Tuesday, December 28, 2021

House Rules - New Magic Rods

This is a listing of magic rods that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mirror Rod: (Book of Eldritch Might II) This shiny silver rod measures about 15 inches long and appears relatively unremarkable. Upon command, it transforms into a 5-foot-square high-quality silver mirror, just right for the scry spell (or for mirror master special abilities). it can remain in mirror form for up to one hour before reverting back to a rod, at which point it must remain a rod for an hour.
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Rod, polymorph any object; Cost: 2,400 shillings; Cost to Create: 1,200 shillings + 96 experience points. Weight: 4 lbs.

Rod of the Winds: (Book of Eldritch Might II) This 3-foot long rod, fashioned from dark blue steel, ends in a loop about 8 inches across; the loop is made from the same material as the rod itself. When you speak the command word, a small and tightly controlled gate to the Elemental Plane of Air opens within the loop. From this gate, a powerful wind gushes forth, causing havoc in a cone 80 feet long and wide. Characters within this cone must make DC 18 Fortitude saves each round or suffer the ill effects of w windstorm (as detailed in Chapter 3: Adventures in the Dungeon Master's Guide). The gate remains open for 1d6 rounds, during which time the wielder can move or redirect the cone. The gate can open four times per day.
  Aura: Overwhelming conjuration; Caster Level: 17th; Prerequisites: Craft Rod, gate, gust of wind; Cost: 81,000 shillings; Cost to Create: 40,500 shillings + 3,240 experience points. Weight: 4 lbs.

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Monday, December 27, 2021

House Rules - New Magic Staves

This is a listing of magic staves that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Gemstaff: (Book of Eldritch Might II) This gem-studded, golden staff, though only about 4 feet long, is worth 25,000 shillings in gem value alone. It has the following powers:
  • Call of the Topaz (1 charge)
  • Call of the Ruby (1 charge)
  • Call of the Sapphire (2 charges)
  • Call of the Emerald (2 charges)
  • Call of the Diamond (2 charges)
  Aura: Strong enchantment; Caster Level: 13th; Prerequisites: Craft Staff, call of the diamond, call of the emerald, call of the ruby, call of the sapphire, call of the topaz; Cost: 120,000 shillings; Cost to Create: 60,000 shillings + 4,800 experience points. Weight: 4 lbs.

Staff of the Primal Lands: (Book of Eldritch Might II) This gnarled staff looks like an unworked, still-living tree branch. It has the following spell-powers:
  • Bear's Endurance (1 charge)
  • Bull's Strength (1 charge)
  • Cat's Grace (1 charge)
  • Resist Elements (1 charge)
  • Water Breathing (1 charge)
When broken in a retributive strike, it has a special effect rather than an explosive one. Everyone within 30 feet falls victim to a primal release spell, with no saving throw (spell resistance still applies).
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Staff, bear's endurance, bull's strength, cat's grace, primal release, resist elements, water breathing; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 5 lbs.

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Saturday, December 18, 2021

House Rules - New Specific Magic Weapons

New Magic Weapons

Item
Cost
Weight
Astralsword
26,350 shillings
8 lbs.
Batblade
34,802 shillings
1 lb.
The Bleeding Sword
30,315 shillings
4 lbs.
Bow of the Ceniþ Marches
12,400 shillings
3 lbs.
Deathflail
44,335 shillings
5 lbs.
Devil Tongue
32,615 shillings
4 lbs.
Explorer's Bow
33,375 shillings
4 lbs.
Flayer Flail
3,435 shillings
20 lbs.
Fool's Sceptre
24,312 shillings
4 lbs.
Glass Dagger
11,969 shillings
1 lb.
Harp Bow
3,430 shillings
3 lbs.
Hawk Hatchet
6,308 shillings
2 lbs.
Heir's Dagger
5,702 shillings
1 lb.
Lance of the Stately Charger
50,310 shillings
10 lbs.
Mindthorn
25,320 shillings
2 lbs.
Morningstar of Justice
28,308 shillings
6 lbs.
Obsidian Spear
12,302 shillings
9 lbs. or 6 lbs.
Rending Daggers
26,604 shillings
2 lbs.
Sylvan Halberd
11,315 shillings
12 lbs.
Sword of Acarra
24,350 shillings
8 lbs.
Sword of the Crusader
12,315 shillings
4 lbs.
Sword of the Warlord
19,615 shillings
4 lbs.
Tactitian
30,315 shillings
4 lbs.
Thundermaul
22,336 shillings
12 lbs.
Vigor Blade
16,315 shillings
4 lbs.
The following specific weapons usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Astralsword: (Mercenaries) The astralsword is a +2 greatsword whose blade shimmers and winks while wielded. As a standard action, the wielder can aim the sword at a target and activate an identical blade summoned from an astral pocket to fire forth from the sword hilt, leaving the main blade in place. There are a total of 50 blades in the pocket space, when the blades are used up, the sword remains a +2 greatsword. The shimmering astralswordcan be used as a ranged attack and has a range increment of 30 feet. The ranged blade does 1d10 points of piercing damage and threatens a critical as the base weapon.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 26,350 shillings; Cost to Create: 13,350 shillings + 1,040 experience points. Weight: 8 lbs.

Batblade: (Mercenaries) A batblade is as dark as midnight from hilt to tip. Bat-like wings make up the guard and frequently the blade is wave and slim. It acts as a +2 dagger and grants the user the ability to fly at will, per the spell, as if cast by a 5th level caster. It also grants the wielder darkvision with a range of 60 feet as long as it is held. As a standard action, the user may activate a sonar-like ability to grant a +10 circumstance bonus to Spot checks when used to spot an invisible creature. This is a sonic supernatural ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, darkvision, fly; Cost: 34,802 shillings; Cost to Create: 17,552 shillings + 1,380 experience points. Weight: 1 lb.

The Bleeding Sword: (Book of Eldritch Might) This +2 longsword continually drips with black blood. The blood is foul and diseased, and anyone struck with the blade must make a DC 14 Fortitude saving throw or fall victim to the disease devil chills.
  Aura: Moderate necromancy; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 30,315 shillings; Cost to Create: 15,316 shillings + 1,200 experience points. Weight: 4 lbs.

Bow of the Ceniþ Marches: (adapted from the Book of Eldritch Might II) The archers of Ceniþ are renowned for their deadly precision and powerful bows. This +2 composite longbow is a strength bow - self adjusting for the strength of the user, up to a Strength bonus of +10. Thus, the bow always has just the right amount of pull for the user.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: 12,400 shillings; Cost to Create: 6,400 shillings + 480 experience points. Weight: 3 lbs.

Deathflail: (Conjuration) A deathflail acts as a +2 flail and appears to be crafted from the bone and sinew of some great creature, a dragon most sages would argue. It remains pure white, and its haft is usually wrapped in gold or silver cloth. If the wielder brings a living opponent to the dying condition, it necromantically drains the target. If the subject fails a DC 13 Will save, it dies and the wielder gains 1d8 temporary hit points and a +2 enhancement bonus to Strength. These effects last for 10 minutes per Hit Die of the target.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, death knell; Cost: 44,335 shillings; Cost to Create: 22,335 shillings + 1,760 experience points. Weight: 5 lbs.

Devil Tongue: (Mercenaries) A devil tongue is a +2 unholy longsword with a grip of darkened leather. The hilt is a devil's head, it's horns forming the hilt with its mouth open to the blade. As if a horrid, elongated tongue, the wavy blade extends from the devil's mouth, and a small cloud of dark particles forever emanates from the tip. Once per day, on a successful hit, the wielder can will the swoard to unleash a contagion spell on the target. The target must succeed at a DC 16 Fortitude save or contract a disease which strikes immediately with no incubation period. This infects the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom. Which disease is inflicted is determined randomly.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 32,615 shillings; Cost to Create: 16,465 shillings + 1,292 experience points. Weight: 4 lbs.

Explorer's Bow: (Mercenaries) At first glance, an explorer's bow appears to be a simple, hastily made woodsman's bow, frequently with a few knobs and leaves remaining from the branch it was made from. Any ranger or druid worth their salt would know the woodsman runes carefully carved near the grip, denoting it as an explorer's bow. An explorer's bow is a +2 mighty (Strength 16) composite longbow that grants its wielder the Endurance feat, and once per day the power of protection from elements as the spell cast by a 6th level druid may be activated by the wielder. In addition, the wielder may never be truly lost, for any arrow shot from the bow while the word "north" is spoken by the wielder in the Sylvan tongue fall to earth pointing true north. Finally, the bow grants proficiency in it's use to any druid who holds it, and using it does not break their sacred vows.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, bear's endurance, endure elements, find the path; Cost: 33,375 shillings; Cost to Create: 16,875 shillings + 1,320 experience points. Weight: 4 lbs.

Flayer Flail: (Book of Eldritch Might) Made from the head and tentacles of a slain mind flayer, this +1 heavy flail can cast confusion (Will save DC 16 negates) once per day upon a single target struck by its tentacle barbs.
  Aura: Moderate enchantment; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, confusion; Cost: 3,435 shillings; Cost to Create: 1,885 shillings + 124 experience points. Weight: 20 lbs.

Fool's Sceptre: (Magic Item Creation) When this +2 light mace scores a critical hit, the target must succeed at a DC 13 Will save or be confused for one round, as per the spell lesser confusion. In addition, once per day, the wielder of the fool's sceptre can cast confusion, as the spell.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, confusion, lesser confusion; Cost: 24,312 shillings; Cost to Create: 12,312 shillings and 960 experience points; Weight: 4 lbs.

Glass Dagger: (Mercenaries) One of the cruelest blades ever crafted, a glass dagger is a +3 dagger that appears to be made of glass with a line of dark liquid embedded through its axis from hilt to tip. If a successful hit is scored on a target, the dagger causes normal damage, and then vanishes. The would continues to hurt, and cannot be healed by any means short of a heal, limited wish, miracle, or wish spell. The dagger travels with the target in the wound, but on the ethereal plane. On the prime material, it cannot be seen of grapsed, or manipulated, as it is essentially not there. The dagger can only be safely pulled from the wound by grasping where the handle would be and saying a command word. If a dispel magic spell is cast on it, or the target comes in contact with an antimagic region (or another command word is spoken within hearing distance of the blade), the dagger vanishes forever, unleashing a poison spell on the target. The dagger is a control tool, usually being accompanied by a promise to remove the blade from a wound once the target performs a particular task.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 23,635 shillings; Cost to Create: 11,969 shillings + 1,333 experience points. Weight: 1 lb.

Harp Bow: (adapted from the Book of Eldritch Might II) This ornate harp can be played normally and also can be used as a +1 shortbow. Bard enjoy this item because it lets them use the Accompaniment feat while remaining armed.
  Aura: Faint evocation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 5+ ranks in Perform; Cost: 3,430 shillings; Cost to Create: 1,930 shillings + 120 experience points. Weight: 3 lbs.

Hawk Hatchet: (Mercenaries) The hawk hatchet is a favorite of woodsmen and rangers. Its handle is made from the strongest steel and it's blade head it formed into a hawk's head with the beak as the blade. It acts as a +1 throwing axe normally, but its damage ignores any hardness rating when causing damage to a nonliving object.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: 6,308 shillings; Cost to Create: 3,308 shillings + 240 experience points. Weight: 2 lbs.

Heir's Dagger: (Mercenaries) Each heir's dagger is crafted specifically for those of royal blood and it won't enact its special power for any other. An heir's dagger is a normal +1 dagger, but on command it can also detect poison as the spell as if cast by a 3rd level sorcerer.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, detect poison; Cost: 5,702 shillings; Cost to Create: 3,002 shillings + 216 experience points. Weight: 2 lbs.

Lance of the Stately Charger: (Magic Item Creation) This +2 hammering lance adds +20 feet to the mount's base speed for the purpose of determining how far it can charge. In addition, it adds its enhancement bonus to the Armor Class of both the wielder and mount, but only during a charge.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat, phantom steed; Cost: 50,310 shillings; Cost to Create: 25,310 shillings and 2,000 experience points. Weight: 10 lbs.

Mindthorn: (Book of Eldritch Might II) This +2 rapier is jet black, made from an unknown material. It inflicts 1 point of temporary Intelligence, Wisdom, or Charisma damage (wielder's choice) upon any foe it strikes.
  Aura: Faint evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, feeblemind; Cost: 25,320 shillings; Cost to Create: 12,820 shillings + 1,000 experience points. Weight: 2 lbs.

Morningstar of Justice: (Mercenaries) A morningstar of justice could eaily pass for a duke's scepter if not for the magnificent head of spikes at the business end. These are highly prized by Lawful watch guards, peaceful overseers, and pacifist priests the world over. The morningstar acts as a +3 morningstar to any who wield it. In addition, a wielder of Lawful alignment may activate the powers of a zone of truth spell or a hold person spell, at will, as if cast by a 10th level cleric.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, hold person, zone of truth, creator must be Lawful; Cost: 28,308 shillings; Cost to Create: 14,308 shillings and 1,120 experience points. Weight: 6 lbs.

Obsidian Spear: (Mercenaries) An obsidian spear acts as a +1 longspear or +1 spear but with twice the hardness and hit points. In addition, it is perfectly balanced for use as a spear thrown, in melee, or as a quarterstaff-like weapon with its handle end (but only for 1 attack). Thus, the weapon may deal piercing, slashing, or bludgeoning damage as the wielder sees fit.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: 12,302 shillings; Cost to Create: 6,302 shillings and 320 experience points. Weight: 9 lbs. or 6 lbs.

Rending Daggers: (Mercenaries) Known to be a favorite of the savage druids of the Banshee Wood, the mere sight of them has caused more than one explorer to surrender without a fight. Each rending dagger is forged by the wild elf druids and is almost always made from the retooled claws of a great beast. Their tips are slightly curved at the very ends and are perpetually sharp. These +2 daggers are only truly effective when wielded with one in each hand. If the wielder successfully hits with both dagger attacks, he latches on to the opponent's body and tears the flesh. This automatically deals an additional unmodifeied 2d4+4 damage. The cost and weight given are for two rending daggers.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, greater magic fang, summon monster V; Cost: 26,604 shillings; Cost to Create: 13,604 shillings and 1,040 experience points. Weight: 2 lbs.

Sylvan Halberd: (Mercenaries) The rangers and druids of Qualinda first used the mighty sylvan halberds as they battled to hold back the Acarran Empire's refugees from invading their lands. A sylvan halberd acts as a +2 halberd and bestows on its wielder the ability to speak with animals and cast animal friendship as a 10th level druid, three times per day each.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, animal friendship; Cost: 11,315 shillings; Cost to Create: 5,815 shillings and 440 experience points. Weight: 12 lbs.

Sword of Acarra: ((mercenaries) Rare in the extreme, the proud wielder of a famous sword of Acarra will indeed stand out in combat. There are very few left today, there there was a time during the Age of Legends when the tyrant Acarra fam,ily was said to have a number of troops fighting with them. This sword acts as a +2 ancient greatsword and its blade always glows faintly with a blue glow out to a 5-foot radius. As the blade is swung through the air, it leaves behind a fan of blue light that will rejoin with the blade once it is held still. As a full-round action, the wielder may swing the sword in a circular arc fast enough to create a small glowing circle resembling a small shield. This glowing force can be "detached" at will, hovering in the air in front of the user as if they had a free arm with which to hold it. The blue disk will provide the full benefit of a light steel shield. This effect can be dispelled and renewed as desired.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, shield; Cost: 24,350 shillings; Cost to Create: 12,350 shillings and 960 experience points. Weight: 12 lbs.

Sword of the Crusader: (Mercenaries) Heralded as a weapon of respect and station by the cavaliers of Viridia, a sword of the crusader acts as a +2 longsword. In addition, it grants a +10 competency bonus to the wielder's Ride skill, and when used mounted it increases the bonus for being on higher ground from +1 to +2.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, animal friendship, calm animal; Cost: 12,315 shillings; Cost to Create: 6,315 shillings and 480 experience points. Weight: 4 lbs.

Sword of the Warlord: (Mercenaries) Swords of th warlord are longswords with a straight-edged side and a serrated side each. They perform as a +2 serrated longsword and also grant the Leadership feat to the wielder.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mass charm person; Cost: 19,615 shillings; Cost to Create: 9,815 shillings and 760 experience points. Weight: 4 lbs.

Tactician: (Mercenaries) Tactician is the name of the first sword of its kind, a +2 longsword of noble manufacture, the hilt made of two outfaced carvings of the faces to two battlefield leaders, grimacing in thought and determination. The weapon grants the wielder a +2 competence bonus to initiaive and if the wielder takes the Ready action, the charatcer may ready a full-round action rather than a partial action.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divination, haste; Cost: 30,315 shillings; Cost to Create: 15,315 shillings and 1,200 experience points. Weight: 4 lbs.

Thundermaul: (Mercenaries) The thundermaul is a +3 maul with and oversized, but balanced head. It is an impressive weapon, favored by barbarians and crusaders of the Lord of Storms. Once her hour, the hammer can be struck to the ground by the wielder, which causes a deafening thunderclap to sound and the ground the tremble. All targets within 15 feet of the wielder must make a DC 15 Reflex save or fall prone. Regardless of the first result, all targets within 15 feet of the wielder must make a successful DC 15 Will save or be deafened for 1d4 rounds.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, shout; Cost: 22,336 shillings; Cost to Create: 11,336 shillings and 880 experience points. Weight: 12 lbs.

Vigor Blade: (Book of Eldritch Might II) This +1 longsword inflicts 1 point of temporary Strength damage upon the foes it strikes. In a given day, after it inflicts at least 5 points of Strength damage, it can cast bull's strength upon the wielder; the spell lasts for three hours. It can activate the bull's strength ability no more than once per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, bull's strength, ray of enfeeblement; Cost: 16,315 shillings; Cost to Create: 8,315 shillings + 640 experience points. Weight: 4 lbs.

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Wednesday, December 15, 2021

House Rules - New Specific Magic Armor

New Magic Armor

Item
Cost
Weight
Armor of the Sun
7,800 shillings
50 lbs.
Coral Chainmail
6,450 shillings
40 lbs.
Invisible Armor
3,350 shillings
30 lbs.
Jack's Costume
45,710 shillings
10 lbs.
The following specific suits of armor usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor of the Sun: (Mercenaries) Tis shining, gleaming suit of +2 half-plate is decorated with golden raised runes and etchings, one of them usually being the symbol of Belin. Three times per day, the wearer can invoke a prayer to Belin with a command word. The suit then sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the armor is empowered so when brought into an area of magical darkness, it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. The armor of the sun counters and dispels any dakrness spell of equal or lower level, such as darkness.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, daylight; Cost: 7,800 shillings; Cost to Create: 4,275 shillings + 282 experience points.

Coral Chainmail: (Conjuration) Privateers and pirates prize this rare chainmail. It is usually crafted of coral itself and stregnthened a hundredfold by sorcery. At the same time, it has enough give to be worn comfortably as regular +2 chainmail. The moment the armor is submerged in water, it transforms into a seaweed-like suit of +2 leather armor and grants a +10 competency bonus to Swim checks.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, creator must have the Spell Focus (Transmutation) feat; Cost: 6,450 shillings; Cost to Create: 3,450 shillings + 240 experience points.

Invisible Armor: (Mercenaries) This piece of armor acts as a +1 breastplate with the exception that it is completely invisible as per the spell greater invisibility.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, greater invisibility; Cost: 3,350 shillings; Cost to Create: 1,850 shillings + 120 experience points.

Jack's Costume: (Magic Item Creation) This armor functions are +1 nimble, improved, spring-heel padded armor and also grants the wearer the ability to make their eyes glow fiery red once per day. This effect lasts for 5 rounds, duing which the wearer can make one gaze attack as a free action every round. All those affected by this mind-affecting gaze attack must make a DC 14 Will save or cower for 1d4 rounds.
  Aura: Moderate transmutation; Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, cat's grace, fear, jump; Cost: 45,710 shillings; Cost to Create: 22,855 shillings + 700 experience points.

Warded Armor: (Book of Eldritch Might III) This suit of +2 chainmail armor is imbued with the spell warding globes. The armor produces three globes each day. Although they add no extra protection to Armor Class, they do intercept attacks of opportunity and inflict damage on the attacker as described in the spell.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, warding globes; Cost: 32,300 shillings; Cost to Create: 16,300 shillings + 1,280 experience points. Weight: 40 lbs.

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Sunday, December 12, 2021

House Rules - New Specific Magic Shields

The following specific shields usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Angel's Shield: (Book of Eldritch Might III) This +1 spellcasting large steel shield, shaped like a feathered angel's wing is gilded in gold. Created by Woda's arcane angels, this shield also allows the wielder to use Jevicca's just reversal three times per day.
  Aura: Strong abjuration; Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, Jevicca's just reversal, mage armor, wish; Cost: 56,170 shillings; Cost to Create: 28,170 shillings + 2,240 experience points. Weight: 15 lbs.

Conner's Buckler: (Magic Item Creation) This +2 light fortification buckler has proved the bane of many an escaping fugitive. Twice per day, the buckler may be thrown as a ranged weapon with a range increment of 20 feet. This attack deals 1d6 + Strength modifier nonlethal damage to the target. If this attack results in a successful critical hit, the damage is not modified, but the target must make a DC 16 Fortitude save or be stunned for 1d4 rounds.
  Aura: Light enchantment; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, hold person plus wish or miracle; Cost: 24,330 shillings; Cost to Create: 12,165 shillings + 650 experience points.

Tentacle Shield: (Book of Eldritch Might III) This green shield appears misshapen and lumpy. It is a +3 large steel shield that, upon the use of the command word, grows two writhing tentacles. The wielder can command the tentacles mentally to make disarm attempts with a reach of 5 feet and a bonus of +10. The shield can only make one disarm attempt per round, but doing so requires no action on the wielder's part.
  Aura: Moderate evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, unhand; Cost: 35,170 shillings; Cost to Create: 17,670 shillings + 1,400 experience points. Weight: 15 lbs.

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Tuesday, November 2, 2021

Campaign Design - Base Classes: Adherent

Adherent
(from AEG's Good)

The adherent is an NPC class.

Most of those who serve a celestial or infernal power do not serve as clerics or paladins, but rather work the will of the heavens or hells by maintaining the libraries, the graveyards, and the churches. Though their tasks are humble, they are still important, and without their labors, the practices of faith would grind to a halt.

In the Three Worlds campaign, an adherent must select one of the Lords of Heaven or Lords of Hell as their patron. All adherents in the Three Worlds campaign must be devoted to a specific deity, church, or cult.

Players are unlikely to play adherents, who occupy the dullest levels of any religion, and are most useful as an information source for adventuring parties. Every religious institution that can support more than a handful of clerics will have a staff of adherents, and most churches will have a full retinue. Adherents can also act as holy advisors when clerics are unavailable, as experts in their fields who are often ignored by their own organizations.

Note that in the Three Worlds campaign, player characters may not be evil, and as a result are prohibited from being adherents devoted to most of the Lords of Hell.

Abilities: Wisdom determines how powerful a spell an adherent can cast, how many spells he can cast per day, and how hard those spells are to resist.
Alignment: An adherent’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d4.
Luck Die: d2.

Class Skills
  • Skill List: The adherent's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Any Two (taken individually) (Int), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
All of the following are the class features of the adherent:
  • Base Attack Bonus: Average. An adherent gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An adherent gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An adherent gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An adherent gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Adherents are proficient with one simple weapon. Adherents are not proficient with any armor or shields.

  • Spells: An adherent casts divine spells, which are drawn from the cleric/favored soul spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. An adherent must choose and prepare his spells in advance. To prepare or cast a spell, an adherent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adherent’s spell is 10 + the spell level + the adherent’s Wisdom modifier. Like other spellcasters, an adherent can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. An adherent also gets one domain spell of each spell level he can cast, starting at 1st level. At some levels, an adherent has access to a domain spell of a given level, but no others. These levels are marked as "0 + 1" on the adherent's spell table. When an adherent prepares a spell in a domain spell slot, it must come from his chosen domain. Adherents meditate or pray for their spells. Each adherent must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether an adherent can prepare spells. An adherent may prepare and cast any spell on the cleric/favored soul spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

  • Deity, Domains, and Domain Spells: An adherent’s deity influences his alignment, what magic he can perform, his values, and how others see him. An adherent chooses a single domain from among those belonging to his deity, as found on the list of cleric domains. An adherent can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. The domain gives the adherent access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The adherent gets the granted power of the domain selected. If a domain spell is not on the cleric/favored soul spell list, an adherent can prepare it only in his domain spell slot.

Adherent
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Spells
3
0+1
-
-
-
-
-
-
-
-
2nd
-
4
1+1
-
-
-
-
-
-
-
-
3rd
-
4
2+1
0+1
-
-
-
-
-
-
-
4th
-
5
2+1
1+1
-
-
-
-
-
-
-
5th
-
5
3+1
2+1
0+1
-
-
-
-
-
-
6th
-
5
3+1
2+1
1+1
-
-
-
-
-
-
7th
-
6
3+1
3+1
2+1
0+1
-
-
-
-
-
8th
-
6
4+1
3+1
2+1
1+1
-
-
-
-
-
9th
-
6
4+1
3+1
3+1
2+1
0+1
-
-
-
-
10th
-
6
4+1
4+1
3+1
2+1
1+1
-
-
-
-
11th
-
6
4+1
4+1
3+1
3+1
2+1
0+1
-
-
-
12th
-
6
4+1
4+1
4+1
3+1
2+1
1+1
-
-
-
13th
-
6
4+1
4+1
4+1
3+1
3+1
2+1
0+1
-
-
14th
-
6
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
-
15th
-
6
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
-
16th
-
6
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
17th
-
6
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
18th
-
6
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
19th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
20th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
In addition to the stated number of spells per day for 1st through 9th-level spells, an adherent cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the adherent may receive for having a high Wisdom score.

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Wednesday, September 29, 2021

Campaign Design - Prestige Class: Incantatrix

Incantatrix (from the Player's Guide to Færûn)

The incantatrixes are the practitioners of metamagic in the Three Worlds, studying spells that affect other spells and having a fondness for magic that thwarts extraplanar beings.

Hit Die: d4.
Luck Die: d2.

Requirements
To become an incantatrix, one must meet the following criteria:
  • Skills: Concentration 4+ ranks, Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks.
  • Feats: Iron Will and any one metamagic feat.
  • Spellcasting: Able to cast 3rd-level arcane spells.
  • Special: Cannot have abjuration as a prohibited school.
Class Skills
  • The incantatrix's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Heal (Wis), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the incantatrix prestige class.
  • Base Attack Bonus: Poor. An incantatrix gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. An incantatrix gains a +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An incantatrix gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An incantatrix gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Incantatrixes gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

  • Spells: When a new incantatrix level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class granted her access to 3rd-level arcane spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of incantatrix to the level of whatever other arcane spellcasting class granted her access to 3rd-level arcane spells, then determines spells per day, spells known, and caster level accordingly.

    If a character had more than one arcane spellcasting class that granted access to 3rd-level arcane spells before she became an incantatrix, she must decide to which class she adds each level of incantatrix for the purpose of determining spells per day and spells known.

  • Bonus Metamagic Feat: At 1st level, and again at 4th, 7th, and 10th level, the incantatrix may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.

  • Focused Studies (Ex): At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.

  • Cooperative Metamagic (Su): At 2nd level, an incantatrix gains the ability to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally's chain lightning spell, the modified spell level is 9th (6th for the spell, +3 for the Maximize Spell feat), and the DC is 18 + (3 x 9) = 45. If she applies the same feat to an ally's silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier).

  • Metamagic Effect (Su): At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.

    For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would be 18 + (3 x 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell's casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spellcraft DC of 39.

    An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier). Using this ability is a full-round action that provokes attacks of opportunity.

  • Metamagic Spell Trigger (Su): At 5th level, an incantatrix gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). To use this ability, she must have the appropriate item creation feat to make the spell trigger item she is using. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an incantatrix can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively, she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

    An incantatrix cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads.

  • Seize Concentration (Su): At 6th level, an incantatrix gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the incantatrix and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the incantatrix were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.

  • Instant Metamagic (Su): Once per day, a 7th-level or higher incantatrix can apply a single metamagic feat she possesses to a spell without preparing it that way beforehand (if she prepares spells) or increasing its casting time (if she does not prepare spells). Thus, a wizard's prepared spell works as if she had prepared it with the metamagic feat, but it does not use a higher-level spell slot. A sorcerer or bard's spell is cast without adjusting its casting time, but it works as if he had cast it with the metamagic feat. A 9th-level incantatrix can use this power twice per day. The incantatrix cannot use this ability if the metamagicked spell would normally use a spell slot of a higher level than she can cast.

  • Snatch Spell (Su): At 8th level, an incantatrix can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the incantatrix. The target spellcaster and the incantatrix make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell until its original duration expires. The spell functions as though the incantatrix had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the incantatrix wishes to dismiss it, she must make a second successful opposed caster level check to do so. If she fails, the spell remains in effect and control reverts to the original caster.

  • Improved Metamagic (Su): At 10th level, an incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). For example, a wizard incantatrix could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell.

    This benefit also applies to the incantatrix's other class abilities. Thus, the DC for using her metamagic effect or cooperative metamagic ability is reduced appropriately for the metamagic feats involved, and she spends fewer charges when using metamagic spell trigger.
incantatrix
LevelSpecialSpells per Day
1stBonus Metamagic Feat, Focused Studies+1 level of existing arcane spellcating class
2ndCooperative Metamagic+1 level of existing arcane spellcasting class
3rdMetamagic Effect+1 level of existing arcane spellcasting class
4thBonus Metamagic Feat+1 level of existing arcane spellcasting class
5thMetamagic Spell Trigger+1 level of existing arcane spellcasting class
6thSeize Concentration+1 level of existing arcane spellcasting class
7thBonus Metamagic Feat, Instant Metamagic (once per day)+1 level of existing arcane spellcasting class
8thSnatch Spell+1 level of existing arcane spellcasting class
9thInstant Metamagic (twice per day)+1 level of existing arcane spellcasting class
10thBonus Metamagic Feat, Improved Metamagic+1 level of existing arcane spellcasting class

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Tuesday, March 16, 2021

Third Imperium - Twilight and the Long Night

Twilight and the Long Night

Historians generally acknowledge the beginning of the Twilight of the Second Imperium as starting with the monetary crisis of -1776 Imperial. When the Imperial Treasury on Hub refused to acknowledge the monetary issue made by the branch treasury at Antares, shockwaves of fiscal doubt spread throughout the empire. As with all large interstellar polities, the lifeblood of the Second Imperium was interstellar trade, and once it became unclear that the currency issued by one part of the Imperium would be recognized in another, commerce began its inexorable grind to a halt.

Though the damage began almost immediately, the Second Imperium was a vast and resilient polity, and took two and a half centuries to completely collapse - its death throes are generally recognized as ending in -1526 Imperial when the last remnant state claiming to be the Rule of Man splintered and broke apart. This period of Twilight was followed by a fifteen hundred year period of chaos commonly referred to as the Long Night, which only ended when Cleon transformed the Sylean Federation into the Third Imperium and declared himself Emperor in the year 0.

During the Long Night, interstellar trade was reduced to trickle in most regions of the former empire. Remnant states arose in some places, while in other regions some systems were cut off from galactic society by stellar geography or mere neglect. Many planets, lacking regular shipments of Imperial products, regressed technologically, descending into pre-industrial societies. Others, deprived of essential commodities and unable to meet their needs with domestic production, simply died off. Where interstellar travel was still possible, successor states that came into contact with one another began warring as often as they began trading. Miniature empires rose, prospered, and fell throughout the Long Night, and in many cases, surviving records are fragmentary or entirely missing. One of the great endeavors of academia in the Third Imperium is unearthing and understanding information about this period.

Despite the chaos and uncertainty of the Long Night, it was also a period of growth and expansion for humanity. Unfettered by the cumbersome bureaucracy of the First Imperium and the military rule of the Second Imperium, humanity expanded far beyond its former borders. Solomani made contact with the Darrian strain of humaniti - and after receiving the jump drive from Solomani traders, the Darrians achieved (and lost) technological capabilities as yet unmatched in human history, including the infamous Star Trigger. Humaniti made contact with the K'kree, and established stronger relations with the Aslan. In addition, while the areas formerly occupied by the Imperium had descended into chaos, other regions of the galaxy had not. The Zhodani Consulate never experienced the Long Night and grew to its present size during that era. The Vargr and Aslan experienced some of the greatest surges of expansion in the racial histories. In the case of the Aslan, their push into human held regions of space resulted in the first in a series of border wars that spanned nearly fourteen hundred years and didn't end until the nascent Third Imperium finally organized resistance to the incursions.

The ending of the Long Night was set into motion with the founding of the Sylean Federation, an interstellar state founded in the Sylea system in what is now the Core Sector in -650 Imperial. The Federation had a tightly controlled, highly centralized government, and thus it too nearly six centuries to grow, mostly by using its dominant trading position to draw several surrounding systems into itself. The typical Sylean method of expansion was to establish a trading relationship with another system, arrange for their trading partner to become dependent upon Sylean goods, and then use that dominant position to force the system to agree to join the Federation. In -30 Imperial, Cleon Zhunastu took control of the industrial consortium that was the real power in the Federation and set about expanding its borders. Over thirty years of flexing Sylea's economic, diplomatic, and military might, Cleon had vastly increased the size of the Federation, extending it to encompass nearly all of what is now the Core Sector.

Cleon envisioned a dominion that extended well beyond a single sector, and realized that the heavily centralized Sylean government was not suited to such a task. Through intense political maneuvering, Cleon's allies convinced the Grand Senate of the Federation to propose that the Imperium be revived and that Cleon should be crowned the first Emperor of the Third Imperium. This claim was made plausible due to the fact that one of the last claimants to the throne of the Rule of Man during the Twilight years had used Sylea as his capital. Thus, Cleon was able to trace the legitimacy of the Sylean Federation itself through this petty emperor to the Rule of Man, and consequently to the original Vilani Empire. In a somewhat perverse way, the primary proponents of the legitimacy of the Ramshackle Empire as the legitimate heir to the First Imperium are the Emperors of the Third Imperium, as their claim to rulership is based upon that connection.

Given that Cleon had instigated the political maneuvering that led to him being offered the crown, Cleon, of course, accepted immediately. 651 years after the Sylean Federation had been founded, it was dissolved. Cleon declared that the year of his ascension to the Imperial Throne to be a Holiday Year to mark his coronation, proclaiming it to be Year Zero of a new calendar. Though most of the galaxy didn't know it yet, the Long Night had ended, and the Third Imperium had begun.

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