less than 30 hit points (per DM), the object is automatically destroyed. Anything inside that object, such as within a chest, is destroyed as well, though.
[Worth: 8,000gp]
-- Titanic Maul [Weapon] ☼☼
This solid jasper two-handed hammer is 6 foot long and weighs about 120 lbs. When it hits, it causes an extra 1d5 damage, for a total of 3d5 damage. When used to hit an object of less than 30 hit points (per DM), the object is automatically destroyed. Anything inside that object, such as within a chest, is destroyed as well, though.
[Worth: 8,000gp]
-- Vampiric Greatsword [Weapon] ☼☼☼
The handle of this greatsword (2d8) is wrapped in tanned leathers and the hand guard is covered in werewolf hide. The long blade is decorated with Vampiric blood sigils along the sides and the bottom of the handle curves up acting as a hook. Once per combat, you may use this blade to draw life force from your enemy. A DC15 Willpower must be met by the target of this sword if the save is failed the target is drained of 1d5 HP which is transferred to the wielder as temporary hit points lasting till the end of that combat.
[Worth: 10,000gp]
-- War Widow [Weapon] ☼☼ [asieepingsun - Simon]
This curious weapon is a battered warhammer with a shaft partially covered with black sackcloth. These weapons were created so that the warriors who used them died gloriously in battle, and not from diseased rations or tripwires. While carrying War Widow, it grants a +5 bonus to any checks made against the effects of disease, poison, and any trap effect. It functions as an anarchic warhammer (1d6).
[Worth: 12,000gp]
ARMOR
Unless marked, everything is "Medium" Size. Do not worry, Maria will resize it for you if needed. Some armor is made with a special material or has a special enchant. Please see the Emporium Armor Page for more information.
Light: 20 Defense Cap, No penalties
Medium: 30 Defense Cap, -5 Init Penalty, Max 12 QCK, Spell Penalties
Heavy: 40 Defense Cap, -10 Init Penalty, Max 8 QCK, Spell Penalties
UNARMED TECHNIQUES
(For Unarmed Combatants Only / Armor Techs are in place of wearing actual armor)
-- Scroll of Unarmed Armor Tech +13 DEF (Light) [thequiettouch - Feng]
-- Scroll of Unarmed Armor Tech +13 DEF (Light)
-- Scroll of Unarmed Armor Tech +11 DEF (Light) [anobleblue - Bram]
-- Scroll of Unarmed Armor Tech +16 DEF (Medium) [originaldelusion - Kitty]
-- Scroll of Unarmed Armor Tech +20 DEF (Medium) [ibrushstrokei - Hyo]
-- Scroll of Unarmed Defense Tech "Darting Leaves" +4 DEF (must be unarmed/use natural weapons)
-- Scroll of Unarmed Defense Tech "Captured Twigs" +5 DEF (must be unarmed/use natural weapons)
LIGHT ARMOR
-- Leather Armor ☼ +6 DEF Enchant: Shifter
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF
-- Leather Armor +6 DEF Made with Sharkskin
-- Studded Leather Armor ☼ +9 DEF Enchant: Shifter
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor +9 DEF
-- Studded Leather Armor ☼☼ +9 DEF Enchant: Ghost Ward [wildorchid]
-- Studded Leather Armor ☼☼ +9 DEF Enchant: Ghost Ward [lurkerinshade - Adalric]
-- Studded Leather Armor +9 DEF [Aleksander]
-- Knotswork Armor +10 DEF [tesarikone - Diana]
-- Leafweave Hide Armor ☼ +10 DEF Enchant: Shifter [valiantmadcap - Omni]
-- Leafweave Hide Armor ☼ +10 DEF Enchant: Shifter [Kraius]
-- Leafweave Hide Armor +10 DEF
-- Leafweave Hide Armor ☼ +10 DEF Enchant: Feykissed
-- Moon-Ivy Armor +10 DEF [woodlandaugur-Baererfel]
-- Plated Leather +11 DEF Enchant: Magic Ward [valiantmadcap - Fibril]
-- Chain Shirt +11 DEF
-- Chain Shirt +11 DEF
-- Spidersilk Armor +12 DEF [gemmedwings - Corinna]
-- Spidersilk Armor +12 DEF
-- Spidersilk Desert Swathes +13 DEF
-- Spiderweave +13 DEF Enchant: Magic Ward [resignedhumanity - Noah]
-- Ninja Mithralweave ☼ +13 DEF Enchants: Magic Ward, Shadow [chaiiceoflethe - Zetta]
-- Boneless Leather [Light Armor] ☼☼ [burntopurify - Jesse]
This suit of +6 DEF leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape checks, and a +5 bonus on Acrobatics checks to reduce damage from falls.
[Worth: 8000 gp]
-- Eelskin Leather [Light Armor] ☼☼
This +8 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water.
[Worth: 7000 gp]
MEDIUM ARMOR
-- Palebone Armor +14 DEF
-- Palebone Armor +14 DEF
-- Hide Armor +15 DEF [originaldelusion - Echo]
-- Rhino Hide Armor +16 DEF
-- Chain Mail +18 DEF [daemianberazalle - Achilles]
-- Ninja Chain Mail +18 DEF [gemmedwings - Echo]
-- Ringmail +18 DEF
-- Breastplate ☼ +19 DEF Enchant: Shifter
-- Traveler's Plate +22 DEF [ofruggedways - Vanim]
-- Armor of the Deep [Medium Armor] ☼☼
This +19 breastplate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the breastplate remains as heavy and bulky as normal, the wearer of armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.
[Worth: 18,000gp]
--Ghoul Shell Armor [Medium Armor] ☼☼☼☼ [Gundhram - lurkerinshade]
This suit of +15 DEF hide armor is made of shaped and fitted pieces of ghoul hide. Wearing this armor causes you to be immune to paralyzation, but when wearing this you always take a -5 to all Charisma-based skills.
[Worth: 14,000gp]
HEAVY ARMOR
-- Stonemail Armor +30 DEF [rorancorvinus]
-- Splint Mail +31 DEF [valiantmadcap - Melfice]
-- Splint Mail +31 DEF
-- Blood Red Banded Mail +32 DEF [tales0fbeauty - Jade OWES 8,000gp]
-- Demon Armor [Heavy Armor] ☼☼
This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +34 DEF full plate allows the wearer to make claw attacks that deal 1d4 points of damage each hand (you do not need dual wield to use this). The “claws” are built into the armor’s vambraces and gauntlets. Non-evil characters that wear this armor cannot be healed by any means until they've removed the armor, including potions.
[Worth: 32,000gp]
MISCELLANEOUS DEFENSIVE ITEMS
ARMS/WRIST
-- Adamantine & Ruby bracers +3 DEF (small size) [gemmedwings - Corinna]
-- Adamantine & Ruby bracers +3 DEF
-- Adamantine & Ruby bracers +3 DEF
HAND
-- Leather Gloves +2 DEF
-- Leather Gloves +5 DEF [anobleblue - Bram]
-- Thick Gloves +2 DEF [woodlandaugur-Baererfel]
LEGS
-- Leather Leggings +1 DEF
HEAD
-- Helm +3 DEF
-- Helmet +3 DEF
-- Spidersilk Keffiyeh +3 DEF
SHOULDERS/BACK
-- Black Leather Cloak +5 DEF [asieepingsun - Simon]
-- Pauldrons +7 DEF
SHIELDS
-- Buckler +1 DEF
-- Buckler +1 DEF
-- Buckler +1 DEF
-- Light Wooden Shield +1 DEF
-- Mithral Shield +2 DEF
-- Mithral Shield +2 DEF
-- Mithral Shield +2 DEF
-- Tower Shield +5 DEF [valiantmadcap - Melfice]
-- Heavy Steel Shield +5 DEF
JEWELRY
-- Defensive Charm +2 DEF
-- Amulet of Armor +3 DEF [curiouslybound - Lily]
-- Amulet of Armor +3 DEF [ofruggedways - Vanim]
-- Amulet of Armor +3 DEF
-- Amulet of Armor +5 DEF [woodlandaugur-Baererfel] [rageofnocturne - Enak]
-- Amulet of Armor +5 DEF [chaiiceoflethe - Zetta]
-- Amulet of Armor +5 DEF [originaldelusion - Kitty]
-- Amulet of Armor +5 DEF [ardgrimsfury - Fury]
-- Amulet of Armor +5 DEF [daemianberazalle - Achilles]
-- Ring of Armor +2 DEF
-- Ring of Armor +5 DEF [fadedsunbeam - Kathryn]
-- Ring of Armor +5 DEF [valiantmadcap - Omni]
-- Ring of Armor +5 DEF [valiantmadcap - Fibril]
WARM CLOTHES
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold [lurkerinshade - Odd]
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold
--1 set of Heavy Wool Clothes +10 mundane def, +5 special def against cold
-- Fizzwinken's Sorcerous Cathartic Shielding Cuirass [originaldelusion - Verity]
This intricately crafted +21 DEF breastplate is made of blended quartz flecked with gorgeous sapphire, and is very heavy. Wearing this breastplate gives you the penalties for initiative and QCK cap as if it is a heavy armor. This material is a great conduit for magical energy, so there are no spell penalties for casting any type of magic while wearing this armor. Emblazoned on the front of this breastplate is an image of a holy warrior healing a wounded beggar. If you have Healing Affinity, you may use 5 extra healing points per gemstone rank of the user while wearing this armor.
-- Gunfighter's Poncho [Cloak]
The enchantments woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic giving a +5 DEF against magical and mundane ranged attacks. Once per day, the wearer can negate a single ranged attack targeted at him, but cannot use this ability if the attack is a critical hit. When the wearer uses this ability, he must fall prone, losing his next turn in combat.
[Worth: 7,000gp]
-- Gunman's Duster [Cloak]
This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
[Worth: 7,000gp]
-- Gunman's Duster [Cloak]
This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
[Worth: 7,000gp]
-- Helm of Transfiguration [Head]
The steel of this helmet (+3 DEF) is ornately designed with many animals molded together and splayed across the entire surface. This helmet gives it's owner the Shapeshifting Skill, which can be used up to 30 minutes per day. This allows shapeshifting into any creature from Tiny to Large size.
[Worth: 7,000 gp]
-- Ring of Shields ☼☼☼☼☼ [Ring] [silverlioness - Sorcha]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions
as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
--- Heraldic Crest, Insight ☼ This is an enchantment that can be placed on shields. No shield can have more than one heraldic crest. This crest is emblazoned with a soaring owl. The bearer gains a +3 bonus on Spot and Search checks. Once per day, the shield casts see invisible on the bearer allowing them to see any invisible or ethereal creatures for one round of combat.
--- Frightful ☼☼ This enchantment can be placed on one's armor, shield or buckler. Once per combat, you may use the Frightful enchantment to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose a turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run!
--- Magi ☼☼ This allows you to use one extra defense spell in combat. It must be Defense Boost, AoE Defense Boost, Defense Absorb, or an Evade.
-- Undead Protective Amulet [Neck]
Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal).
[Worth: 3000gp]
-- Winged Shield [Shield] ☼ [asieepingsun - Simon]
This heavy wooden shield is +3 DEF. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly, carrying the wielder. The shield can carry up to 150 pounds and move at 60 feet per round, or up to 300 pounds and move at 30 feet per round.
[Worth: 2,500 gp]
MAGICAL LOOT ITEMS
Wanna buy any of these things? Send me an email on (obsidianheartrpg@gmail.com). Cost = worth.
-- After-Image Mirror [Magic Item]
This hand-held mirror's magic works when a candle is lit and held up to it. It shows in the mirror events that occurred in the area in the last few hours.
[Worth: 1,500gp]
-- Amulet of Spell Learning [Neck] [anobleblue - Bram]
(Magical Affinity Only)
This silver locket only has power when used by someone with magical affinity. It allows a mage to write 1 extra spell per dice rank, starting with the rank they are when they obtain the item.
[Worth: 4,000 gp]
-- Amulet of Tears [Neck] [originaldelusion - Echo]
Adorning a glossy silver chain, a spiral of pearl teardrops circles a colorless crystal sphere. An amulet of tears has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you activate the amulet grants you temporary hit points. These hit points last for one full combat; they don’t stack with any other temporary hit points from any source. You may activate the amulet once per combat.
1 charge: 6 temporary hit points.
2 charges: 12 temporary hit points.
3 charges: 18 temporary hit points
[Worth: 11,000 gp]
-- Anaconda Coils [Belt]
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 bonus to grapple checks. In addition, the belt grants the wearer the ability to constrict once per combat during a grapple, doing an extra 1d6 points of damage plus the wearer’s Strength bonus.
[Worth: 7,000 gp]
-- Anaconda Coils [Belt]
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 bonus to grapple checks. In addition, the belt grants the wearer the ability to constrict once per combat during a grapple, doing an extra 1d6 points of damage plus the wearer’s Strength bonus.
[Worth: 7,000 gp]
-- Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.
[Worth: 1,500 gp]
-- Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.
[Worth: 1,500 gp]
-- Baleful Eye of Bad Juju [Eyes]
(Shaman Only)
A multifaceted yellow gemstone sits in the center of this black leather eyepatch. Whoever wears the baleful eye of bad juju can activate it once per adventure to gain a gaze attack for 1 round. During that round, every creature within 30 feet of the wearer must make a DC15 Willpower Save or take a -3 penalty on Strike, Damage, Saves and Skill Checks for one day. Only a Remove Curse can dispel it. Because it covers one eye, the wearer takes a -2 penalty on Spot and Search checks.
[Worth: 11,000 gp]
-- Baleful Eye of Bad Juju [Eyes]
(Shaman Only)
A multifaceted yellow gemstone sits in the center of this black leather eyepatch. Whoever wears the baleful eye of bad juju can activate it once per adventure to gain a gaze attack for 1 round. During that round, every creature within 30 feet of the wearer must make a DC15 Willpower Save or take a -3 penalty on Strike, Damage, Saves and Skill Checks for one day. Only a Remove Curse can dispel it. Because it covers one eye, the wearer takes a -2 penalty on Spot and Search checks.
[Worth: 11,000 gp]
-- Barding Stitches [Animal Companion]
This thin, specially treated wire can be used to attach barding to creatures whose body types cannot normally accommodate armor, such as piscine, serpentine, and verminous animals by delicately and thoroughly sewing the equipment directly to the creature's flesh. A creature using barding stitches to use armor takes a -2 to its Quickness and Strength based skill checks (not the actual traits, only checks such as Acrobatics, etc) as well as any Endurance saves. This does not actually take up a slot, but please be sure to state with your armor slot that you are using barding stitches. There is enough barding stitches for one animal.
[Worth: 1000 gp]
-- Barding Stitches [Animal Companion]
This thin, specially treated wire can be used to attach barding to creatures whose body types cannot normally accommodate armor, such as piscine, serpentine, and verminous animals by delicately and thoroughly sewing the equipment directly to the creature's flesh. A creature using barding stitches to use armor takes a -2 to its Quickness and Strength based skill checks (not the actual traits, only checks such as Acrobatics, etc) as well as any Endurance saves. This does not actually take up a slot, but please be sure to state with your armor slot that you are using barding stitches. There is enough barding stitches for one animal.
[Worth: 1000 gp]
-- Bells of Rebuking [Instrument] ☼☼
A beautifully crafted set of seven bells in a leather bandolier, the smallest the size of a pillbox and the largest the size of a clenched fist. The bells are enchanted to effect mindless undead. Once per combat, undead at least one gemstone rank lower than the bard that hears the bells gain a willpower save of DC15, if they fail, they are stopped in their place and cannot take any action for one round of combat.
[Worth: 6000 gp]
-- Bells of Rebuking [Instrument] ☼☼
A beautifully crafted set of seven bells in a leather bandolier, the smallest the size of a pillbox and the largest the size of a clenched fist. The bells are enchanted to effect mindless undead. Once per combat, undead at least one gemstone rank lower than the bard that hears the bells gain a willpower save of DC15, if they fail, they are stopped in their place and cannot take any action for one round of combat.
[Worth: 6000 gp]
-- Belt (or Sash) of Equilibrium [Waist] or [Neck]
As long as this belt’s wearer doesn’t move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of combat or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed.
[Worth: 8,000 gp]
-- Belt (or Sash) of Equilibrium [Waist] or [Neck]
As long as this belt’s wearer doesn’t move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of combat or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed.
[Worth: 8,000 gp]
-- Belt of the Ultimate Athlete [Waist]
(Must have Athletic AND Acrobatic Skill)
Three times per adventure, you may choose to Take 10 on any of these talents: Climb, Jump, Swim, Tumble, Balance, Ride or Escape. Taking 10 means you do not need to roll, you count it as if you'd rolled a "10".
[Worth: 10,000 gp]
-- Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
[Worth: 2000 gp]
-- Beruto of the Carp Dragon [Waist]
This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. This allows the wearer to breathe under water, salt or fresh, gives a swim speed as fast as your land speed, and a +5 to Swim Checks. It does NOT allow you to breathe air when worn, and if it is donned on land you can suffocate.
[Worth: 2000 gp]
-- Beruto of the Carp Dragon [Waist]
This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. This allows the wearer to breathe under water, salt or fresh, gives a swim speed as fast as your land speed, and a +5 to Swim Checks. It does NOT allow you to breathe air when worn, and if it is donned on land you can suffocate.
[Worth: 2000 gp]
-- Blue Book of Navahla [Book]
This book details the seedier entertainment establishments in Navahla, Sarkotos. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book, you gain a +3 bonus on Knowledge (local), Bluff, and Diplomacy checks in Navahla. At the DM's discretion, you can use it in settlements near that city for a +1 bonus.
[Worth: 2000 gp]
-- Box of Noises [Magic Item]
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, celebration, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.
[Worth: 1000 gp]
-- Bracers of Brachiation [Arms/Wrist]
The slim bracers of brachiation grant the wearer a climb speed as fast as their normal walking speed in forested areas. The user gains a +8 bonus on all Climb checks, and can always choose to take 10, even if rushed or threatened while climbing.
[Worth: 4500 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-- Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000gp]
-- Bronzed Cuff [Arms/Wrist] [greywalkr13 - Jak]
Shaped to fit easily upon a creature's wrist, this bronze dragon scale is set with a pair of tiger's eye topazes and rimmed with bronze studs. A cuff generates a whip of electrical energy, to which the bearer takes no damage to use. This whip does 1d3 electrical damage (lethal).
[Worth: 2000 gp]
-- Butterfly Bracers [Arms/Wrist] [valiantmadcap - Fibril]
These delicate silver bracers are decorated with blue butterflies. While worn, butterfly bracers grant the wearer a +2 bonus on all saving throws, and talent/tactic checks.
[Worth: 6,500 gp]
-- Butterfly Bracers [Arms/Wrist]
These delicate silver bracers are decorated with blue butterflies. While worn, butterfly bracers grant the wearer a +2 bonus on all saving throws, and talent/tactic checks.
[Worth: 6,500 gp]
-- Charm of Distraction [Neck or Wrist]
This pendant is in the form of a spider, and has a few benefits. First, it grants a +1 Defense. It also grants a +1 to saves against enchantment/charm effects. Finally, it gives a burst of speed of twice your normal speed when fleeing. It often buys just enough time or distraction for the wearer to escape from the clutches of an enemy.
[Worth: 2000 gp]
-- Chronocharm of the Celestial Wanderer [Neck] [gemmedwings - Corinna]
This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2000 gp]
-- Chronocharm of the Fateweaver [Neck]
This tiny golden spindle dangles from a thin chain of gray steel. A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Acrobatics check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500 gp]
-- Clasp of the Elder [Face]
Forged by dwarven artisans, this clasp is meant to be worn around a beard. It is carved from pure gold and studded with brilliant gems. If the wearer is a non-dwarf, the clasp only grants a +3 bonus on Diplomacy checks. If a dwarf wears the clasp around the beard, it grants a +5 bonus on Diplomacy and Intimidate checks.
[Worth: 1,500 gp]
-- Cloak of the Ursa [Cloak]
This bearskin cloak has the bear's head forming the hood. It smells quite bad, giving a -2 on all Charisma based skills while wearing it, but it has the ability to allow the wearer to shapeshift into animals of small to large size. While shifted, it gives you a 1d4 Claw, Beak, or Fang attack while it is being used. Your weapons and gear meld into the shape when shifted and appear again when you shift back.
[Worth: 2000 gp]
-- Codex of the Infinite Planes [Book]
An ancient book containing forbidden lore and the secret to travel between the planes and dimensions, this gives the owner a +5 to Knowledge (Planes).
[Worth: 2000 gp]
-- Compass of Passage [Magic Item]
This device looks like a golden pocket watch on a steel chain. If opened, a compass is seen inside. This item has three charges which can be used each day.
(1 Charge) You are able to travel twice as far by foot or mounted without suffering the ill effects of exhaustion that would normally accompany such a march.
(2 Charge) You are able to travel twice as fast as you would normally by foot or mounted.
(3 Charges) If the terrain is unnaturally confusing or difficult to maintain a known position, such as through the swamps, or jungles, or within a sandstorm in Thanes, you may expend all three charges to obtain a specific, exact location as well as distance and direction from the last time you opened the compass.
[Worth: 3000 gp]
-- Cord of Stubborn Resolve [Waist]
When fastened about the waist, this stout length of rope grants great stamina. Any effect which would cause the wearer to become fatigued instead deals 1d4 points of nonlethal damage (you cannot defend against this damage). Any effect that would cause exhaustion causes 1d4 points of nonlethal damage and leaves them fatigued instead.
[Worth: 2,000 gp]
-- Corporeal Lodestone [Magic Item]
This powerful ward resembles nothing more than an unremarkable 1-inch-diameter sphere of polished steel. The lodestone's power, however, is a great blessing to those who battle incorporeal undead and creatures who can travel ethereally. When it is dropped onto the ground and activated, the lodestone strengthens the boundary between the Ethereal Plane and the Material Plane, preventing any incorporeal creatures from travel to and from the Ethereal Plane within a 20 foot radius, negating the effects of skills and spells that allow movement between the planes. Because the lodestone is so tightly bound to the Material Plane, it may not be taken to another plane. Any time its possessor is transported across planes, the lodestone remains behind.
[Worth: 10,000 gp]
-- Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000 gp]
-- Demon's Tongue Charm [Neck]
Gross. The severed tongue of a demon, cauterized and tied with a leather strap. If you listen close to it, it's said you can hear the words spoken by demons and their kind. Allows the wearer to understand and speak Abyssal. Can be used as an evil aligned holy symbol. No matter your alignment, you appear to all who can tell alignments as Evil.
[Worth: 1,500gp]
-- Dire Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows the shifter to take the form of a dire version of whatever creature they normally take, allowing them to be considered Large size. This can be used once per day.
[Worth: 4,500 gp]
-- Dire Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows the shifter to take the form of a dire version of whatever creature they normally take, allowing them to be considered Large size. This can be used once per day.
[Worth: 4,500 gp]
-- Discerning Goggles [Eyes] or [Head]
This eyewear consists of two thick, gold-rimmed glass lenses encased in a leather band. When worn over the eyes, a pair of discerning goggles allows you to determine creatures' alignments with a single look. Good creatures appear to faintly glow blue and evil creatures to faintly glow red. Neutral-aligned creatures appear normal, as do creatures under the effect of an undetectable alignment skill, spell or similar effect. These goggles function only during times when you normally would possess sight; for example, they do not work in darkness unless you possess darkvision.
[Worth: 6,000 gp]
-- Discerning Goggles [Eyes] or [Head]
This eyewear consists of two thick, gold-rimmed glass lenses encased in a leather band. When worn over the eyes, a pair of discerning goggles allows you to determine creatures' alignments with a single look. Good creatures appear to faintly glow blue and evil creatures to faintly glow red. Neutral-aligned creatures appear normal, as do creatures under the effect of an undetectable alignment skill, spell or similar effect. These goggles function only during times when you normally would possess sight; for example, they do not work in darkness unless you possess darkvision.
[Worth: 6,000 gp]
-- Dragonfoe Amulet [Neck] [fadedsunbeam - Kathryn]
This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The dragonfoe amulet is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a dragonfoe amulet ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type such as dragonborn. Once per combat, the wearer can takes half damage from a dragon's breath weapon attack.
[Worth: 6,500 gp]
-- Dreampath Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability while outside of combat. This braid allows the shifter to be considered ethereal. It can be used in combat for one evade, and only weapons that can hit ethereal creatures will be able to damage the shifter.
[Worth: 4,000gp]
-- Eye of the Beholder [Neck] or [Magic Item]
This necklace consists of a mithral chain set with a metal sphere. Three times a day, the necklace's wearer can command the sphere to open, revealing a living eye set within it. The eye darts back and forth, focusing its gaze on each living creature in the area. It remains open for 5 minutes. During this time, the wearer gains a +5 bonus to Insight Checks. In addition, while the eye is open, the wearer gains darkvision with a range of 120 feet.
[Worth: 6,000 gp]
-- Flying Lantern [Magic Item]
Red and yellow stained glass combine to create magical runes on the windows and the lantern's cap is engraved with depictions of gliding bats. Runes and other softly glowing arcane marks typically cover the long, tapered bottom. When commanded, this beautiful lantern hangs in the air at the elevation it's owner releases it and maintains a constant interval of five feet between itself and its owner. It navigates around obstacles, and has a speed of 30 feet, uses oil as a regular lantern and requires refueling in the same way.
[Worth: 1,200 gp]
-- Footfirm Boots [Animal Companion]
Laces along the top of these hardened leather pads make it easy to secure them around the paws of any medium or small animal. The soles are lined with tiny barbs, granting an animal wearing them a +3 bonus on Climb Checks, or STR checks against a bull rush.
[Worth: 1,500 gp]
-- Friendship Bracelet [Wrist]
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Worth: 3,500 gp]
-- Friendship Bracelet [Wrist]
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Worth: 3,500 gp]
-- Fruit Blossom Spike [Magic Item]
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process.A single tree produces enough fresh fruit to feed eight creatures for two days. After three days, the fruit turns into worthless mush.
[Worth: 1000 gp]
-- Fruit Blossom Spike [Magic Item]
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process. A single tree produces enough fresh fruit to feed eight creatures for two days. After three days, the fruit turns into worthless mush.
[Worth: 1000 gp]
-- Goggles of Bright Light [Head/Eyes]
These sturdy goggles have a golden mirror sheen on the outside of their lenses, a wrapping of leather holding them snugly in place. This tint blocks a considerable amount of natural light. Once per adventure, the goggles’ wearer can emit bright light on command to a range of 30 feet. Any creature within that area must succeed at a DC15 Endurance save or be blinded for 1 hour. In addition, the wearer also gains a +2 bonus on any saving throws against visual effects.
[Worth: 5,000 gp]
-- Goggles of Clarification [Eyes]
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing normal underwater penalties to vision, and they provide a +3 bonus to Perception checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -3 to all Perception checks made while out of the water.
[Worth: 2000 gp]
-- Gravewatch Pendant [Neck]
Favored by the Mourners of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a —1 penalty on all strike rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a —2 penalty on all strike rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +5 bonus on Perception checks to detect a creature wearing this pendant.
[Worth: 10,000 gp]
-- Gray Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Bat
2 - Rat
3 - Cat
4 - Weasel
5 - Dog
[Worth: 1500 gp]
-- Heritage Book [Book] WRITTEN IN ANCIENT
This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +5 bonus on Knowledge (nobility) checks.
[Worth: 2000 gp]
-- Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000 gp]
-- Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000 gp]
-- Ioun Stone (emerald ellipsoid) [Magic Item]
This stone grants you 5 hit points when it is used. Ioun stones orbit around the user's head.
[Worth: 5,000 gp]
-- Ioun Stone (emerald ellipsoid) [Magic Item]
This stone grants you 5 hit points when it is used. Ioun stones orbit around the user's head.
[Worth: 5000 gp]
-- Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.
[Worth: 2000 gp]
-- Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000 gp]
-- Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000 gp]
-- Light Cap [Head]
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light. The light can also be turned off on command.
[Worth: 500 gp]
-- Mask of Blood [Face]
Rivulets of blood gush down the flensed face of this red metal mask. The liquid flowing over a mask of blood is normally harmless, but when you activate the mask, you can spit a stream of blood as a ranged attack (range 30 feet). This stream deals 2d5 points of acid damage to the target. You may use this attack up to three times per day.
[Worth: 7,000 gp]
-- Mask of Deception [Face]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000 gp]
-- Mask of Deception [Face] or [Magic Item]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000 gp]
-- Mask of a Thousand Tomes [Face]
The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 bonus on all types of Knowledge checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.
[Worth: 9,000 gp]
-- Monocle of the Dark Hunter [Eyes] [valiantmadcap - Fibril]
While worn, the monocle grants the wearer darkvision of 60 feet and a +1 bonus to strike on ranged attacks within 60'.
[Worth: 8,500 gp]
-- Monocle of the Dark Hunter [Eyes]
While worn, the monocle grants the wearer darkvision of 60 feet and a +1 bonus to strike on ranged attacks within 60'.
[Worth: 8,500 gp]
-- Nymph Bone Flute [Magic Item]
Carved from the bone of a nymph, this flute can be played up to 3 times a day, and cause a target to become blind or deaf, if they fail an Endurance save of DC15.
[Worth: 4,000 gp]
-- Nymph Bone Flute [Magic Item]
Carved from the bone of a nymph, this flute can be played up to 3 times a day, and cause a target to become blind or deaf, if they fail an Endurance save of DC15.
[Worth: 4,000 gp]
-- Pauldrons of the Bull [Cloak]
These steel pauldrons are engraved with images of charging bulls. When the wearer of these pauldrons makes a bull rush, once per combat they may roll twice and take the better roll.
[Worth: 4,000 gp]
-- Pauldrons of the Bull [Cloak]
These steel pauldrons are engraved with images of charging bulls. When the wearer of these pauldrons makes a bull rush, once per combat they may roll twice and take the better roll.
[Worth: 4,000 gp]
-- Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000 gp]
-- Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000 gp]
-- Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000 gp]
-- Phylactery of the Healer [Head] [bottledpanacea - Cyrus]
Three times per day, the phylactery’s wearer can determine the current health and overall well-being of any one ally within 30 feet. If the wearer has the ability to heal, he can choose heal the ally he is currently evaluating so long as that ally is within 30 feet of him, even if it is not his turn in combat.
[Worth: 1500 gp]
-- Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500 gp]
-- Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500 gp]
-- Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500 gp]
-- Poisoner's Gloves [Hands]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round.
[Worth: 2,500 gp]
-- Portable Shade [Magic Item]
This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade floats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefits of a parasol, but leaving the user’s hands free for combat or spellcasting. Folding up a portable shade ends its effect.
[Worth: 1,500 gp]
-- Portable Shade [Magic Item] [valiantmadcap - Melfice]
This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade floats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefits of a parasol, but leaving the user’s hands free for combat or spellcasting. Folding up aportable shade ends its effect.
[Worth: 1,500 gp]
-- Probability Charm [Varies]
This little charm can be worn on the wrist, on a belt, or around the neck. It enables you to roll a1d22 for Strike instead of a 1d20, upping the probability just a little that you'll get a hit. Critical hits happen on a 22 instead of 20 while using this charm.
[Worth: 8,000 gp]
-- Red Bag of Tricks [Magic Item] [greywalkr13 - Jak]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500 gp]
-- Ring of the Shepherd [Ring]
The ring of the shepherd is carved from a piece of hard wood to resemble a shepherd’s crook curved around the finger. With the action of raising the hand on which this ring is worn into the air and speaking the command word, a beam of white light shoots into the air above you. The beam will remain in place even if you lower your hand. Only creatures you consider allies will be able to see the light. You can use the effect of the ring up to three times per day.
[Worth: 1,500 gp]
-- Ring of the Shepherd [Ring]
The ring of the shepherd is carved from a piece of hard wood to resemble a shepherd’s crook curved around the finger. With the action of raising the hand on which this ring is worn into the air and speaking the command word, a beam of white light shoots into the air above you. The beam will remain in place even if you lower your hand. Only creatures you consider allies will be able to see the light. You can use the effect of the ring up to three times per day.
[Worth: 1,500 gp]
-- Robe of Needles [Cloak]
This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle (1d4) as a ranged attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target’s flesh, dealing piercing damage and will continue to bleed (and cannot be healed) until the needle is pulled out. A creature can pull out the needle as a full-round action, which ends the bleeding and allows healing. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning.
[Worth: 3000 gp]
-- Rod of Hidden Light [Magic Item] [fadedsunbeam - Kathryn]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
[Worth: 2000 gp]
-- Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
[Worth: 2000 gp]
-- Scout's Journal [Magic Item]
This appears as a large, ornate parchment scroll brilliantly illuminated with mysterious symbols on a backing of supple, worked leather. These scrolls are opened using two rolling rods on each side. Rolled into the parchment of a new Scout's Journal is a plain silver ring, wearing this ring does not take up a ring slot but it does glow slightly with divination magic if detect magic is used on it. The journal tracks the ring wearer, creating a perfectly accurate map of where he goes and annotating in the margins with descriptions (in Common) and sketches of more interesting features the wearer sees (DM discretion). The map and notes are based only on what the ring wearer sees and does, it does not fill in unseen areas or make assumptions, nor will it record specific messages or spells. The map covers an area of 100 square miles. Once the map is filled it, the ring can be used with another journal, but can only be attuned to one parchment at a time.
[Worth: 2,000 gp]
-- Sea Captain's Patch [Head/Eyes]
This ornate silk eye patch is embroidered with gold thread and studded with pearls in a pattern representing a whirlpool. The wearer of this item, which is a favorite patch of ruthless or particularly driven pirate captains, is able to breathe underwater and have freedom of movement beneath the waves as well. Furthermore, once per day, the wearer can attempt to charm any monster if the monster fails a Willpower save of DC10 + the wearer's Charisma. A charmed monster will act in a friendly manner to only the wearer of the patch, and will obey simple commands for up to 30 minutes.
[Worth: 8,000 gp]
-- Shaman's Doll [Magic Item]
(Shaman with Create Doll Skill)
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A shaman can use this doll instead of creating their own through the Create Doll skill. This does not take a round of combat, since the doll is already created. This doll still only works for the chosen target. This doll can be used over and over, unless it is destroyed.
[Worth: 1,500 gp]
-- Shaman's Doll [Magic Item]
(Shaman with Create Doll Skill)
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A shaman can use this doll instead of creating their own through the Create Doll skill. This does not take a round of combat, since the doll is already created. This doll still only works for the chosen target. This doll can be used over and over, unless it is destroyed.
[Worth: 1,500 gp]
-- Shawl of the Crone [Cloak]
The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer’s actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age. The wearer also gains a +5 bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children.
[Worth: 2,500 gp]
-- Sheath of Stealth [Magic Item] [valiantmadcap - Fibril]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000 gp]
-- Sheath of Stealth [Magic Item]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000 gp]
-- Sheath of Stealth [Magic Item]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000 gp]
-- Shrink Collar [Animal Companion Item]
One of the big drawbacks of mounts is sometimes they just don't fit well inside a dungeon. With this collar, you can shrink your mount down at a moment's notice. And you don't have to use it on just mounts or animals, it works for humanoids too.
[Worth: 1000 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500 gp]
-- Softhand Gloves [Hands]
These gloves are for races with supernatural beings in their ancestry like dragonborn, aasimar, feykin, fey'ri, giantkin, lumians, and lycanborn. These gloves cause you to appear as a member of your parent's race without the supernatural ancestry. For instance a dragonborn with scales would wear these gloves to appear as a normal human if his parents were human.
[Worth: 1,000 gp]
-- Spell Parchment [Book]
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 4,500 gp]
-- Spellscroll Flute [Magic Item]
This finely crafted silver flute resembles a rolled-up spell scroll, with its holes lining the edge of the "parchment." When two short notes in any key are played on the flute, it emanates light, and automatically dispels any of the following magical effects within the light effect's radius: fogs, mists or clouds. The flute's second ability is revealed when you play three long notes in any key. The flute unrolls like a scroll; revealing an area that can hold one magical scroll. When rolled around the flute in such a way, you may invoke the magic of that scroll when you play the flute.
[Worth: 5000 gp]
-- Spellscroll Flute [Magic Item]
This finely crafted silver flute resembles a rolled-up spell scroll, with its holes lining the edge of the "parchment." When two short notes in any key are played on the flute, it emanates light, and automatically dispels any of the following magical effects within the light effect's radius: fogs, mists or clouds. The flute's second ability is revealed when you play three long notes in any key. The flute unrolls like a scroll; revealing an area that can hold one magical scroll. When rolled around the flute in such a way, you may invoke the magic of that scroll when you play the flute.
[Worth: 5000 gp]
-- Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000 gp]
-- Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000 gp]
-- Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod.
[Worth: 1000 gp]
-- Ring of the Ram [Ring]
A force bolt in the shape of a ram is generated by this ring on command. The wearer decides if 1, 2, or 3 charges are expended with each use. The ring can expend up to 3 charges per day.
One Charge: If aimed at a mundane block (such as a door, lid, etc), you get a +5 to your Strength roll to break the object.
Two Charges: You may do a bull rush, no roll needed, it is automatically successful.
Three Charges: You can make a ranged attack with a 50' limit, doing 2d6 damage. If you are within 30', then you do 3d6 damage.
[Worth: 5500 gp]
-- Tabard of Propitiation [Torso]
This garment, made of sturdy cloth, bears a crest, seal or symbol when found which always transforms to something appropriate to the wearer when donned. Once per adventure, while wearing the tabard, you may undo a single mistake that you make. For any die roll that you make, you can choose to reroll it once you see the result. You must keep the second roll's result.
[Worth: 11,000 gp]
-- The Fetters of Kiritsu [Magic Item]
These steel leg irons are embellished with images of human suffering; a typical set of such irons might show prisoners starving to death or being left alone in dark places to rot. Once per day if you pass strike, when cast at an enemy in melee range of the same or lower gemstone rank as you, the fetters attach themselves to that enemy's feet and then expand like a snake made of hefty iron chains to envelop the character. Every round, the character may roll an Escape Check of DC10 + your Strength.
[Worth: 10,500 gp]
-- The Fetters of Kiritsu [Magic Item]
These steel leg irons are embellished with images of human suffering; a typical set of such irons might show prisoners starving to death or being left alone in dark places to rot. Once per day if you pass strike, when cast at an enemy in melee range of the same or lower gemstone rank as you, the fetters attach themselves to that enemy's feet and then expand like a snake made of hefty iron chains to envelop the character. Every round, the character may roll an Escape Check of DC10 + your Strength.
[Worth: 10,500 gp]
-- Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500 gp]
-- Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500 gp]
-- Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500 gp]
-- Tribal Dance Rattle [Magic Item]
This tribal rattle can be used to assist in defending against arrows and bolts from archers. It is a painted wooden handle decorated with feathers and dried seeds. While it is being played, it protects everyone from archers within a 30 foot area for 1d3 rounds of combat.
[Worth: 5000 gp]
-- Werewhistle [Magic Item]
This whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycan within 30 feet to make a DC15 Willpower save or be forced back into its humanoid form for the next 24 hours.
[Worth: 3,500 gp]
-- Werewhistle [Magic Item]
This whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycan within 30 feet to make a DC15 Willpower save or be forced back into its humanoid form for the next 24 hours.
[Worth: 3,500 gp]
-- Wyrmfang Amulet [Neck]
This necklace of dragon teeth grants all of the wearer's natural attacks the ability to overcome damage reduction as if they were magic weapons.
[Worth: 2,000 gp]
SPECIAL ITEMS
These items cannot be borrowed without explanation. They will be given out when needed by Maria. IF you are running a quest, mission or storyline where one of these items would prove useful, then you must request it with an explanation of who, and how it will be used.
-- Candle of Icy Death [Magic Item]
This black candle is 1 foot tall, 12 inches thick, and icy to the touch. When lit, the flame burns a pale blue, gives off no smoke or heat, and doesn't melt down. If examined with detect magic, the candle radiates a necromantic aura. The candle prevents any healing or cure spells, natural or magical, from occurring in its range of a 30 foot radius. This does include allies.
[Worth: 15,000 gp]
-- Fairy Gold [Magic Item]
This bag, when filled with leaves, appears to hold gold coins for 8 hours.
[Worth: 500 gp]
-- Glittergun
-- Judge's Wig [Head]
This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +5 bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it, allowing the wearer to discern if they are lying. The ability to discern lies can be used up to three times a day. If the creature is using a spell or skill that enables them to lie without it being discernable, then the Judge's Wig's effect only works if the wearer is higher gemstone ranked than the target.
[Worth: 4,000gp]
-- Judge's Wig [Head]
This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +5 bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it, allowing the wearer to discern if they are lying. The ability to discern lies can be used up to three times a day. If the creature is using a spell or skill that enables them to lie without it being discernable, then the Judge's Wig's effect only works if the wearer is higher gemstone ranked than the target.
[Worth: 4,000 gp]
-- Peacestone [Magic Item]
This smoothly polished fist-sized ball of pink granite pulses with a soothing magical power. The peacestone exudes an aura that calms the nerves and emotions of all who are within a 40-foot radius of it, protecting that area from violence. Any creature (enemies OR allies) attempting to physically strike or otherwise attack anyone within the warded area (including attacks with magical or psionic spells) takes 3d6 points of force damage (DC22 Willpower save for half damage – any evil aligned creature suffers a -4 penalty to its saving throw). Peacestones are often placed in temple chapels, courtrooms and council halls, and are occasionally even carried in the belt pouches of political leaders. This is a great item for someone's shop, inne or home!
[Worth: 5,000 gp]
-- Rune of Interrogation
This rune causes one target to be forced to answer 3 questions, or remain in excruciating pain throughout their body until the truthful answers are given. Save required.
-- Wand of Dragon Control
-- Windcaller's Compass [Magic Item]
This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind once per day.
[Worth: 2000 gp]