You are on page 1of 19

Init-baz giver of the flame

Init-Baz's oregion is unknown but it turned up in the hands of Urdal (death drinker), only
legends remain of Urdal. He was a crazed red bearded dwarf who had a thirst for battle and a love of
fire. To him Init-Baz was a answer to his deepest prayers, witch he honoured with blood every day.

– 1d8 fire damage (2d8 on a critical)


– once per day Init-Baz can engulf its wielder in flame that deal its current attacks fire damage
in fire to all within 5 feet IE. If you strike an enemy for 6 fire damage all creatures within 5
feet take 1d6 fire damage. If no attacks are made in a round roll 1d8 to see how much
damage is done to all within 5 feet. This effect last a number of rounds equal to ½ your
constitution.
– These bonuses are in addition to what ever you think the weapon should also have IE. +1 or
+2

Serd-del virtuous steel


Serd-Del belonged to a dwarven defender of the third king of Citadel Adbar named Dorias (red
anvil) it served him in his protection of the king for over 100 years. When he died in service of the
fourth king it was buried in his tomb along side him. About 75 years ago his tomb was raided and it has
switched through the hands of many owners since

– Serd-del can freely switch its bonus to attack to a equal bonus to defence
– twice per day Serd-del can use enlarge on its wielder (cater level 10)
– These bonuses are in addition to what ever you think the weapon should also have IE. +1 or
+2

Glor-aim silver slayer


In an unending effort to keep the dead dead Glor-aim was made for warriors against the hordes
of the undead. It is generations old and has seen many wielders and decades of combat but holds its
original shine and sports not a single scratch or dent.

– silver IE. Hurts vampires and lycanthropes and creature similarly affected by silver
– gains an additional +2 vs undead
– Anything slain or destroyed by Glor-aim cannot be raised as an undead
– Glor-aim never rusts or ages and cannot be broken through mundane means, but can still be
destroyed by a disintegrate spell or similar means or magic.
– Glor-aim grants a +2 bonus on turn checks IE. 17 becomes 19 on your d20 roll
– These bonuses are in addition to what ever you think the weapon should also have IE. +1 or
+2

An-ak giant cutter


An-Ak was originally wielded by Greygor, son of Chargor, who had it specially made to fight
against ogres and hill giants or other large beasts, Greygor lead a group of dwarven raiders against such
foes. Being the stout dwarf he was it was hard to hack off an enemies head so he had An-Ak enchanted
to break the knees of enemies larger than himself so he could then reach their heads to deliver the final
blow.
– +2 to hit vs. Larger enemies (becomes +4 when targeting the legs or knees)
– 20% chance on a successful attack that deals damage to break the knee of a larger target
than the wielder.
– These bonuses are in addition to what ever you think the weapon should also have IE. +1 or
+2

Deur-gen dark monolith *note powerful item


Deur-gen isn't exactly evil but it is ruthless and mercyless. It's was originally crafted for a
mighty and righteous warrior of Clangeddin, father of battle, who took up the name Erbin (elder
warden). Erbin was unjustly killed by duergar while he slept and the axe fell to the hands of evil. It was
recovered by adventurers decades later but the duergar left a taint on Erbin's axe that has made the
weapon a ruthless killing machine.

– Compulsion. Deur-gen isn't sentient but it radiates feelings to it's wielder. It can radiate most
feelings but knows no mercy and cant express remorse. It likes Clangeddin and severly
hates duergar, it loves victory in battle and strength of arm.
– Deur-gen revels in death and for every enemy slain by its wielder or a dwarven warrior
within 5ft it grants a +1 bonus on damage rolls to a maximum of +5. for every duergar slain
it grants a +2 to damage to a maximum of +10 these bonuses overlap but don't stack IE if
the wielder killed five kobolds he would get a +5 to damage and if he then killed a duergar
it would become a +6. this bonus last as long as the wielder is in active combat with an
enemy.
– These bonuses are in addition to what ever you think the weapon should also have IE. +1 or
+2

Nur-thic steady champion *note powerful item


This suit or plate mail was created because even the best fall over sometime, and in combat
that's a death sentence for a fighter in plate.

– gains a +2 bonus on any checks made to keep your footing


– once per day can use levitate on the wearer for 2 rounds ignoring weight limitations
(commonly used to stand back up)
– once per day if the wearer hits -1 to -10 hp or lower the armour cures 1 hp and stabilizes
them. If the wearer hits -11 or lower the armour brings them back up to -9 and stabilizes
them but loses all of its magical properties
– These bonuses are in addition to what ever you think the armour should also have IE. +1 or
+2

Nal-ent honoured mountain


Nal-ent is a suit of armour made as a reward to the call of duty or of a high honour. Many
dwarven veterans sport a suit of it if only for show, having long ago left battle they wear it to formal
parties and the like to show the status amongst other dwarves,

– +2 on all charisma checks (some battles are won without a fight)


– +2 initiative (some battles are won by striking first)
– +2 damage on attack rolls (some battles are won through brawn)
– +6 speed (some battles are won through mobility)
– These bonuses are in addition to what ever you think the armour should also have IE. +1 or
+2

Kil-urt powerful battle rager


Kil-urt is a spiked suit of plate-mail that never shines and always looks scratched. The armour is
crated in the ways of the old and its past is quiet clear from all of the war it has seen. These suits were
fairly common several hundred years ago but battle has destroyed most of them

– spiked (non magical bonus) any creature attempting to grab the wearer of this armour takes
1d6 damage every round it maintains the grapple
– once per day can cast bulls strength on the wearer (caster level 5)
– when the wearer is at less than half hp he can choose to enter a rage similar to a barbarians
(see fighters handbook for details)
– These bonuses are in addition to what ever you think the armour should also have IE. +1 or
+2

Bof-iff ancient jewel


This suit of armour is finely crafted with embroideries of the three dwarven gods and a large
ruby studded into the chest along with a few small emeralds in various places amongst the torso and
shoulder pads. The armour was originally crafted for a high dwarven priest of moradin but was stolen
from the escorting caravan in a goblin raid some 340 years ago. It has since been recovered and handed
down through dwarven generations.

– treats priests of any of the dwarven gods 1 level higher for turning undead
– can hold three levels of spells inside the ruby IE. Three first level spells, one first one
second, or one third
– the ruby in the centre can also generate light as the continual light spell activated by
thumping your chest and saying “hail the all forger”
– These bonuses are in addition to what ever you think the armour should also have IE. +1 or
+2

Bar-kral crushing stronghold *note powerful item


Bar-kral was made for Protcolen ( a solid muscle dwarf who stood 5.5ft ) he was a tremendous
dwarf and wielded a mighty hammer. This suit of armour adorns no fancy marking or embroideries no
gems or crests and is the plain dull Gray hue of steel.

– +4 strength
– +2 constitution
– recommended at least +2 to ac
– These bonuses are in addition to what ever you think the armour should also have IE. +1 or
+2

Gil-arn Fiery striker


Crodna believed in a fair fight, too bad most of the time he was drunk, often after he lost a fight
he would say try that again when you've had as many as I've had. Most people never took up the offer
so he got his favourite shield enchanted so that they could come to his level.

– when Gil-arn is used to strike an enemy it renders them intoxicated. Save vs. Spell with a
penalty equal to half the damage dealt or become intoxicated as the can-trip “drunkenness”
except it only lasts 3 combat rounds
– once per hour can conjure a pitcher of dwarven ale, Crodna didn't like being thirsty
– These bonuses are in addition to what ever you think the shield should also have IE. +1 or
+2

Von-tia tunnel rider


This shield was created for dwarven scouts and sentries that traversed the outer tunnels of there
underground homes. They are common for those who can afford them.

– always know where true north is


– If you say the name of a town or city that the shield has been in it will give off a dim blue
light when faced in the town or city's direction (doesn't work for hamlets or villages.)
– if you lay a map across the surface of the shield and say the command word “thur” (way
finder) it will copy the map. It can have 5 maps held this way and can actively cycle through
them.
– These bonuses are in addition to what ever you think the shield should also have IE. +1 or
+2

Bol-thra secret escort *note two items * I really like this one
This shield and glove combination have been designed for the odd time when dwarfs need
secrecy more than strength and have an odd place in dwarven society as they are a item better suited to
thieves and rouges than warriors. Still some clever warriors have found them to be a help. The shield is
engraved with a very elaborate ram while the glove has a similar stitching or engraving on the back of
the hand (the only way to tell that the glove is a matching item).

– when the command word is said an item held in the glove disappears into an
extradementional pocket in the shield. The same command word brings the item back to the
glove. The item has to be able to be held in one hand for this to function. The shield and
glove don't have to be worn by the same person for this to work but they have to be within
30ft of each other and both items must be worn by someone. Command word “ik” (ally)
– If only the glove is worn saying the command word teleports the shield to the wearer if its
within 30ft. Command word “gal” (shield)
– the glove also radiates no magical aura as the “nystuals magic aura” spell
– if only the shield is worn saying the command word violently expels the concealed item
straight out from the wearer to 60ft unless intercepted dealing 4d6+6 damage to the item
and the interceptor, the wearer must succeed on a strength check with a +2 bonus or the
force of the expulsion knocks them over (+4 if they brace for it). Command word “bere”
(gauntlet).
– These bonuses are in addition to what ever you think the shield should also have IE. +1 or
+2
– common uses of this item include ranged grenadier, one person has the glove and “loads”
the shield while the other fires. Smuggling weapons or other illegal goods. Or even
appearing unarmed, wearing the glove while you stash the shield with a weapon in it nearby.
Dwarves have also been known to use it to hold an ale during a fight as to not spill it.
Mavrels light
This holy cross is made of diamond and hangs from a chain of solid adamantine, it feels warm to the
touch even in cold and frozen places. when worn by a good aligned character the cross bestows several
benefits.

– when the wearer destroys, slays, kills, or otherwise eradicates an enemy, object, or presence
of evil ( removing an evils presence varies ) all other evil creatures within 10ft must save vs
spell or become demoralized, all other evil objects are temporarily snuffed out and cease to
function for 1d4+2 rounds as a brilliant blue light radiates from the wearer.

This item could be used by almost everyone but because it requires you to kill or eradicate evil, it is
best suited to a paladin

Visor of the champion


This visor belonged to Sir Vice Ulturan de Orien, a knight who revealed in head on combat and
believed in taking down the biggest target to gain the most honour. Sometimes its hard to tell who the
boss of a gang might be, but this visor helped him when his taunts and challenges could not.

– when the wearer looks at an enemy (any creature hostile towards him) it allows him to get a
feel for how strong it really is. Creatures that he can see (this doesn't help you see invisible
or incorporeal creatures) become outlined in colour based off of there hit dice compared to
the wearers based on the charts bellow.

Blue - less than ¼ the wearers hd


green - ¼ to ½ the wearers hd
yellow - ½ to ¾ the wearers hd
orange - ¾ to the wearers hd
red - greater than the wears hd

*hd = hit dice

Gomin's Scabbard
Gomin was very fond of his blade and vowed to never loose it.

– This scabbard changes size to fit any blade inside of it IE daggers, short swords, long
swords, two handed swords, and curved blades such as scimitars and rapiers.
– Once a blade has rested in Gomins scabbard for one hour it becomes linked to the scabbard.
If the blade is not in the scabbard wearers possession the blade can be recalled back to the
scabbard as long as it is within 100ft by placing your hand on the scabbard and saying “I
beckon you”.
• this item will end up in the hand of emass or gerek as they are the only ones who wield
powerful blades.

The tome of sacred vows


This tome is neither evil or good but filled with tales of war, valour, and heroics, good and evil alike.
When a reader is reading from this tome it inspires them with feelings of heroism, and good or evil
depending on the character. Once every morning a single character can swear a vow upon this tome,
they create their vow and whenever the dm deems it appropriate he gains a +2 on related rolls and a -2
on all rolls for the day if he fails in his vow. Vows can't be specific IE “I'm going to climb that wall” but
it could be something like “I shall have no fear” or “I shall protect innocents”. All vows made on this
volume must be noble, valorous, courageous, or self sacrificing.

– once per week this tome may be used to cast “break enchantment” or “remove curse”
– once per month this tome may be used to remove a magical disease or affliction such as
lycanthropy or vampireism if the recipient succeed on there system shock.
– In the hands of a bard this tome assists his bardic music, story telling, and songs about war
valour or heroism.

elven

Boots of ambush
the best ambush is always from above, these boots will help you get there.
• a character with these boots may jump twice as far and twice as high. This doesn't stack
with similar bonuses. See the jumping non weapon proficiency for details

Arrows of the beast


when fired these arrows emit a loud roar or screech of a predatory animal
• Any creature with 3 or less hd that hears these arrows fired is startled and the must make
moral checks failure means they lose their turn this round success means they act last in the
turn IE they lose the initiative. This only works once per battle

Scabbard of distortion
this scabbard emits a low hum, that attracts bugs and bothers most animals with sensitive hearing, this
effect is suppressed when a blade is placed inside it.
• drawing a blade from this scabbard makes no sound
• twice per day when a blade is drawn from this scabbard the ringing of the blade is
intensified to deafening levels. All creatures within 20ft must make a save vs. Spell or
become deafened for 2d4 rounds.

Gnome/halfling

thunder rocks
when these rocks strike a hard surface or take fire damage they create a loud crack sound and begin to
heat up themselves, after 1d4 rounds they explode in a 10ft burst dealing 1d6 per rounds they take to
explode. IE after thrown roll to see how long before they explode (3 rounds) on the third round they
explode dealing 3d6 damage to all within a 10ft burst. Multiple rocks add there effects together, for
every additional rock add 5ft to the explosion range and 1d6 damage. These rocks may be thrown by
arm or sling with the normal rules for rock throwing.

Pocket hunters gloves


commonly on the hands of the troublesome they help the owner get into and out of trouble.
• +15% on pickpocket skill
• +10% on open lock
• +1 initiative
• can make one extra attack with a thrown weapon once every 2 rounds.

Lenses of enquiry
this headset has multiple lenses and fittings to cover the eyes of the wearer and looks very humorous
when worn
• +15% on appraise check on gems and items involving fine detail such as carvings
• magnifies vision at a close range but distorts all things beyond 5ft (50% miss chance)
anything beyond 15ft is impossible to distinguish
• once per day may cast detect magic using the wears level as the casting level (dual or
multiclass character's use their higher level), when using this feature their vision functions
normally and is not subject to the rules listed above.

Human

End of the line


crossbow

• this crossbow is fitted with a nasty looking hooked and barbed bolt that when fired leaves an
adamantine chain connected to the crossbow to a maximum of 100ft, after that it hits the end of
the chain and falls to the ground. If the bolt deals damage to an object the hooks and barbs
extend effectively locking into place, dealing an additional 1d4 damage. On the back of the bolt
there is a adjustable piece that you move to disengage the bolt, typically the owner knows how
to move the piece to make it disengage, a creature can roll its find/remove traps to disengage the
bolt or it can roll a strength check with a penalty of 2 (4 if using only one hand) to remove the
bolt by force taking 1d4+ their strength damage adjustment regardless of success or failure (the
creature that is stuck need not try to pull it free . Once the bolt is connected a switch is thrown
to start retracting the chain at a rate of 10ft per round or 100ft per turn. The crossbows stock
unfolds and locks into a “T” shape so that it can be set between two sturdy objects while it reels
in its prey. The smaller creature is always pulled to the bigger one, if locked into an object the
creature is pulled towards the object unless it could normally pull or break the object through a
feat of strength ( pulled creatures are dragged on the ground if the move less than 10ft per round
towards the crossbow), when attached to an object and its target to be reeled in is also a object
the smaller one is pulled towards the bigger one. Exception if both objects are securely locked
in place the object that is easier to break gets broken and is pulled towards the other object.

Vesperata's Blade
when this blade is drawn from its sheath roses grow from the handle and weave down the blade,
when swung rose pedals fall off and float to the ground but get replaced instantly. Vesperata is a demi
sentient blade and expresses feelings to its wielder. Its personality is feminine and good natured, but
Vesperata revels in pain and is passionate about roses.

• lover of pain. When the wielder takes damage the blade revels in it and the roses on the
blade start to move about and spin. For every ten points of damage the wielder takes
Vesperata deals +1 damage to a maximum of +5 at 50 damage.
• If the wielder rolls a prime number on attack rolls thorns and barbs sprout from the blade
and the wielder any creature that strikes with a natural weapon takes 2 points of damage per
successful attack and the wielder heals 2 points of damage, any creature striking with a
small weapon such as a dagger has a 50% chance of doing the same. If the roll resalt is a 1
the thorns and barbs only sprout from the blade making it impossible to pick up. Both of
these effects last until the end of the wielders next turn.
• Once per day Vesperata can cast “plant growth”, “spike growth”, or “tree” all of witch must
include roses, IE if tree is used the wielder must become either a big rose or a rose shrub, if
plant or spike growth is used the area fills with roses instead of other plants or roots. This
ability is at caster level 6. * these are all priest spells of 3rd level
• If vesperata's blade is stuck in the ground and pulled out an amount of roses equal to the
amount of inches deep sprout out of the hole (Vesperata is 46 inches long with a 36 inch
blade).
• Prime numbers include 1,3,5,7,11,13,17,19
Veshile (powerful)
this blade is elvish in design and has seen many owners though its exact origin is unknown, however
every one who has ever wielded the blade (good and evil alike) have met terrible, gruesome deaths.

Acidic coating: when the command word is said acid oozes from the pommel and down the
blade. This acid deals 2d4 damage to any creature touching the blade, objects make a save vs acid.
Aquatic creatures take 3d4 damage while crystalline creatures take 1d4 damage.

Melting bolts: once every 1d6 minutes (feel free to change) Veshile can cast melfs acid arrow as
if by a fifth level caster and attacking with your thaco or that of a fifth level fighter witch ever is higher.

Burning agony: on a critical hit acid splashes off veshile dealing its acid damage to all creatures
within 10ft of the creature hit except the wielder

Deaths Barrage: upon the wielders death veshile unleashes its revenge. When the wielder dies
veshile starts to leak acid and hisses, on the next round veshile explodes in a 20ft acid ball similar to
the fireball spell (caster level 6th) that deals acid damage instead of fire centred on itself.

Harpers reading glasses (noncombat item)


a mage that wears these glasses while preparing his spells cuts the time to do so in half.

Once per day can cast identify caster level 7th

can read any arcane scroll if looked over for 1 minute (does not grant the ability to cast spell
from the scroll unless already able to do so).

Rahmu's furry (kinda powerful)


this ring was created by a barbaric group that called themselves vikings. Its is a symbol of faith to their
god of lightning and storms.

Rahmu's blessings: +2 on saves vs lightning

Rahmus Brilliance: if a character makes a successful save vs lightning he takes no damage and
becomes covered in lightning that deals damage to anything that touches him or that he touches. The
damage is equal to the shocking grasp spell as if cast by a wizard of his level. He also gains lightning
immunity for the duration of this ability. This effect last for a number of rounds equal to the amount of
damage dice the original lightning attack used. Ie lightning bolt cast by a fifth level wizard deals 5d6
damage so the effect lasts for 5 rounds.

Rings of Companionship (double item)


these two identical rings are connected through a magical bond.
• if two creatures wear one of the rings each they have special options.
• If one of them takes damage the other can choose to take half of it
• if one of them is a priest he can cast healing spells on the other without having to touch him
• you are always aware of what direction the other person is and roughly how far away
• you know if they are alive and how much health they have (full, three quarters, one half, or
less than a quarter).
• If they are within 100ft you can show them what you see once every hour.

Weavers Gauntlet (single item)


these gauntlet were quite popular in the old age and not many of them are left to be found. The specific
make of them is unknown but most people assume it to be a gnomish creation

• magnetic pull: the gauntlet can pull metal objects to the hand of the wearer at a range of
30ft, it can pull as many objects as the wearer desires but they cannot weigh more than
100Lbs all together. It can target a held item as long as it targets just that item. If the
creature holding the item weighs less than 100Lbs it slides towards the gauntlet wearer, if
they weigh more than 100Lbs it rolls its strength to stay in place.
• Magnetic repulsion: this is the exact opposite of magnetic pull, ie it pushes 100Lbs instead
of pulling it. If used to shoot debris it deals 4d4 damage to all creatures in its path save vs
rod, staff, or wand to half the damage.

Hellfire and Brimstone (powerful item, double item)


Hellfire and Brimstone is a sword and gauntlet combination, hellfire being the sword and brimstone
being the gauntlet. These items have seen various owners, good and evil alike, some even being
demons and angels.

*if u add a plus bonus is should only apply to fire creatures or things with resistance to fire to
help balance the weapon.

Hellfire
the flames that radiate off hellfire change colour to green when high flame is in use
• flaming: +1d6 fire damage
• High flame: hellfire revels in the destruction of fire beasts, the more resistant the creature is
the more damage hellfire does. Creatures with a bonus to saves vs fire or that take less
damage from it take +2d6 fire damage that ignores their resistance automatically. Creatures
immune to the effects of normal fire take +3d6 fire damage that ignores their resistance
automatically. Creatures immune to all types of fire (including ones that heal from fire) take
+4d6 fire damage that ignores their resistance automatically.
• Anyone trying to wield Hellfire without brimstone must make a successful save vs spell or
hellfire deals 8d6 fire damage to the wielder with the effects of high flame added to it(see
above), this save must be made every time the sword grasped. Creatures with fire resistance
or immunity fail this save.
Brimstone
• grants the wearer proficiency or specialization, if already proficient with Hellfire (if already
specialized this ability grants nothing).
• Any creature slain by hellfire while brimstone is worn cannot be raised or resurrected unless
its done by a priest of higher level than the wielder of hellfire and brimstone. Extra planar
creatures are banished and cannot return to the material plane unless called by the wielder of
hellfire and brimstone or a higher level creature (this takes place on top of normal banishing
rules and continues after the 100 years).
• Grants the wearer immunity to the effects of Hellfire.
• As a full round action once per day the wearer can extinguish magical and normal fire in a
10ft-10ft-10ft cube up to 40ft away. This disables magic fire items in the area for 1d4
rounds.

wolf pack earrings


these earrings allow for wearers to hear what someone with another of the set is saying up to a range of
1 mile away (feel free to change the range). For this two work the wearer must say the command word
of the earring or earrings of witch he wishes to communicate with. Only words spoken by the wearer
travel through the earring IE if garek and smix had been communicating through them and smix was
attacked from behind garek would only hear the gasp from smix, not him falling over or any sounds his
assailant made. To communicate through these the wearer must actually be talking. They can whisper
but it comes out as a whisper on the other end.

Gauntlet of rust
once per day may affect objects as per the rusting grasp spell. Also protects the wearer from rust
(magical or otherwise) including the attack of a rust monster.
Rusting Grasp
Transmutation
Level: Drd* 4
Components: V, S, DF**
Casting Time: 1 standard action
Range: Touch
Target: One nonmagical ferrous object
(or the volume of the object within
3 ft. of the touched point) or one
ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively
destroyed. If the item is so large that it cannot fit within a 3 foot radius (a large iron door or a wall of
iron), a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are
immune to this spell. You may employ rusting grasp in combat with a successful melee touch attack.
Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal
armor (to the maximum amount of protection the armor offered) through corrosion. For example, full
plate armor (AC +9) could be reduced to +8 or as low as +3 in protection, depending on the die roll.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a
melee touch attack against the weapon. A metal weapon that is hit is destroyed. Note: Striking at an
opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the
other way around. Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage
+1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you
can make one melee touch attack per round.

*Drd means druid, this is a fourth level druid spell, if you want to use it change its casting time
**DF component is a divine focus IE a holy symbol
Transmuter's Amulet
For a total of 2 hours per day when the wearer touches the amulet and says a word in gnomish he turns
into that object. If a word is said that isn't an object the amulet picks one at random (see chart below).
The wearer can end this effect at any time he so wishes, and all two hours need not be consecutive and
may be split up throughout the day. The object the wearer becomes retains the wearers ac and hit points
and can move at a rate of 1 per round making sliding and scraping sounds (unless the wearer is in the
shape of a ball). The size of the object can be anywhere from half the characters size to double it, and
there weight becomes appropriate to the object they become. This is a transmutation effect and so to all
outward appearances the character seems to be a box or a table, spells that effect shape changing also
effect the character when in the form of an object. While like this a character cannot talk and need not
eat, or sleep, they can do all the things the object could normally do, IE Shade turns into a desk, while
he cannot flip himself he can open and close his compartments.

Armchair 1 Cup 11 Cloth 1


Armor Display 2 Cupboard 12 Copper 2
Ball 3 Desk 13 Gold 3
Basket 4 Door 14 Iron 4
Bed 5 Fountain 15 Mithral 5
Box 6 Grandfather Clock 16 Paper 6
Cabinet 7 Pillar 17 Silk 7
Chandelier 8 Shelf 18 Silver 8
Coat Rack 9 Table 19 Steel 9
Couch 10 Weapon Wrack 20 Wood 10

*Some items cannot be certain materials roll again twice if this happens, IE you roll a 14 and get a door
then you roll a 1 for cloth, roll again twice, 3 and 10 you are a wooden door with golden designs.

Mirror of the Beast lesser * evil


The beast is the god of vampires and is responsible for there thirst, and once every seven years leads a
vampire crusade for seven days. This mirror was made in honour of the beast by his subjects and is
used to spread fear and chaos throughout the land. When a creature looks into the mirror it sees its
reflection as a deathly corpse along with everything else it sees in the mirror and must make a save vs.
Spell with a penalty of 4. Success means nothing happens and the reflection still shows them as a
deathly corpse. Failure means that they swap vision with the mirror, everything inside the mirror looks
alive and normal and everything outside of it looks like undead. This effect lasts for 6 rounds. If a
creature that failed its save touches the mirror they must make a save vs. Spell with a penalty of 4 or
they become vampires for 6 rounds and there vision returns to normal. The characters mind stays the
same though they do wish to feed. For simplicity the characters stats stay the same except as follows.
Only 1 character at a time may be changed into a vampire. If turn undead is used on specifically the
mirror of the beast it negates these effects and changes anyone who is currently being effected by the
mirror to normal. If the mirror is dispelled its effects end. If the mirror is broken through force an
amount of zombies equal to the amount of people in the room appear before the mirror, if its broken
when someone is “changed” they return to normal and a single vampire appears before the mirror. His
name is Porthane and is currently missing however many hit points was done to the character while
they were changed. Hes hungry but it is possible for the party to convince him that since they freed him
to not attack them. His response should be something like “Fine I shall spare you this time...there is
always more from witch to feed” and he leaves without causing harm.

• melee +2 to hit +4 to damage


• +3 to ranged attacks
• cannot be hit by non magical weapons
• slam 1d6 plus strength deals 2 negative levels
• gains spider climb at will
• charming gaze with a -2 penalty on the save
• heals 3 hp per round
• Any creature slain by a character changed by this mirror (using negative levels) starts the
transformation into a vampire in service of the mirrors creator.

If a character who is changed by this mirror is killed during the time it is still affected they turn into a
gaseous form and appear asleep on the floor of the mirror room in. They are no longer a vampire and
are unconscious at 0 hp.

Variations of this mirror exist and change people into many different things, most commonly undead,
though they all have at least one of that kind of creature trapped inside of them. If two or more are
inside one mirror it can control a equal amount of people.

Tensers Secret Tome


This book appears to be a story book about Three elves lost in a desert and the hardships they
overcome. When the command word is spoken this book reveals blank pages unless they are filled with
a previous owners writings. These books are commonly used as spell books or agendas filled with
secrets that the owner doesn't want anyone to know about. This book radiates no magical aura and the
only way to identify that its anything other than a story book is that when the book is flipped upside
down the command word appears wrote in elven upon its back cover.

Samuel's Halo
When not in use this item appears as nothing more than a 1foot diameter iron ring. When Grasped in
both hands and a protective prayer to a goodly deity is made the halo bursts into a brilliant white, blue,
or yellow light (white for a lawful deity, blue for a neutral deity, or yellow for a chaotic deity) and
floats a half foot above the users head. If the prayer was to protect a creature within 30ft the halo floats
over to them and does the same.

• This item continually places the wearer under the protection from evil spell.
• This item continually sheds light as per the light spell
• Samuel's halo grants the wearer immunity to any attempts to read or alter the wearers mind
and from possession of his body
• Holy. When an evil creature touches this item it immediately takes 5 damage per hit die it
has and must make a save vs spell or release the halo. If successful it can choose to hold
onto the halo taking another 2 damage per hd per round of holding the halo. Failure means
that it releases the halo and doesn't take this secondary damage.
• Samuel's halo radiates an aura of good, any evil creatures within 200ft automatically know
the wearers presence and what direction he is in. Extra planar evil creatures feel compelled
to find and eradicate this presence if they are within range.
• When the prayer is made for this item to start working the same prayer cannot be used to
contact a god. IE Belinda prays for this halo to protect Smix, the item floats over to smix
and acts normally but Belinda doesn't get the percentage chance to see if she makes a
connection with her god.
• For this Item to work the user must be good aligned and know a suitable prayer to a goodly
deity. If a prayer to an evil deity is made the user takes damage as if they were an evil
creature trying to touch it this effect lasts until the user lets go of the item. Prayers to neutral
gods go unanswered. If the user is good aligned but prayers for the item to protect an evil
creature nothing happens, if the creature is neutral aligned it functions normally.

Free Strider's
These boots are very fine in work, they are black leather with silver embroidering and they never lose
their shine or ware out.

• A character who wears these boots enjoys unhampered movement. Any time a characters
speed is halved he moves at the normal rate, though he still suffers the other penalties
involved. IE stepping on a caltrop doesn't hamper your speed but you still take damage.
Anything that stops movement such as the web spell makes you move at half speed. This
effect only applies to things that restrict a character physically (spike growth and web ) but
effects such as “slow” still apply as they actually make you move slower without physical
impediment.
• Once per day these boots can teleport the wearer up to 30ft as long as his destination isn't
occupied, if it is the attempt is wasted.

Pair of Thieves
This set of leather gloves is plain except the stitching on the back, the right hand says “open” and the
left says “free”

• Twice per day by snapping his fingers the wearer can open a single lock of his choice within
10ft as per the knock spell.
• At will these gloves can conjure a set of thieves tools.
• Once per 3 days these gloves can make a perfect copy of a key that the wearer holds.

Ambushers Amulet
This amulet is the perfect item for highway men or escaped prisoners.

• once every hour for up to 2 minutes the wearer can “meld” into a stone or wooden object.
The object must be big enough to “fit” the wearer inside.
• Once per day for 2 rounds the wearers speed is doubled. This doesn't stack with similar
effects such as boots of speed.

Fethrens Addiction
This is a simple wooden box that is velvet lined inside. Carved on the lid are the words “Pure
Temptation”.

• If the box is opened when a character craves anything deemed “unhealthy” or “restricted to
there life style” that specific item and the things needed to use it appear inside the box.
Common things are sweets, unhealthy foods, alcohol, drugs, tobacco, pipe weed, and many
more as long as the item is less than 20gp in value. Only one set of items appears at any
given time. If the box is closed while items are still inside they disappear (if a character is
addicted to the substance in the box they should roll an appropriate check to resist it). If a
character is addicted to ( or craving ) something the box can make and knows its properties
they should roll an appropriate check around the box to resist its lure.

Ashen Gauntlets
These plain dull grey gauntlets give off thin odourless wisps of smoke.

• By clapping his hands together the wearer turns into a smokey looking form of himself. In
this form he is treated as incorporeal and can only be hit by things that can hit incorporeal
creatures, he can't cast spells or use spell like abilities, he becomes semisolid and can fit
through spaces he normally couldn't such as the crack under a door, and he gains a fly speed
of 10ft per round. He can stay in this form for 5 minutes a day and may split up uses as he
wishes.
• Once per day can use obscuring mist caster level 5th.
• Lets the wearer see through fog and mists of all kinds, he is still subject to its other effects
and is still at his normal vision limitations, such as darkness and distance.

Belt of Ilmater
This is a crimson coloured belt with a large silver buckle

• this belt continually grants the wearer immunity to pain, he still takes damage he just
ignores its side effects. IE if the wearer steps on a caltrop he takes the damage but still
moves at his full speed cause he ignores the pain in his foot, he is aware of the damage he
took but just ignores the pain. A character could break his leg and still walk on it if he
desired to, this could make his condition worse but it allows him to move freely.
• The wearer can ignore the effects of fatuige for an amount of hours equal to half his
constitution score after that he must make a constitution check at half his constitution or fall
unconscious.
• When rolling system shock treat it as if you rolled 20% better.

Master's healing tome*m


three priests, one of each Ilmater, Torm and Lurue pooled their knowledge in the healing ways and
created this volume containing all the secrets they knew about identifying wounds and how to treat
them in the most effective ways possible.

• all healing spells heal 2 more hp per dice of the healing spell used, Ie cure light 1d8 gains
+2 while cure moderate 2d8 gains +4.
• use of this tome adds +2% to the healing nonweapon proficiency per level to a maximum of
+20% at 10th level. This cannot make you exceed 95%.
• once per day any healing spell you cast gains an extra die, ie cure light 1d8 becomes 2d8

Paragons holy symbol*m


this holy symbol is given as a sign of honour to a worthy priest of their chosen deity for acts that show
true devotion to their god.

• treats you as 2 levels higher when turning undead


• grants a +2 on turn undead rolls, ie makes a 15 treated as a 17 (rolls cannot exceed 20).
• any undead who touches the user must make a save vs spell or take 3d4 damage.

Twin Blades of Arvoreen.


These identical short swords are amongst the highest gifts of honour that a priest of Arvoreen can be
awarded. They are only awarded for showing protection of the homeland and those in your care.

• only a priest or devotee of Arvoreen gets to use these abilities, for anyone else they are
standard short swords.
• Treated as proficient with the blades, if already proficient treated as specialized.
• Ignores two weapon fighting penalty
• thaco is treated as a fighter of their priest level.

Arvoreen's embroidered chain*m


this chain shirt is stamped with the twin swords of arvoreen on the back and front of the armour. It was
made for protection as is Arvoreens way.

• functions as a ring of spell storing 5 spell levels (feel free to change) that holds all spells
except aggressive ones.
• Can grant its magic enhancement bonus to ac to a single ally within 15ft.

Prayers for the sick and the lame*m


This tome is a collection of scrolls, a list of common poisons, and remedies to poisons and diseases.

• grants a +10% on herbalism, healing (involving sickness), knowledge nature (on poisons
and diseases), and craft poison making.
• This tome allows for a priest to swap out a spell prepared for one on the list bellow, each
spell may only be swapped out once unless a 5th level or higher spell is used.
• 1st detect poison
• 2nd slow poison
• 3rd cure disease
• 4th neutralize poison
• 5th and higher can be used on any of the lower level spells
Halfling Stone Hurler

• bullets fired from this sling can take on the properties of any special material the user knows
of. This does not change the bullet it only grants it the properties for the one attack. Ie the
wielder could wish there stones were silver if she was using it against lycanthropes.
• Steel rain: Twice per day when a stone is fired from the sling it conjures 20 stones before
impact, this attack targets all creature in a 10ft cube dealing its normal damage to all
creatures within this area. This attack requires the to make a ac 10 attack rolls, failure results
in this attack targeting a different 10ft area.

Quill of runes and glyphs


a perfect white feather quill that has been enchanted to ease the work of a mage so he can focus on the
more important things.

• can cast wizard mark and erase at will.


• Grants you one extra 3rd level spell per day that must be explosive ruins, illusionary script,
or sepia snake sigil.
• Material components for all spells involving runes, glyphs, sigils and like wise are at half
cost, 75% cost when writing a scroll.
• When the command word is said this quill floats out of your hand and to any surface you
command it to within 15ft. Once in place you give a second command word and it will start
to write down everything that you say. Giving the same command word will make it stop
writing and return to your hand
• this quill grants a +15% on the forgery skill.
• Never runs out if ink.

Gloves of back draft


Very fine silken gloves designed to flex for spell casting

• any time a mage hits himself with an area spell he is treated as if he saved against the spell.
• Once per day can cast minor globe of invulnerability caster level 7th.

Vermin Amulet
This amulet is a plain rope connected to a copper disk that is stamped with bugs

• This amulet allows the wearer to “speak” with insects capable of comunication (such as
formorians).
• Allows the wearer to take on the form of a 1 inch insect or smaller of his choice.

Gloves of the summoner


these gloves are covered in runes of conjuration and summoning.

• these items as part of casting a spell create the materials required so long as its cost is less
than 40gp
• when casting a conjuration spell the duration lasts 25% longer unless it has a duration of
concentration, instantaneous, or permanent.

True spell Targeting


this amulet feels oddly light for its make

• when the wearer cast spells that require an attack roll he gains a bonus +1 per 2 caster levels
on the attack.

You might also like