Post by Head Moderator on May 20, 2015 6:27:24 GMT -5
The OH Auction 2015
OOC Note: This auction is mainly made of items from characters whose players have either been removed (therefore not coming back) or characters that were not desired and their XP transferred elsewhere.
As you can see, we have 2 different kinds of auctions that you may try to buy things from.
Secret Auction
This gives you the description of the case an object is concealed by, or a very dulled down description of the item. If you see something you like, or that you think may be useful to you, send your bid to me in an email.
Open Auction
The other you can see exactly what you are getting, so as mentioned, you see it, you like it, send in your bid for it.
There are a few rules to follow, but they are quite simple.
1) No cash? No carry. Sorry folks, no dropping into the red here. If you don't have the coin, you don't get the goods. If you had it when you bid it, but don't when it comes time to pay, you keep your money, we keep the goods.
2) Everything is anonymous! When you wish to place a bid simply send me (tesarikone) an email. I take the bid and place it under "Current Bid".
3) Gold, Silver, Gems or Treasure (artwork, statues, other items gathered on adventures that has a monetary value beside it) is accepted when it comes time to collect.
4) What does it do? You'll find out when you buy it!!
5) PLEASE be specific on your bid. Example: "Place bid of 500gp on Item 3, Secret Auction" or "Bid 3,700gp Box 2, Open Auction".
6) Make sure you check your items daily, it is not my job to tell you when you've been outbid!
The Auctions Will Run Until 9:00 PM Eastern Time Tuesday, June the 23rd 2015.
So you have plenty of time to hunt, shop and compete!!
So you have plenty of time to hunt, shop and compete!!
SECRET AUCTIONS
Item 1
Description: This box is roughly a foot wide, a foot long and a few inches deep. It is crafted from a deep hard oak made to absorb the abuse of travel. The front is sealed with a fashionable latch and key while the hinges are a shined and buffed brass.
Starting Bid: 500gp
Current Bid: 1,100gp (Bidder 2) Alexis (amariedarkrose)
1000gp (Bidder 1)
-Fizzwinken's Midnight Battle Mechanism of Fury: These black bracers have delicate elven runes etched upon them, one reading 'swift defeat' and the other 'vengeance'. Once per adventure, when the wearer takes damage from a target, he enters a primal rage and may cry out, “Death to those who wrong me!”, swearing vengeance against the attacker. The wearer then gains a +1 bonus on strike rolls and willpower saves against that target, and deals an additional 1d of weapon damage on successful weapon attack rolls (so a 1d6 is now 2d6) against the target. Once per combat, you may roll your combat dice twice against this particular chosen enemy. For the duration of the effect, the wearer takes a –2 penalty on strike rolls against any target other than his sworn enemy, and spellcasting is impossible during this primal rage. The strike bonus, extra weapon dice and penalties last for one full adventure or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 48 hours have passed.
Item 2
Description: This box is large enough to conceal the breastplate of a normal sized man. Picking it up shows that it has some weight to it, but it more awkward due to it's size. You can feel things shifting around within, and clinking against one another metal to metal.
Starting Bid: 500gp
Current Bid: 3,500gp (Bidder 25)* Wolfgang (howlingember)
3,000gp (Bidder 5)
1,500gp (Bidder 25)
1,000gp (Bidder 5)
-Kyton Armor [Armor] ¤ ¤ ¤ ¤ This is +18 DEF mithral chainmail, that looks like an unraveling sweater because of the strips of chain hanging from the hem. There is no penalty for initiative due to it being made of mithral, but your Def Cap=30. Besides being a very good piece of armor, it has the ability of Dancing Chains. The armor has four animated strips of chain attached that are under the command of the wearer of the armor. You may have each strip attack an enemy (or friend if you so choose) of your choice in melee range once per combat - which gives you 4 extra attacks per combat. Each strip is 1d4 DMG. You cannot use more than one strip per round. (Medium Armor) [Worth: 11,000gp]
Item 3
Description: This is a pair of worn leather trousers, next to a shoebox.
Starting Bid: 500gp
Current Bid: 5,200gp (10,000) (Bidder 8) Lorcan (rageofnocturne)
5,100gp (Bidder 25)
4,200gp (Bidder 8)*
4,100gp (Bidder 25)^
2,200gp (Bidder 8)*
2,100gp (Bidder 25)*
2,000gp (Bidder 8)*
1,600gp (Bidder 25)
700gp (Bidder 8)*
600gp (Bidder 25)*
500gp (Bidder 19)
-Leather Trousers +1 DEF and grants Fire Immunity.
-Boots of the Agile Cat [Feet] These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the DM had rolled a 1 on each die of damage incurred by the fall, so 2d6 dmg would give 2dmg to the wearer) and at the end of a fall always lands on his feet. [Worth: 2500gp
Item 4
Description: There is a large curtain covering whatever is behind it, the sound of something moving is easily heard.
Starting Bid: 500gp
Current Bid: 6,000gp (Bidder 4)* Piper (rageofnocturne)
4,000gp (Bidder 31)
3,000gp (Bidder 4)
1,000gp (Bidder 1)
- Rumerian Heavy Cavalry Horse
- Military Saddle & Saddlebags
- Bit & Bridle
- Horseshoes of Speed: Your horse will move twice as fast as a normal horse.
- Everlasting Feedbag
Item 5
Description: There under a glass case is a leather bound tome, a small velvet box, and a tiny slip of colored paper.
Starting Bid: 500gp
Current Bid: 2,500gp (Bidder 28)* Caiomhe (myriadaspects)
2,000gp (Bidder 31)
1000gp (Bidder 28)
-Coupon for "One Free Inkantation Tattoo - Personal Only - 5,000gp and under" You get one personal tattoo for free, as long as it costs 5k and under. Send in your choice to tesarikone and psionicwanderer and state you have a free coupon. Personal tattoos are just that, personal, and do not take up the body modification spot.
-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: 2000gp]
-Brooch of Alertness [Varied] This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision. [Worth: 3500gp]
Item 6
Description: A thick blanket is wrapped around a long, slightly curved object of indiscernible size, when on it's end it is roughly as tall as an average man and it relatively thin. The covering makes it hard to tell just how thin.
Starting Bid: 500gp
Current Bid: 5,100gp (Bidder 25)* Wolfgang (howlingember)
5,000gp (Bidder 8)
4,300gp (Bidder 25)*
4,200gp (Bidder 8)*
4,100gp (Bidder 25)
2,000gp (Bidder 8)*
1,600gp (Bidder 25)
700gp (Bidder 8)*
600gp (Bidder 25)*
500gp (Bidder 19)
-Bone Bow ***** [2d10]
---Exit Wound** Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d3 points of damage each time it is used. The exit wound improvement can be applied to any ranged weapon
---Impact** Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
---Spiderkissed * Once per combat, a spiderkissed weapon shoots out webbing upon a successful hit. The target must succeed on a DC15 Acrobatics Save or become entangled for 1d3 rounds as a mass of webbing covers its body. The webbing cannot be removed and lasts for the duration of the effect. Bows, crossbows, and slings with this property bestow the spiderkissed property upon their ammunition.
Item 7
Description: A straw dummy wears a gorgeous set of lingerie - corset and stockings. A ribbon is tied around the neck.
Starting Bid: 500gp
Current Bid: 3,600gp (Bidder 25)* Wolfgang (howlingember)
3,500gp (Bidder 2)^
2,800gp (Bidder 25)*
2,700gp (Bidder 2)
2,500gp (Bidder 25)*
2,400gp (Bidder 2)
2,300gp (Bidder 25)*
2,200gp (Bidder 2)
2,100gp (Bidder 25)
2,000gp (Bidder 24)
1,000gp (Bidder 2)
-Fizzwinken's Maidenly Utilitarian Containment Lingerie: [Torso] This set of women's lingerie is far more than meets the eye. The corset is enchanted so that it has a miniature bag of holding, allowing the wearer to keep five extra magic items in her cleavage. The lace edging the corset and tops of the stockings is studded with tiny blue crystal chips, holding magic that allows the wearer to gain a +3 to all knowledge checks.
-Ribbon of Health: This ribbon grants +10 hit points.
Item 8
Description: A thick blanket is wrapped around a large, tall item. Beside this blanket rests a large shoebox that is sealed with a pearly colored length of ribbon.
Starting Bid: 500gp
Current Bid: 1,100gp (Bidder 25) Wolfgang (howlingember)
1,000gp (Bidder 2)
-Fizzwinken's Tempestuous Multi-Function Mobilizing Warstaff [2d6/2d8]
This incredible oaken weapon crackles with electricity when it is wielded. It's top half acts as a club [2d6], and bottom acts as a spear [2d8]. Once per combat, it can produce a thunderclap that does an extra 1d8 damage. When wielded in the hand, the bearer is immune to electricity. The bearer is able to fly up to five feet above the ground, regardless of how strong the wind is around him. This functions as a summoning staff, mobilizing a creature from the void to do your bidding. To use the summoning function once per combat, roll a 1d6.
1) Brain-slug. Toss this slug at an enemy as a ranged attack. If the attack hits, the slug dominates the target, obeying your command for one round, if they cannot pass save of DC15.
2) Two-headed Scorpion Cat. Minion attacks one round for you. Roll your combat dice, then add it's attack: Poison stinger 1d6 poison damage.
3) Air Elemental Twister. Roll a d20. If you roll 11 or higher, the air elemental appears on top of an enemy. It tosses said enemy 1d6x10 feet in the air. They take falling damage, 1d2 per 10 feet tossed. If you roll 10 or lower, the air elemental appears in your square, tossing you 1d4x10 feet in the air. You take the appropriate damage.
4) Lesser Tentacled Abomination. Select one enemy. The slimy tentacle monster appears adjacent to the enemy. It makes a single attack with all of its tentacles at once. If it hits, the enemy is inflicted with 2d5 tentacle damage
5) Key-shaped Mouse. This tiny mouse can magically take the shape of any lock, opening almost any locked door, magical or otherwise. Before taking the shape of a key, this magical mouse must be fed some type of cheese, otherwise no transformation will take place. If the party has no cheese available, it will vanish until re-summoned.
6) Mischievous Imp. The Imp appears and instantly turns against you, doing 1d5 dmg before disappearing.
-Boots of Eril: [Feet] These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
Item 9
Description: There on the table sits a closed hat box of moderate size.
Starting Bid: 500gp
Current Bid: 500gp (Bidder 25)* Wolfgang (howlingember)
-Hat of Anonymity [Head] This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn. [Worth: 2000gp]
-Swordmaster's Blindfold [Head] or [Face]
This black band of silk grants its wearer spectacular senses within a limited range. Some believe these items were made to grant lesser swordsmen the illusion of skill. When the wearer places the blindfold over her eyes, she becomes blinded, but gains blindsight within the reach of her melee weapon, or 5 feet if the wearer is not wielding a melee weapon. Furthermore, the wearer, if making melee attacks, can locate weaknesses once per combat, bypassing any mundane defense they may have.
Item 10
Description: There on the table is just a pile of pouches and bags.
Starting Bid: 500gp
Current Bid: 8,100gp (Bidder 24) Celeste (gemmedwings)
8,000gp (Bidder 10)^
5,500gp (Bidder 10)*
5000gp (Bidder 24)
1000gp (Bidder 19)
700gp (Bidder 24)
500gp (Bidder 19)
-Bag of Holding: You may enchant a mundane backpack to become a bag of holding. This enchantment causes your normal 5-slot backpack (for magical items) to become a 10-slot backpack. You may have additional bags of holding to obtain loot on quests, but you may only have ONE official backpack of holding with your own personal magic items in it.
-Pouch with a Rezz Coin
-Pouch full of Gems: Mawa Nut (3000gp), Alexandrite (500gp), Aquamarine (500gp), Garnet;Violet (500gp), 2 Rosetta (500gp), Elemental Stone (100gp), Flashstone (100gp), Jet (100gp), Bloodstone (50gp), 3 Jasper (50gp), Iolite (50gp),
(120) Flint (10gp), Lapis (10gp), Obsidian (10gp), 2 Pearls: Freshwater (10gp), 7 Quartz:Blue (10gp),
Item 11
Description: This is a folded up trenchcoat of some dark, thick woven cloth.
Starting Bid: 500gp
Current Bid: 3,100gp (Bidder 25)^ Wolfgang (howlingember)
3,000gp (Bidder 1)^
1,900gp (Bidder 25)*
1,800gp (Bidder 2)
1,600gp (Bidder 25)*
1,500gp (Bidder 2)
1,300gp (Bidder 25)*
1,200gp (Bidder 2)
1,100gp (Bidder 25)
1,000gp (Bidder 2)
-Fizzwinken's Tyrannical Warding Trenchcoat +10 DEF: This imposing full length men's coat with a high face-covering collar and hood is made of thick fiendweave, providing not only defense, but a +13 to Intimidation Checks. Once per day, this sinister trenchcoat provides you with an auto-pass on any one Intimidation Check.
-Rezz Coin in a pocket
Item 12
Description: This little box is held together with a leather strap fed through a metal ring in the form of a budding lotus.
Starting Bid: 500gp
Current Bid: 5,500gp (Bidder 28)* Caoimhe (myriadaspects)
5,000gp (Bidder 10)
4,000gp (Bidder 28)
2,000gp (Bidder 10)
1000gp (Bidder 28)
-Amulet of the Crusader - This amulet in the shape of a golden lotus grants a +5 bonus to Insight rolls.
-Rezz Coin [x2]
Item 13
Description: This is a stack of books, their spines facing against the wall.
Starting Bid: 500gp
Current Bid:1,000gp (Bidder 28)* Caoimhe (myriadaspects)
-Herbarium Medicus - Carefully avoiding any herbs that might be harmful, it is a fine resource none the less. The drawings are very precise, and herbs on most common ailments can be found here. Mind you, most potent magical herbs have also nefarious uses, thus are not displayed here. The book is worn with much use, it is both large and heavy due to its binding. The author was an apothecarian, and many simple brews are mentioned. Knowledge (Medicinal Herbs) +5
-Book of 10,000 Jokes: [Book] This small, weathered journal contains 10,000 jokes that change to be perfectly suited for particular audiences. The book grants its owner a +5 bonus on any Diplomacy check to influence the attitude of a creature. Additionally, once per day the book can be used to cast a laughter effect on one target (Willpower DC15 negates) causing them to continuously laugh and lose one turn of combat (or be unable to do anything but laugh for up to 2 minutes outside of combat). The perfect joke only works once on any given target. [Worth: 4,000gp]
-Guide to the Enchanter's Creation: An Aid for the Basic Magician (author unknown) This book is very clear mostly due to the good diagrams. It's easy to determine that it is reasonably useful. Perusing the book reveals that the contents seem to have been stolen from another work. (CMI Crafting Manual, grants 2 additional CP per week)
Item 14
Description: A medium rectangular box about 2 inches deep sits there.
Starting Bid: 500gp
Current Bid: 2,00ogp (Bidder 24) Celeste (gemmedwings)
500gp (Bidder 2)
-Shirt of the Leech [Torso] This shirt is a deep burgundy color and regardless of who wears it, is always ever-so slightly too tight. The wearer is always aware of any healing going on within 30', although the shirt does not provide any more detail than that. So long as the wearer has line of sight to, and is within 30' of the healer, the wearer can leech as many healing points as they wish from the original target, even up to the entire healing. This only effects healing by healing points, skills, items, potions, etc - it does not effect self-healing though you are aware they are self-healing around you. Unless you are making it obvious that you are leeching the healing points, no one should be aware of what you are doing, it merely seems that the healing is not working as intended. You may use this up to three times per adventure. [Worth: 5,500gp]
-Windrunner's Shirt [Light Armor] ☼ ☼ This mithralweave shirt +13 DEF seems to ripple and flash like sunlight on running water. On command, the wearer can extrude sail-like membranes that reach from wrist to knee. By spreading her arms, the wearer causes these sails to fill with air and push her along the surface water with the speed of a small sailcraft in a moderate wind. (The wearer can choose to take advantage of existing winds instead.) The wearer can use this ability for up to 1 hour each day. The duration of the effect need not be consecutive. [Worth: 7,500gp]
-Rezz Coin
Item 15
Description: This is a wooden box filled with potion bottles.
Starting Bid: 500gp
Current Bid: 1,100gp (Bidder 25) Wolfgang (howlingember)
1,000gp (Bidder 41)
500gp (Bidder 29)
-Full Heal Potions [x3]
-Animal Senses Potion
-Albedo Potion
-Potion of Fungicide: This potion cures all fungi spore infestation and protects against such infestations for 1d4 rounds after ingesting. If splashed onto a monstrous fungus, it must make a successful Endurance Check DC15 or take 2d6 undefendable damage.
-Remove Curse Potion [x2]
-Remove Paralysis Potion [x2]
-Darksight Potion [x3]
-Barkskin Potion +3 DEF [x2]
-Potion of Cure Disease [x4]
-Laughing Potion
Item 16
Description: This is a carved wooden jewelry box, with a small lock and key.
Starting Bid: 500gp
Current Bid: 6,100gp (Bidder 3) (10,000gp) Viper (rageofnocturne)
6000gp (Bidder 24)
1000g (Bidder 3)*
-Ring of Shields ***** [Ring] 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. [Worth: 2000gp]
---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.
-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: 1,500gp]
- 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.
-Brooch of Alertness [Varied] This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision. [Worth: 3500gp]
-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: 6,000gp]
Item 17
Description: This is a very large weapons locker, with a large padlock.
Starting Bid: 500gp
Current Bid: 6,200gp (Bidder 5)* Vilkas (rageofnocturne)
6,100gp (Bidder 25)^
4,000gp (Bidder 5)
-Bladed Crossbow (1d8 ranged, 1d4 blade)
-Warhammer [1d6]
-3 Throwing Knives (1d4).
-Heavy Crossbow (2d4)
-Javelin 1d5
-Greensteel Bastard Sword [1d6] [x2]
-Bronzewood Glaive [2d8]
-Cranor Saber [1d6]
-Serren Longbow
-Rapier of Disarming [Weapon] ☼ ☼ This extraordinary rapier (1d5) is made of a special alloy composed of white gold mixed with cold iron, mithral, and yellow gold. Strands of precious metals, like a myriad of capillary veins, run along the length of these elegant blades. The basket hilt is a work of art in itself, often composed of fragile looking metal strands interwoven with one another in a complex and often chaotic manner. Rumors say no two rapiers of disarming are the same. This weapon grants the skill "Disarm", but it allows you to use the skill up to three times in one combat. Also because of the unique makeup of the material, this weapon counts as "gold", "cold iron" and "mithral".
[Worth: 13,000gp]
-Snow Star Shard Dagger 1d5 This shard of the Keeper of the Snow Star is made of tough crystalline, and sharp as any metal dagger. It holds a tiny bit of the power of the Snow Star, having tiny veins of pulsing light that are bright enough to use like a candle. It can be enchanted with cold, or fire (or both for rimefire) but will not take any other element being added to it as enchantment.
Item 18
Description: This is a long, heavy box nailed shut. Beside it sits a shoebox big enough to hold boots.
Starting Bid: 500gp
Current Bid: 5,000gp (Bidder 24) Celeste (gemmedwings)
500gp (Bidder 19)
-Stirge's Gauntlet [Hand] This wicked, black metal armored glove has long slender spikes mounted at the end of each finger and acts as a spiked gauntlet (1d4). Once per combat, if used for a melee attack that hits, it also drains blood from the target to revitalize the wearer. The gauntlet heals damage for double the amount rolled for the damage it deals. I.E. if you roll your 1d4 and roll a 3, it will heal 6 damage. [Worth: 4,000gp]
-Fizzwinken's Dynamic Exhalation Brawn Unit: This heavy and wide dark scaled sash has a buckle in the shape of a dragon's head. (It adds a +5 to Strength Checks, enabling the wearer to lift more than his normal capacity. It also has the added ability of strengthening one's own breath weapon, increasing your breath weapon damage by one die, so if your breath weapon does 2d3 damage, with this item it will do 2d4). With multiple pouches
-Chitin Boots [+2 DEF]
-Rezz Coin
Item 19
Description: This box is decorated with clockwork pieces, brass bolts, and silver screws.
Starting Bid: 500gp
Current Bid: 12,200gp (Bidder 6)* Gabriel (rageofnocturne)
12,100gp (Bidder 25)^
9,500gp (Bidder 6)*
9,100gp (Bidder 25)^
6,500gp (Bidder 6)*
6,100gp (Bidder 25)
2,500gp (Bidder 6)*
2,100gp (Bidder 25)*
2,000gp (Bidder 41)
1,000gp (Bidder 32)
500gp (Bidder 25)
2 Zapper Type: Electricity Effects: Lose Turn A zapper, when activated, releases a charge of electricity through the target rendering them unable to move for 1 round, and doing 1d3 DMG. EFFECT - One Deployment Heavy: 3 Rounds, 3d3 DMG
2 Shocking Feedback 4000gp | 1000gp | 8CP Type: Effect Effect: Reflect This handy engineering marvel creates an energy field that catches then reflects damage back to the attacker. EFFECT - One Deployment Greater: Reflect all Damage
2 Spectroscopes 2000gp | 500gp | 4CP Type: Mind-Affecting Effects: Confusion Projects two holograms of the user in order to confuse the enemy. A roll of 1d3 is required to see if they hit the right person. A roll of "2" hits the original user. Lasts one full round. EFFECT - One Deployment Greater: Last three rounds.
-Raven Bracers [Arms/Wrist] This pair of magnificent dark metal bracers is forged to depict the shape of a raven stretched over the wearer’s forearm. While worn, these bracers can be used as a to grant the returning magic weapon qualities to any held melee weapon. This ability can be used three times a day. In addition, the bracers may be removed and tossed into the air, where they transform into a pair of identical black metallic ravens. These ravens obey the wearer, and may each bear a message as if affected by the animal messenger spell. The ravens can only take this shape once per week, retaining the form continuously for up to 24 hours. Once both of these ravens have delivered their messages (or once the 24-hour limit is reached), they both vanish in a cloud of smoke and return unerringly to the owner’s hands via teleportation. If the item’s owner is no longer on the same plane as the bracers when this event occurs, they merely revert to bracer form and fall to the ground, awaiting a new owner to find and claim them for their own use. [Worth: 5,000gp]
- Fizzwinken's Heavy-Duty Plasmatic Striker : This specialized heavy energy blaster has been altered to produce more output in the form of streams or pulses of plasmatic energy. It never needs reloading, and can be enchanted with up to five points of enchantments like any other weapon. 2d8
Item 20
Description: This is a small polished black wooden box with a brass hinge.
Starting Bid: 500gp
Current Bid: 3,000gp (Bidder 10)* John (rageofnocturne)
2,500gp (Bidder 19)
2,000gp (Bidder 10)
500gp (Bidder 19)
-Stinging Thimble [Magic Item]
Shaped like a brass thimble that fits over the end of a finger, this ornament is unadorned except for a slight bump at the tip. Once per day the wielder can touch a target with the ornament and a magical talon will appear from the tip to sting the foe for a single hit point of damage. This talon will penetrate armor and defenses to inflict a wound that cannot be defended against. [Worth: 2000gp]
-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: 5000gp]
- Ioun Stone (pearly white spindle): This ioun stone heals you up to 10hp per combat. Ioun stones orbit around the user's head.
-"Token of Aaron Hexenthal" - A jet-black raindrop shaped piece of scalemail which can be worked into any armor, bracers, shield or made into an amulet or other piece of jewelry. It gives a +3 DEF against shadow attacks. If worked into armor, it will count as one of the enchantments upon that armor
Item 21
Description: This just looks like a creature's femur tied with a ribbon.
Starting Bid: 500gp
Current Bid: 1,000gp (Bidder 24) Celeste (gemmedwings)
500gp (Bidder 2)
-"Femur of the Undead" - When this bone is shaken, it rattles. It can be used once per combat, and causes your target to suddenly grow thorns and spines on his bones, causing 1d6 damage, and stunning them for one round. To skeleton creatures, this gives them a one-time 1d6 attack using their spike-like bones, it does not stun skeleton creatures.
- "Ribbon of Willpower" - This ribbon when worn grants a +2 to Willpower Saves
Item 22
Description: This box has a skull and crossbones marked on the top of it in black ink.
Starting Bid: 500gp
Current Bid: 1000gp (Bidder 1) Cordelia (ardentidolatry)
-Vial of Bloodlance Poison (1 Use) : This is the poisonous blood of the bloodlance, a corrupted unicorn. When spread onto a weapon, it causes the wound from that weapon to be unable to be healed by any means, until a Cure Poison is gained.
-(2) Dried Fulminate Puffballs - These dried mushrooms can be lobbed as a ranged weapon, doing 1d4 damage as they explode.
-(2) Improved Agony (DC16) || 1500gp Type: Blade Effects: Pain This thick, reddish-brown liquid is the distilled essence of pain, captured through special magical processes. It is sought after by outsiders and extreme masochists, as well as torturers seeking to ply their trade more efficiently. It does 2d6 dmg.
DAMAGE - Five Doses & 1 healing potion (10 hp)
-Snowflake Lichen Powder (This snow-white powdery poison is made from the dangerous arctic snowflake lichen and causes 1d3 cold damage in the form of frostbite where the poison touches. 5 DOSES)
-Oakdeath (Viscous brown liquid that when added to poison increases the poisons DC by 2 for an hour. Oakdeath is as illegal to use as poison.)
-Greater Agony (5/5): This thick, reddish-brown liquid is the distilled essence of pain, captured through special magical processes. It is sought after by outsiders and extreme masochists, as well as torturers seeking to ply their trade more efficiently. This does 3d6 Dmg.
-Greater Magus Expellum Liquid (1/1): Effects: Disconnection between mind and psionic/arcane/divine
This shimmering powder can be burned down to a bright purple and azure liquid or kept in powder form and thrown into the face of a target. The poison seeps down into the mind of the target and forms a wall between the mind and the ability to harness certain powers. The target is unable to cast any spells, registered or otherwise, for 3 rounds of combat. Duration: 3 rnds
- Daylight Pellet: (x20): This is useful against any light-sensitive creature. Daylight pellets are simply small pieces of glass, rock crystal, or igneous rock coated with grease and covered with clay, then baked until hard. When thrown (a standard action) up to 50 feet, a daylight pellet shatters on impact and creates light similar to a daylight spell, which lasts 10 minutes.
- Greater Myconid-H: Failing your save against this poison causes hallucinations for 1 1/2 hours, as well as one of the following effects. Roll 1d20 to determine:
01 - 10 : Cower & Whimper
11 - 15 : Stare into nothingness
16 - 18 : Run in a random direction
19 - 20 : Attack a random person
-Greater White Sanguine (1/1): Often used by assassins on their blades, this milky viscous substance prevents blood clotting. Wounds made by a weapon covered in white sanguine, refuse to close and continue to bleed profusely. This does 3d3 non-defensible damage each round including the round it was applied, until either a Cure Poison, or a Full Heal is completed. 3d3 Each Round.
Item 23
Description: This is a stack of various sized boxes, from very large to very small, all bundled together.
Starting Bid: 500gp
Current Bid: 6,000gp (Bidder 24) Celeste (gemmedwings)
3,000gp (Bidder 5)
2,100gp (Bidder 2)
2,000gp (Bidder 5)
1,000gp (Bidder 2)
-Sleeves of Many Garments [Arms] These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. [Worth: 1000gp]
-Earring of Shitha: Grants 10 extra healing points per adventure.
-Seafoam Shawl [Cloak] This shawl of delicate lace can be activated once per day to either turn ones feet into fins, or fines into feet. This lasts for up to 6 hours. [Worth: 1,500gp]
-Gloves: +5 Use Object
-Overcoat +5 DEF
-Sandals of Airwalking [Feet] These soft leather sandals have soles that consist of a layer of blue velvet decorated with intricate gold stitching. When slipped onto the feet, they feel as weightless as air. When the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount), these boots can be activated to give the wearer the ability to walk on air until the end of the round. If the wearer hasn’t reached a solid surface by the end of the round, she immediately falls back to the ground, taking any applicable falling damage. These sandals can be used once per day per gemstone rank (so at crystal, once per day; topaz, twice a day), but no more often than once per 2 rounds. [Worth: 3,500gp]
-Ring of Signets [Ring]
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can embed this image on any object that belongs to her, or that she has crafted (as an arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
-Cleaning Tail [Magic Item] The dark haired tail of a mare is firmly attached to a well-made leather handle, producing this cleaning implement. Once a day when the item is brushed across garb or other solid materials, any stains and dirt will be completely removed by a magical prestidigitation effect. Mild odors will also be eliminated, leaving the materials in a freshly cleaned condition. The tail can be used for up to an hour each day before the cleaning magic loses its effectiveness.
[Worth: 500gp]