Thursday, June 18, 2020

The History of the Rhadynnic-Naceadan Dual Empire

Excerpts from The History of the Rhadynnic-Naceadan Dual Empire
by Dillion pen’Llefelys
(Published 512 IR)

On the Founding of the Great Houses:

The records detailing the origins of the Great Houses, and their kingdoms they now rule are lost to us, destroyed by the ravages of time and the depredations of our enemies. Our legends hold that more than a thousand years before the founding of the Rhadynnic Sky Empire, Llud pen’Beli founded Great House Llud and assumed rule of Llydaw as gor'Brenin, a kingdom legends hold was established by his father Beli Mawr, the great legendary warrior-king and first Brenin-Mawr of the Rhadynn. As told in The Chronicles of the High Kings, authored by the historian Ymerawdwr Conall III, nine of Llud's ten siblings left Llydaw with their followers to establish their own Great Houses and becoming gor'Brenin of their own kingdoms. The ten Great Houses sometimes fought each other, and sometimes banded together. Legends speak of great wars against the fomor, partholan, and seelie, with the warriors of the ten houses emerging victorious.

The ancient tales speak of many dangers facing the splintered kingdoms of our forefathers, but none so terrible as the dread Hallitsijainen, whose power and evil still plague the free people of the world. For hundreds of years, the Kansattu sent their black-sailed ships throughout all of the Three Worlds, demanding tribute and any who refused to offer wealth and slaves to the Cold Lords were destroyed. Imperial records maintain that the first signs of true unity among the Great Houses came in 1109 YE when Brion, Dewintir, Dyved, Gwydon, and Llydaw banded together to form the Rhadynnic Confederation and together refused Hallitsijainen demands for tribute, a decision that was timed almost perfectly as the Cold Lords were weakened by the Leucadian struggle detailed in the epic poem Epikotos Leucadian1 and the subsequent exploits of the Geureciman General-King Rafaele as detailed in the Song of Rafaele2. Many ships and warbands were sent by the Hallitsijainen to punish the recalcitrant kingdoms, but they were defeated as the Great Houses allied against the common foe under the banner of the Golden Hawk. Within fifty years all of the Great Houses joined the Rhadynnic Confederation, and in 1161 the gor’Brenin of Llydaw was elected to be ruler of the Rhadynn as the first Brenin-Mawr since Beli Mawr. The High Kings set about using their mighty sky ships in coordination with the drake-empowered armies of the Great Houses to resist the Hallitisijainen, marshal great fleets against the Dekkulde islanders, and send their armies against the jattilainen and euroz of Elizon and elsewhere, even against the wild nomads of the At'viras Steppes.

On the Founding of the Rhadynnic-Naceadan Dual Sky Empire:

Although the records I have found do not give a complete picture, as closely as I have been able to determine, finding themselves both under threat from the Cold Lords, Brenin-Mawr Ghilchrist pen’Llud and Christobal Santiago, the Amparar of Oropais, formed an alliance in 1193 YE to unify their domains against this common foe. According to imperial records stored in the Council archives, in 1209 YE, Ghilchrist cemented this relationship by marrying Christobal’s only daughter Alejandra, and when Christobal died in 1211 YE he ascended to the throne of Oropais and was crowned Ymerawdwr Ghilchrist I. Ever after this, the standard of the empire was a two-headed golden hawk on a field of green, showing the union between the two great empires of the Rhadynn and the Naceadans. Ghilchrist I declared the year of his ascension to the throne of the dual monarchy to be a holiday year, and founded a new counting of years to be counted starting with that year as the “0” year and named the “Imperial Reckoning” or “IR”. In 2 IR, Ghilchrist issued his Atal Proclamation, or Prohibition Proclamation, a copy of which signed by the Ymerawdwr’s own hand can be found in the House Llefelys’ collection, in which he ordered all of his subject domains to cease paying tribute of any kind to the infernal and depraved Cold Lords.

On House Llud and the Imperial Faith:3

In their realm, House Llud promoted the holy faith the Lords of Heaven, and made it the faith of the nation, elevating the priests of the Holy Faiths to an honored place in their lands. In 1158 YE Brenin-Mawr Iain I founded the holy order devoted to Yng named the Milwr Awyr, also called the Warriors of the Sky, to guard the ten kingdoms from the depredations of the heathen Rodhar dragon raiders and godless Sjorover island pirates4. In 15 IR, Ymerawdwr Ghilchrist II granted the Milwr Tarian an Imperial Charter, an order of holy warriors devoted to Heim intended to serve as guardians for sacred places, monasteries, and temples. Upon his ascension to the throne in 126 IR, Ymerawdwr Kunagnos II issued his Eithrio Proclamation or the Exclusionary Proclamation in which he declared the worship of the Lords of Heaven the true faith of the Sky Empire, and specifically outlawed a list of cults condemned as demonic in nature5 and the worship of the vile power of the Ilkeastasisin. Those heathen faiths not mentioned in the document were still tolerated, but quite properly looked upon with disfavor.

In his first act upon ascending to the throne in 135 IR, Ymerawdwr Kunagnos III gave Imperial sanction to the Milwr Dwrn, a sect devoted to the Celestial Lord Forseti, to rule over and guard the land provinces of the Sky Empire. In that same year, Kunagnos III ceded Ranska to this order or holy warriors who henceforth directly ruled that land in the Ymerawdwr’s name, and under the laws of Heaven, until it was lost to the Hallitsijainen in 418 IR.

On the Crusades:

Few things more defined the reign of the Ymerawdwr’s than their enmity towards the cruel and unholy Kansattu Empire, a hatred driven to a crusading zeal by their alliance with the holy faiths of the Lords of Heaven. In 42 IR. Ymerawdwr Tamnais II launched the first Imperial crusade and conquered Saksa, claiming it as a foothold that he claimed would allow the conquest of all Ilkeas. Ymerawdwr Artur II continued these just and holy wars, seizing most of Ranska in 73 IR, and launching attacks into Kreikka before dying in glorious service to the gods on the field of battle, while Ymerawdwr Seain II completed the conquest, having assumed complete control of Ranska by 105 IR. After many more wars, Ymerawdwr Seain III conquered the province of Kreikka in 122 IR. The Ymerawdwrs built armies, fought great just and holy wars to press the Hallitsijainen, and the Sky Empire prospered for many years under the benevolent and protective eyes of Heaven, but the evils of the world, as is their nature, tirelessly worked to undo the work of the faithful and righteous.

In 391 IR, after years of war, the province of Kreikka was overwhelmed by heathen nomads, and was lost. Beginning in 402 IR. the Hallitsijainen began a campaign of corruption and depravity against the province of Ranska, engaging in a series of small wars, the records of which speak of terrible cruelty visited upon the good people of that land by the invading armies. By 412 IR, the weak-minded Ahaliat tribesmen in Kreikka were subverted by the corruption of the Hallitsijainen, and became subservient to the Kansattu Empire, allowing the terrible Verijuoma to rule over them, slavishly worshiping his power. Saksa soon fell apart into small territories ruled by disloyal Lesser Houses, who turned away from the just rule of the Ymerawdwrs and sought unholy alliances with the Cold Lords. Saksa completely disintegrated by 427 IR. Finally, in 418 IR. Ranska was invaded and conquered by the depraved Kreikkans and the cruel Hallitsijainen, the Milwr Dwrn were smashed, and Miesurmata and Herranoita became the lords of this realm. Proud and loyal subjects of the Ymerawdwrs and the remnants of the Milwr Dwrn fought on desperately against the invaders, some holding out for years, but eventually all were hunted down and destroyed.

On the Last Crusade and the Fall of House Llud:

In 427 IR. Ymerawdwr Cearnach VI was killed in battle during his failed campaign to try to retake Ranska. His son was crowned Ymerawdwr Cearnach VII, the boy-emperor, even though he was only eight years old at the time of his ascension. In this time of need, the Lords of Heaven sent the Arwr to the aid of the recently crowned Ymerawdwr bearing with him mystical artifacts of great power. In 434 IR. accompanied only by Nyniaw pen’Beli, the Arwr journeyed into the Kansattu Empire, and over the next several years stole or destroyed many objects of power that the Hallitsijainen valued greatly, and used the blade Kersyti to destroy the Hallitsijainen Susiherra and Sarviherttua and several of their most powerful and vile servants. Emboldened by the Arwr’s successes, Cearnach VII launched a great and holy crusade in 441 IR, seizing Pisekost and Varoastrov in 444 IR.

Heartened by the success granted by the Lords of Heaven, Cearnach VII landed his fleets on Jaotuli Island in 446 IR. quickly destroying its garrison, and laid siege to Pelkonnoitus in the same year. Not content with these successes, in 449 IR, filled with the might of the Lords of Heaven, Cearnach VII moved his grand imperial army from Pelkonnoitus up the Taikajulma River to directly attack Iltorni. In the siege of the dark tower, the Arwr was killed in combat with Murskilta who was destroyed at the same instant. After a year of siege, Ymerawdwr Cearnach VII, the last member of House Llud, was killed on the field of battle before the gates of Iltorni, leaving no heir. The Kansattu forces attacked the ring of besiegers around Iltorni during the depths of winter from within and without, crushing them in battle. The once proud armies of the Sky Empire were smashed by the Kansattu legions and their ships burned on the cold beaches of Ilkeas.

On the Whelming of Llydaw and the Fall of the Rhadynnic-Naceadan Dual Empire:

After Cearnach VII’s death, the infernal Hallitsijainen summoned their vile powers in a great enchantment to smash Llydaw, which they whelmed under the sea, leaving scattered islets where the landmass of the great island of the Ymerawdwrs once stood. From that point forward, Llydaw has been known as Llœgyr, the Lost Land. In 455 IR the remaining Great Houses met to elect a new Brenin-Mawr to lead them, but the just claim made by House Llefelys of Alwyr, was contested by demands made by House Amæthon of Brion, and House Arianrhod of Crœsfan, which prevented the Houses from agreeing upon a single successor. In a great parallel tragedy, the death of Cearnach VII, ended the dynastic succession of the Amparars, throwing the Naceadan nation of Oropais into chaos. Because of the treachery of Houses Amæthon and Arianrhod, wars have begun as those false claimants have sought to displace the valid claim of House Llefelys.

To the dismay of all righteous men everywhere, after the fall of the Ymerawdwrs the churches of the Lords of Heaven have found the holy message of the true Gods difficult to spread, as many lacking in stoutness of heart attributed the extinction of their most ardent mortal advocates as a sign of their disfavor, or, more heretically, their impotence. In Oropais, many of the weak in spirit have turned to the infernal treason of Arrioism as the advocates of that heresy postulate the destruction of Llydaw to be a sign of the disfavor of heaven. In 487 IR the Arrioist church illegally seized the imperial holdings of the Amparar of Oropais, trumping up the Writ of Oropais as a justification. Many others turn away from Heaven’s path and take refuge in the long-discarded faith of the y’Grym, a heathen faith foolishly and readily embraced by House Amæthon and House Gwydion.

Cursed by the infernal powers, our people suffered a further insult, when in 494 IR, the great dragon sire Mahthildin descended upon Carmathen and destroyed all those remaining there to claim as his own the holy treasures of the Sky Empire and the holy relics of the Lords of Heaven. In 504 IR, calling the sinking of Llydaw and the assault of Mahthildin signs of the displeasure of Heaven, the Fielidor of Arrio publicly called upon our people to set aside the true faith in the Lords of Heaven and embrace his apostasy, a plea all right thinking people rejected as obviously heretical.



1 A detailed review of records from the remaining Imperial archives now located in the Council libraries leads me to the conclusion that the events detailed in the Epikotos Leucadian took place during the reign of gor’Brenin Fionn I of House Alwyr at some point between the years 995 YE and 1005 YE.

2 Although the Song of Rafaele is somewhat vague in its attention to details such as exact dates, correlating the poem with other sources leads me to conclude that Rafaele’s exploits took place at some point between 1050 YE and 1150 YE.

3 No record exists of an Imperial charter being granted to the Milwr Llwon, also known as the Order of Oaths. Scholars have speculated that the founding of and sanction granted to the holy order of warriors devoted to Tiwas predates the Sky Empire, and may have been instrumental in legitimizing the ascension of the Ymerawdwrs.

4 In 492 IR House Llefelys ceded the island of Lleyn to the Milwr Awyr to replace the ports lost to them when Llydaw was destroyed.

5 The cults listed include cults devoted to (among others) Abonde, Bål, Belial, Darmas, Gangyn, Halpas, Iku-Tyrma, Ishi, Kalma, Khil, Kivutar, Lug, Ninkurra, Oxoßi, Seþra, Sirchade, Surtan, Tunar, Tuni, and Vaßatar. In addition, the document banned worship of the faiths promoted by the Hallitsijainen, specifically banning the Verituska cult. These denominations are known as the Eithrio Cults.

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Wednesday, June 10, 2020

House Rules - Exotic Armor

Exotic Armor

This is a list of exotic armors that do not appear in the Player's Handbook, but that I use in my campaigns. All of these armors and shields require the user to take either the Exotic Armor Proficiency or Exotic Shield Proficiency feat to gain the full benefit of these armors and shields. As exotic armors get added to my ongoing campaigns, I will add more to this listing. These armors have been adapted from Dawnforge: Crucible of Legend, and Hammer & Helm: A Guidebook to Dwarves.

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
Light Armor
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight1
Medium Armor
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight1
Heavy Armor
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight1
Shields
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight
Breaker Shield
DF:CoL
20 shillings
+2
-
-3
15%
15 lbs.
Flankshield
DF:CoL
20 shillings
+1/+2
-
-2
20%
15 lbs.

Armor Descriptions

Breaker Shield: A breaker shield is a devious invention favored by orcs that causes their opponent;s weapons to shatter or snap when they hit it. This large shield is covered with jagged metal or specially carved wooden fins that can trap and break weapons. Any time a character using a breaker shield takes a total defense action, he can attempt to sunder an attacking opponent's weapon as an attack of opportunity. This does not provoke an attack of opportunity. If the opponent's attack misses by less than the total Armor Class bonus provided by the total defense action and the breaker shield, then the character may attempt to sunder their opponent's weapon.

Only Medium and smaller weapons can be sundered by a breaker shield. Only proficient users can use the special ability of a breaker shield, which requires the Exotic Shield Proficiency.

Flankshield: A flankshield is a specially designed shield used by mounted defenders to ward off attacks against both them and their mounts. It is a small buckler that has an extension with another, oval-shaped shield to protect a horse's flank. It provides a +1 shield bonus to its wielder, and a +2 shield bonus to his mount.

Only proficient users can gain the benefit of a flankshield while mounted, which requires the Exotic Shield Proficiency feat.

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Wednesday, June 3, 2020

House Rules - New Magic Armor and Shield Special Abilities (+ Bonus Equivalents)

Armor and shields may have special abilities, such as acid resistance or fortification. Special abilities count as additional bonuses for determining the market value of the item, but do not modify defensive bonuses (except where specifically noted). A single shield or suit of armor cannot have a modified bonus (enhancement bonus plus special ability bonus equivalent) higher than +10. A suit of armor or shield with a special ability must have at least a +1 enhancement bonus.

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.

Boosting: (Magic Item Creation) A suit of armor with this special ability can improve its wearer's ability to attack at the cost of defensive effectiveness. The wearer can add some or all of the armor's enhancement bonus to their attack rolls. This bonus stacks with all other bonuses. As a free action, the wearer can choose how to allocate the armor's enhancement bonus at the start of his turn, before taking other actions. The bonus to attack rolls applies until the start of the wearer's next turn. Points allocated to attack rolls do not count toward's the wearer's Armor Class until their next turn. This enhancement can only be placed on armor.
  Aura: Moderate transmuation; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, mage armor, true strike; Cost: +2 bonus.

Daylight Ward: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Armor and shields with this special ability grant creatures with light sensitivity the ability to ignore the negative effects of sunlight and daylight spells.
  Aura: Moderate abjuration; Caster Level: 2nd; Prerequisites: Craft Magic Arms and Armor, endure sunlight; Cost: +1 bonus.

Fellhunting, Greater (Conjuration) Wrought of shining silver and inlaid with glowing runes of protection, armor of greater fellhunting is a powerful boon for those who stand against the forces of darkness. This armor protects the wearer with a constant magic circle against evil effect, providing protection to both the wearer and nearby allies.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, magic circle against evil, protection from evil; Cost: +3 bonus.

Fellhunting, Lesser (Conjuration) Wrought of shining silver and inlaid with glowing runes of protection, armor of lesser fellhunting is a powerful boon for those who stand against the forces of darkness. This armor protects the wearer with a constant protection from evil effect.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, protection from evil; Cost: +1 bonus.

Fellhunting, True (Conjuration) Wrought of shining silver and inlaid with glowing runes of protection, armor of true fellhunting is a powerful boon for those who stand against the forces of darkness. This armor protects the wearer with a constant magic circle against evil effect, providing protection to both the wearer and nearby allies. In addition, the wearer is protected with a constant shield of good (identical to shield of law, but with all mentions of chaos replaced with the evil descriptor).
  Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, magic circle against evil, protection from evil, shield of good; Cost: +2 bonus.

Fleet: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Fleet armor is built using the very lightest materials and processes available. It also incorporates ingenious springs and roller to move the wearer quickly along the ground. A creature in fleet armor increases its base speed by +10 feet. Only light armor may be imbued with this special ability.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat; Cost: +1 bonus.

Grace: (Book of Eldritch Might II) This armor is flexible and easier than normal to move and stretch within. It has no maximum Dexterity bonus.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +1 bonus.

Greater Maneuvering: (Book of Eldritch Might II) The lightness and ease-of-use of a suit of armor or a shield with this ability reduces the associated armor check penalty to 0.
  Aura: Strong transmutation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, freedom of movement, haste; Cost: +2 bonus.

Grudge: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Grudge armor and shields excel at defending against one type of creature. Against the designated foe, their effective enhancement bonus is +3 better than normal. To randomly determine a designated foe, roll on the following table:

d%Designated Foe
01 - 05Aberrations
06 - 13Animals
14 - 20Constructs
21 - 25Dragons
26 - 30Elementals
31 - 35Fæy
36 - 40Giants
41 - 45Magical Beasts
46 - 50Monstrous Humanoids
51 - 53Oozes
54 - 58Outsiders, Chaotic
59 - 65Outsiders, Evil
66 - 70Outsiders, Good
71 - 75Outsiders, Lawful
76 - 77Plants
78 - 85Shapechangers
86 - 92Undead
93 - 94Vermin
95 - 00Humanoid (choose subtype)

  Aura: Moderate conjuration; Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, summon monster I; Cost: +2 bonus.

Horselord: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) This armor is built for mounted combat and includes spurs and intricate systems of rings to tie the wearer to a mount. It grants a +10 circumstance bonus on Ride checks. Only light and medium armor may have this special ability.
  Aura: Moderate transmutation; Caster Level: 2nd; Prerequisites: Craft Magic Arms and Armor, creator must have at least 8 ranks in Ride; Cost: +1 bonus.

Kinetic: (Magic Item Creation) This enhancement can only be placed on shields. A shield with this enhancement can absorb almost all the force of a blunt impact. While in hand, it provides the bearer with damage reduction 5/energy or slashing or piecing, making the wielder hard to hurt with bludgeoning attacks. As a side effect of the magic used to cusion impacts, kinetic shields cannot inflict damage, making shield bashes completely ineffective.
  Aura: Moderate abjuration; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, feather fall, shield; Cost: +2 bonus.

Maneuvering: (Book of Eldritch Might II) Armor or shields with this ability reduce their associated armor check penalty by 2. Items with this ability are light and magically maneuverable - and in the case of armor, extemely limber.
  Aura: Moderate transmutation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, freedom of movement; Cost: +1 bonus.

Pack Mule: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Armor with this special ability is designed balance as much weight as possible on the hips, allowing its wearer to carry far more weight than normal. A wearer of pack mule armor suffers no encumbrance penalty for carrying a medium load, and incurs only the normal penalty for a medium load while carrying a heavy load. The wearer's maximum load is unchanged. Only armor may have this special ability.
  Aura: Moderate evocation; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divine power; Market Price: +2 bonus.

Ram: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Ram armor is specially reinforced along the joints and buttressed with heavy struts that run along the wearer's back and shoulders. It also includes various handles and grips on the back. The wearer gains a +8 competence bonus on Strength checks made to break open doors and the armor's construction allows a second person to aid the attempt, adding another +2 circumstance bonus to the check if successful. Opponents who attempt to grapple the wearer also gain a +2 circumstance bonus on the grapple check from the many handholds on this armor. Only medium or heavy armor may have this special ability.
  Aura: Moderate evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, force ram; Market Price: +1 bonus.

Refracting: (Magic Item Creation) A suit of armor or shield with this enhancement traps and absorbs ambient light. Once per day, it can be called upon to unleash that light in a 20-foot radius areound the wearer. This burst deals 5d4 damage. Undead suffer double damage from the sunburst. In addition, the wearer or wielder gains a circumstance bonus to saving throws against light-based spells or spell-like effects (such as the spell sunburst equal to the item's enhancement bonus to Armor Class. Only metal armor or shields can bear this special ability.
  Aura: Strong evocation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, sunbeam or sunburst; Cost: +3 bonus.

Seeming: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Armor of seeming is a favorite of assassins and burglars alike. Once per day, with a command word, the wearer can instantly disguise himself as with the spell alter self as if cast by a 6th level caster (1 hour duration). Only armor may have this special ability.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, alter self; Market Price: +2 bonus.

Spellcasting: (Book of Eldritch Might II) This armor or shield bears a special ensorcellment to make it easier to use while casting arcane spells. Reduce arcane spell failure chances by 15 percent when using this armor or shield.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, limited wish, mage armor; Cost: +2 bonus.

Superior Spellcasting: (Book of Eldritch Might II) The magic within this armor or shield is so potent, arcane spellcasters can use it with no spell-failure chance.
  Aura: Strong transmutation; Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, mage armor, wish; Cost: +4 bonus.

Tailored: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Tailored armor must be built for a particular creature. When worn by the intended wearer, its armor check penalty is 1 better than that of masterwork armor (thus, +1 tailored hide would have an armor check penalty of -1). A suit of tailored armor worn by anyone other than its intended wearer does not confer this benefit, and actually worsens the armor check penalty by 1 - just as if the armor were not masterwork. Only armor may have this special ability.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, creator must have at least 8 ranks in Craft (Armorsmithing); Market Price: +1 bonus.

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Tuesday, May 26, 2020

Campaign Design - Base Classes: Rogue

Rogue
(from the Player's Handbook as modified by the Player's Guide to Rangers and Rogues)

Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: Entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Abilities: Dexterity provides extra protection for the lightly armored rogue. dexterity, Intelligence, and Wisdom are important for may of the rogue's skills. A high Intelligence score gives the rogue extra skill points which can be used to expand her repertoire.

Alignment: Any.
Hit Die: d6.
Luck Die: d10.

Class Skills
  • Skill List: The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform: Any (all skills taken individually)(Cha), Profession: Any (all skills taken individually)(Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

  • 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: (8 + Intelligence modifier) x 4.

  • Skill Points at Each Additional Level: 8 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Average. A rogue gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A rogue gains a +⅓ base Fortitude save bonus per class level.

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

  • Base Will Save Bonus: Poor. A rogue gains a +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Rogues are proficient with all simple weapons plus the composite shortbow, hand crossbow, rapier, sap, shortbow, and short sword, and with light armor, but not with shields.

  • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  • Trapfinding (Ex): A rogue can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A magic trap generally has a DC of 25 + the level of the spell used to create it. A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  • Evasion (Ex): Beginning at 2nd level, a scout can avoid damage from certain attacks with a successful Reflex save. At 2nd level or higher, if a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  • Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

    Trap sense bonuses gained from multiple classes stack.

  • Canny Rogue: Starting at 4th level, a rogue gains one of the two abilities listed below. Once the choice is made, it may not be changed thereafter.

    • Disruptive Attack (Ex): Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.

    • Uncanny Dodge (Ex): A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

  • Superior Canny Rogue: A rogue of 8th level can select from one of the following abilities. Once this choice is made, it cannot be changed thereafter.

    • Disruptive Attack (Ex): Through careful study, a rogue with this ability is able to find exploitable flaws in any creature's tactics and defenses. Whenever the rogue hits a target that is flat-footed against their attack, or whenever they hit a target they flank, they can choose to sacrifice their sneak attack damage in order to apply a -5 penalty to that creature's Armor Class for 1 round. Multiple hits against the same target do not stack. This ability works even against creatures normally immune to extra damage from sneak attacks, such as undead or constructs.

    • Improved Uncanny Dodge: A rogue with the uncanny dodge ability can select the improved uncanny dodge ability. A rogue with this ability can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    • Uncanny Dodge (Ex): A rogue with this ability can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead when she selects this ability.

  • Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

    • Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

    • Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to Armor Class, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

    • Dirty Fighting (Ex): The rogue is skilled at distracting, unnerving, deceiving, and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: Automatically succeed on a single attack roll, cause her opponent to fail a single attack roll, make a sine attack roll and then move away from the opponent, treating the square the action starts in as not threatened, or perform a single sneak attack even while the opponent is not flanked and retains his full Dexterity bonus.

    • Honed Senses (Ex): The rogue notices that others miss. once per day, the rogue may choose to use his honed senses on any one of the following skills: Appraise, Gather Information, Knowledge, Listen, Search, Sense Motive, or Spot skill checks, as well as all attempt to save against illusions. The rogue is considered to have rolled a 20 for this roll. The rogue may not use this ability after he has already rolled and failed.

    • Improved Defensive Roll (Ex): This ability is similar to defensive roll, except that instead of half damage, the rogue takes no damage at all. Since all rogues with this ability are required to already have defensive roll, they may now make two defensive rolls per day - one for zero damage and one for half damage. Prerequisite: Defensive Roll.

    • Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

    • Improved Slippery Mind (Ex): if a rogue with improved slippery mind is affected by any enchantment cast by a spellcaster whose caster level is less than half the character's rogue levels, the rogue succeeds automatically at her saving throw. The effects of the slippery mind special ability still apply to the enchantments of higher level casters. Prerequisites: Slippery Mind.

    • Inconspicuousness (Ex): The rogue is difficult to notice unless he is actively trying to attract attention. Unless the rogue is choosing to stand out, or unless others are specifically searching for him, the rogue is considered at all times to be hiding. The DC to spot a rogue with the inconspicuousness special ability is the rogue's Dexterity modifier + his ranks in Hide. Characters purposefully searching for the rogue see him normally, unless of course, the rogue is actively hiding. In addition, any time a spellcaster wishes to target the rogue with a Divination spell, she must first succeed a a Concentration check with a DC equal to the rogue's Intelligence modifier + his ranks in Hide.

    • Intuition (Ex): Once per session, the player of a rogue character may privately ask the DM a single in-character yes or no question. The DM must answer the question truthfully, and the player may then use this information as an in-character "hunch". This question cannot pertain to things that are randomly determined, since the DM cannot possibly know the answer in advance, but all other in-character yes or no questions are acceptable. if the question cannot be answered as it is phrased, the player may ask another until an answerable question is found.

    • Lódur's Luck (Su): The rogue is inordinately lucky - most of the time. Once per day, the rogue may turn a single unsuccessful roll into a 20. This ability may be used on any roll that requires a d20. Lódur's Luck can be used to confirm a critical hit, but if used as a regular attack roll it does not create a critical threat. For every three times this ability is used, the DM may choose to turn one of the rogue's successful rolls into a 1. The DM may not use this ability on a natural 20.

    • Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

    • Roguish Charm (Ex): The rogue is very likable, in spite of all evidence to the contrary. Once per day, she may choose to perform any one of the following two near-magical effects:

      First, the rogue may tell a single brief lie to one person and have it be believed unquestioningly until the rogue leaves the victim's line of sight for more than a minute. The lie must be believable to a sane person - "the sky is green" will not work, but "of course I didn't steal the jewel" would work on anyone who had not witnessed the incident directly. The lie cannot be longer than a single simple sentence.

      Second, the rogue may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not - unless the person is so powerful in personal ability or authority that turning back the guards poses no threat whatsoever.

      These abilities can only be used on sentient creatures with whom the rogue shares a common language. They can only be used on one person at a time. Characters with higher Hit Dice than the rogue's class level may make a Will save at a DC of 10 + the rogue's Charisma modifier + the rogue's ranks in an appropriate skill (usually Bluff for the first and Diplomacy for the second). Those who make their saves are fully aware of the rogue's attempt to manipulate them. These abilities can never work on the same person twice, and the rogue must always be within the target's line of sight to attempt either ability.

    • Search Mastery (Ex): The rogue is highly proficient at finding things. In fact, the rogue is so adept that he always finds something interesting on a roll of 20 or more, whenever he looks. Naturally, what the rogue finds will not always be what he was looking for- especially if he is searching in the wrong room - but it will be interesting in some way. DMs are encouraged to use this in whatever manner best fits the game. Rogues may find coins or jewelry, clues and plot devices for this or future sessions, buts of local gossip, things of no interest to the rogue personally, but useful to some other member of the party, or anything else useful or worthy of comment. Often the information or items a rogue finds in this manner may seem irrelevant at the time and only turn out to be interesting much later on in the campaign. Coins are a good fall-back if this ability ever threatens to slow down the game, but DMs should try to make this ability as interesting and diverse as they can. Prerequisite: Search 10+ ranks.

    • Skill Mastery (Ex): The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

    • Skilled Opportunist (Ex): This functions identically to the opportunist special ability, except that the rogue may use it as many times in a round as she has attacks of opportunity. Prerequisites: Combat Reflexes, Opportunist.

    • Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

    • Feat: A rogue may gain a bonus feat in place of a special ability. The rogue must meet all of the prerequisites for the selected feat as normal.
Rogue
LevelSpecial
1thSneak attack (+1d6), trapfinding
2ndEvasion
3rdSneak attack (+2d6), trap sense +1
4thCanny rogue
5thSneak attack (+3d6)
6thTrap sense +2
7thSneak attack (+4d6)
8thSuperior canny rogue
9thSneak attack (+5d6), trap sense +3
10thSpecial ability
11thSneak attack (+6d6)
12thTrap sense +4
13thSneak attack (+7d6), special ability
14th-
15thSneak attack (+8d6), trap sense +5
16thSpecial ability
17thSneak attack (+9d6)
18thTrap sense +6
19thSneak attack (+10d6), special ability
20th-

Home     Base Classes

Monday, May 25, 2020

House Rules - New Potions

New Potions

Item
Cost
Weight
Eternal Balm
12,000 shillings
½ lbs.
Potion of Intensity
1,500 shillings
- lbs.
Potion of Troll Blood
5,325 shillings
½ lbs.

This is a listing of potions found in Conjuration, the Dungeon Master's Guide or the Magic Item Compendium 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.

Eternal Balm: (Conjuration) The cream of this light, odorless balm makes an item creatred with minor creation or major creation permanent. Each jar of eternal balm contains 4 doses when first made. Each item treated with the balm requires one dose per cubic foot of material. Precious metal, gems, adamantine, and mithral all require an extra dose to make them permanent. Gems and precious metals made permanent this way cannot be used as spell components.
  Caster Level: 9th; Prerequisites: Brew Potion, permanency; Cost: 12,000 shillings; Cost to Create: 6,000 shillings + 480 experience points; Weight: ½ lb.

Potion of Intensity: (Conjuration) This incredible magical liquid is consumed the round before casting a summon monster spell of any level. The spell can only summon a single monster for his potion to be effective. The monster that appears will be at fill hit points for its Hit Dice, receives a +4 enhancement bonus to its Strength and Dexterity, a +2 deflection bonus to all saves, and a +1 morale bonus to all saving throws. In addition, the creature cannot be dispelled, banished, or dismissed by any means. In the doens side, the duration of thesummon monster spell is halved and cannot be nehanced or extended by any means. At the end of this halved duration, the summoned creature is dispelled automatically and returns from whence it came despite any effort to bind or retain its services. The creature is considered disspated if slaim and cannot be summoned again for 24 hours.
  Caster Level: 11th; Prerequisites: Brew Potion, Tenser's transformation; Cost: 1,500 shillings; Cost to Create: 750 shillings + 60 experience points; Weight: - lb.

Potion of Troll Blood: One of the most dangerous potions, this thick, foul=-smelling brew is distilled from troll blood and gives regenerative powers to the drinker, albeit not without risk. When quaffed, the potion grants regenerative power equal to one hit point per round for the next ten minutes. The power works even after death unless the body is burned or soaked in acid; dismemberment does not inhibit regeneration. The potion's side effect causes drinkers to go into a frenzy that makes them a danger to friend and foe. When the potion is imbibed, the drinker must make a DC 15 Fortitude save or immediately enter a blood age similar to that of a barbarian. The unlucky soul gains +4 to their Strength, +4 to their Constitution, and +2 to Will saves, but suffers a -2 penalty to their Armor Class and an inability to tell friend from foe. The frenzied drinker must attack the nearest creature, continuing to do so until it is killed, whereupon the berserk drinker will more to the next nearest target. If multiple targets are within the same range, randomly determine which one the imbiber attacks. Only the drinker's death or the time lapse of ten minutes can stop this frenzy.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Brew Potion, regenerate; Cost: 5,325 shillings; Cost to Create: 2,663 shillings + 213 experience points; Weight: ½ lb.


Home     House Rules

Wednesday, May 20, 2020

House Rules - New Wondrous Items

New Wondrous Items

Item
Cost
Weight
Anklet of Translocation
1,400 shillings
- lbs.
Arcanist's Gloves
500 shillings
- lbs.
Banner of Allegiance
12,500 shillings
1 lb.
Bracelet of Foe Charms
19,500 shillings
- lbs.
Belt of One Mighty Blow
1,500 shillings
1 lb.
Boots of Agile Leaping
600 shillings
2 lbs.
Boots of Landing
500 shillings
1 lb.
Bracers of Quick Strike
1,400 shillings
1 lb.
Brooch of Stability
1,000 shillings
- lbs.
Brute Gauntlets
500 shillings
- lbs.
Chain of Supernatural Might
30,000 shillings
15 lbs.
Candle, Exorcism
100 shillings
- lbs.
Candle, Greater Revelation
300 shillings
- lbs.
Candle, Revelation
150 shillings
- lbs.
Cloak of the Living
100,000 shillings
1 lb.
Cloak of Predatory Vigor
1,400 shillings
2 lbs.
Crucible of Conjuration
52,000 shillings
2 lbs.
Essence Crystal
91,000 shillings
- lbs.
Food, Communion
200 shillings
- lbs.
Headband of Reflected Arrows
7,800 shillings
- lbs.
Helm of Alacrity +1
4,000 shillings
3 lbs.
Helm of Alacrity +2
16,000 shillings
3 lbs.
Helm of Alacrity +3
36,000 shillings
3 lbs.
Helm of Alacrity +4
64,000 shillings
3 lbs.
Helm of Alacrity +5
100,000 shillings
3 lbs.
Horn of Echoes
27,500 shillings
- lbs.
Horn of Khil
29,000 shillings
- lbs.
Incense, Faith Shield
300 shillings
- lbs.
Incense, Oblivion
800 shillings
- lbs.
Lens of Focus
20,000 shillings
- lbs.
Lute of Charms
6,000 shillings
2 lbs.
Mantle of Mastery
25,000 shillings
1 lb.
Mantle of Sanctuary
2,500 shillings
1 lb.
Oil, Annointment
200 shillings
- lbs.
Orb of the Damned
150,000 shillings
1 lb.
Orb of the Heavens
150,000 shillings
1 lb.
Pipes of Protection
35,000 shillings
3 lbs.
Raptor's Mask
3,500 shillings
- lbs.
Robe of Retaliation
6,500 shillings
2 lbs.
Slate of Remembrance
42,000 shillings
1 lb.
Slave Bore
3,500 shillings
- lbs.
Theurgical Talisman, Ash
2,500 shillings
- lbs.
Theurgical Talisman, Birch
900 shillings
- lbs.
Theurgical Talisman, Elder
2,000 shillings
- lbs.
Theurgical Talisman, Hawthorn
4,000 shillings
- lbs.
Theurgical Talisman, Ironwood
3,500 shillings
- lbs.
Theurgical Talisman, Mistletoe
3,000 shillings
- lbs.
Theurgical Talisman, Oak
800 shillings
- lbs.
Theurgical Talisman, Rowan
2,000 shillings
- lbs.
Theurgical Talisman, Willow
800 shillings
- lbs.
Vestments of Tzuggtmoy
1,000 shillings
1 lb.
Vile Token
27,500 shillings
- lbs.
Wink Brooch
600 shillings
- lbs.

This is a listing of wondrous items 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.

Anklet of Translocation: (Magic Item Compendium) An anklet of translocation allows you to make short dimensional hops. When it is activated, you ca instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation of wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions two times per day. Activating the anklet is a swift action.
  Aura: Moderate conjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, dimension door; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: -.

Arcanist's Gloves: (Magic Item Compendium) When you activate arcanist's gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn. Arcanist's gloves require a swift action to use and function two times per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, fox's cunning; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Banner of Allegiance: (Conjuration) A silver staff with a crossbar on one end, the banner of allegiance has a long silk pennant attached to the crossbar. By silent act of will, the holder can change the pennant to bear his personal sigil or family crest. If the bearer does not have one, the banner will not function, but this is easily rectified by simply creating one for use. The banner does not care if the crest it shows if official or not, merely that the bearer identifies with it personally.

When the bearer of the pennant casts a summon spell that conjures multiple creatures, the magic of the banner activates. Each summoned creature appears with the summoner's crest displayed upon it. The glowing mark is clearly visible and fills the creatures with a sense of camaraderie. For the duration of the summoning, all creatures summoned have a +1 morale bonus to attacks and saving throws. Thebanner of allegiance can affect multiple summoned groups at once, so long as they all originate from the same bearer. If the bearer loses contact with the banner, the marks all vanish and the bonus ends immediately. EVen if contact is regained, the mark does not return to existing creatures.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, bless or Inspire Confidence as a class ability; Cost: 12,500 shillings; Cost to Create: 6,250 shillings + 500 experience points. Weight: 1 lb.

Bracelet of Foe Charms: (Conjuration) Appearing as agolden chain-link bracelet with seven hoops for charms, this item strongly resembles a bracelet of friends. This item is made with no charms on it to begin with. When commanded to do so by an arcane spellcaster as a standard action, the bracelet of foe charms surrounds the hand that wears it in a golden glow. This glow can be used once as a touch attack and forces any Huge or smaller living creature struck to make an immediate DC 18 Will save. Failure causes the target to vanish and a tiny golden stauette of them appears in one of the charm hoops.

Targets can remain indefinitely as charms, but only seven charms can exist at one time. A charm can be pulled from the bracelet and used to conjure the creature that it represents in the same way as a bracelet of friends. Once used in this way, the hoop for that charm disappears and cannot be regained. When a target reappears by the use of its charm, it is considered to be a summoned creature and remains under the bracelet wearer's control for 7 rounds. After that time, the creature becomes free-willed again and loses the summoned status. It does not, however, return anywhere, and may be remarkably annoyed with the wearer.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, planar binding, polymorph any object; Cost: 19,500 shillings; Cost to Create: 9,750 shillings + 780 experience points. Weight: -

Belt of One Mighty Blow: (Magic Item Compendium) Activating a belt of one mighty blow is a swift action and grants extra damage on your next melee attack made before the end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. A belt of one mighty blow functions once per day.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 1,500 shillings; Cost to Create: 750 shillings + 60 experience points. Weight: 1 lb.

Boots of Agile Leaping: (Magic Item Compendium) While wearing boots of agile leaping, you can add your Dexterity modifier (instead of your Strength modifier) to Jump checks. If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cat's grace; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: 2 lbs.

Boots of Landing: (Magic Item Compendium) While wearing boots of landing, you land on your feet, no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, feather fall or catfall; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: 1 lb.

Bracers of Quick Strike: (Magic Item Compendium) When you activate bracers of quick strike, you can make one extra attack with any weapon you are holding if you already made a full attack action on this turn. This attack is made at your full base attack bonus plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack such as the Rapid Shot feat, a speed weapon, or the haste spell. Bracers of quick strike function once per day and are activated as a swift action. You must wear bracers of quick strike for 24 hours before you can access their abilities. if you take them off, they become inactive until worn for an additional 24 hours.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 1 lb.

Brooch of Stability: (Magic Item Compendium) This brooch is useful in dangerous battles. When your hit points are reduced to -1 or lower, you automatically become stable (assuming the damage was not enough to kill you). A brooch of stability functions once per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure light wounds; Cost: 1,000 shillings; Cost to Create: 275 shillings + 22 experience points. Weight: -.

Brute Gauntlets: (Magic Item Compendium) Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round.
  • 1 charge: +2 morale bonus.
  • 2 charges: +3 morale bonus.
  • 3 charges: +4 morale bonus.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Chain of Supernatural Might: (Book of Eldritch Might II) This heavy iron chain wraps around the hand and arm. It confers a +2 armor bonus to Armor Class and increases damage inflicted by unarmed or natural attacks with the arm it wraps by +2. Most importantly, it increases by +2 the saving throw DCs of all the user's supernatural abilities.
  Aura: Moderate conjuration and transmutation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, greater magical flow enhancement, mage armor, magic fang; Cost: 30,000 shillings; Cost to Create: 15,000 shillings + 1,200 experience points. Weight: 15 lbs.

Candle, Exorcism: (Demon Hunter's Handbook) Exorcism candles are sacred candles made from a combination of bee's wax and fat taken from the corpse of an intelligent being. Exorcism candles are, as the name might imply, used in conjunction with the prayers and rituals required to successfully perform an exorcism. When an exorcism candle is burned for a minimum of 1 hour during the performance of an exorcism, it adds a +2 sacred or profane bonus to the next Knowledge: Religion check the presiding demon hunter performs. The benefits from multiple exorcism candles do not stack, but exorcism candles can be used multiple times during the performance of an exorcism. A single exorcism candle can only be used once, with the benefits fading if not used within a day.
  Aura: Moderate conjuration; Caster Level: 10th; Prerequisites: Craft Wondrous Item, protection from evil or protection from good; Cost: 100 shillings; Cost to Create: 50 shillings + 2 experience points. Weight: -.

Candle, Greater Revelation: (Demon Hunter's Handbook) Greater revelation candles are sacred candles made from a combination of bee's wax and animal fat taken from celestial or fiendish animals that have been soaked in rare and expensive oils and herbs. When burned for an hour is provides the user the ability to commune with an upper plane exactly as if they had cast the spell themselves. Using a greater revelation candle to cast commune does not require the expenditure of experience points. A greater revelation candle can be used only once and must be burned for a full hour before casting commune. The benefits of multiple greater revelation candles do not stack and are lost if the user does not cast commune within a day of burning.
  Aura: Moderate transmutation; Caster Level: 12th; Prerequisites: Craft Wondrous Item, commune; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: -.

Candle, Revelation: (Demon Hunter's Handbook) Revelation candles are sacred candles made from a combination of bee's wax and animal fat taken from celestial or fiendish animals that have been soaked in rare and expensive oils and herbs. Incredibly expensive and used only in conjunction with the casting of commune spells, a revelation candle provides three benefits. First, it adds an effective +1 caster level when casting commune. Second, it opens the caster;s mind to better understand the divine language of their god, so answers given by the deity can be up to 10 words long. Finally, it reduces the experience point cost of casting commune to 50. A revelation candle can be used only once and must be burned for a full hour before casting commune. The benefits of multiple revelation candles do not stack and are lost if the user does not cast commune within a day of burning.
  Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Wondrous Item, owl's widsom; Cost: 300 shillings; Cost to Create: 150 shillings + 12 experience points. Weight: -.

Cloak of the Living: (Book of Eldrtitch Might II) This gray cloak, when worn by an undead humanoid, makes it appear to th senses as an average, living humanoid of the appropriate type (a vampiric dwarf appears to be a dwarf, a human skeleton appears human, and so on). This illusion proves effective not only against all normal senses, but also against all divinations. The undead creature does not registaer under a detect undead spell, for example. A cloak of the living even foils true seeing. Undead wearing this cloak can still be turned.
  Aura: Strong illusion; Caster Level: 15th; Prerequisites: Craft Wondrous Item, mind blank, permanent image; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 1 lbs.

Cloak of Predatory Vigor: (Magic Item Compendium) A cloak of predatory vigor helps you channel the power of your combat frenzy into rejuvenating energy. While in a rage or frenzy, you can activate this cloak as a swift action to heal damage to yourself equal to your Hit Dice. This effect functions two times per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure moderate wounds; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 2 lbs.

Crucible of Conjuration: (Conjuration) This magical tool, resembling a small cauldron and mathcing stand, holds a heating or cooling source as the user requires. Crucibles of conjuration are usually made of fine steel or mithral, with jewels inset around the rim of the cauldron and the stand. The crucible's stand holds a large quartz crystal hat generates extacly as much heat or cold as commanded and maintains that temperature for any length of time stipulated. As such, it is an excellent tool for any alchemy, and adds a +2 circumstance bonus to any Craft: Alchemy checks.

The true power of the crucible becomes evident when used by a spellcaster with the Brew Potion or Craft Wondrous Item feat. Once per day, the crucible of conjuration can be used to create a special oil. This oil is imbued with the power of a summon monster spell the user wishes to cast into the crucible. This process takes one full hour and costs 500 shillings per spell level of the summon. The creator must also pay 50 experience points per level of thesummon spell.

The oil created by the crucible is bottled immediately after being and can be used as a grenade-like missile in the same manner as holy water. Any creature or creatures that could be summoned by imbued spell appear as close to the point of impact as possible. If the oil strikes an appropriate target, the creature can take afree grapple attack upon appearing.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, summon monster IX; Cost: 52,000 shillings; Cost to Create: 26,000 shillings + 2,080 experience points. Weight: 2 lbs.

Essence Crystal: (Vigil Watch: Secrets of the Asaatthi) This platinum chain is set with a blue-white crystal, used in the life transfer spell to store the souls of sentient creatures. The stone grows darker in color the more souls are placed into the crystal, and drains in color as each soul's life force is drained to ignore the natural effects of aging in the wearer. An essence crystal is usually found uncharged. When the wearer casts life transfer, the crystal gains a number of charges equal to the Hit Dice of the victim of the spell. By expending a charge, the wearer is immune to the effects of natural aging for a full year. The wearer resumes aging as normal if the essence crystal is removed. The crystal has hardness 5 and 25 hit points.
  Aura: Strong necromancy; Caster Level: 13th; Prerequisites: Craft Wondrous Item, life transfer; Cost: 91,000 shillings; Cost to Create: 45,500 shillings + 3,640 experience points; Weight: -.

Food, Communion: (Demon Hunter's Handbook) Communion food is used when a former demon worshiper or demon-possessed mortal wishes to repent their deeds. The exact form of the communion food depends upon the nature of the deity the clergy serve. Communion food is given to the one seeking atonement, and if eaten during the performance of an atonement spell, the cost of casting is reduced to 200 experience points. Communion food can also be used by a caster seeking their own atonement and reduces the costs as above. Though it is food, the magical nature of communion food preserves it, so that it endures centuries without spoiling.
  Aura: Moderate divination; Caster Level: 10th; Prerequisites: Craft Wondrous Item, augury; Cost: 200 shillings; Cost to Create: 100 shillings + 8 experience points; Weight: -.

Headband of Reflected Arrows: (Book of Eldritch Might II) This headband of woven gold threads bears small crossed arrow symbols all around the outside. Three times per day it causes an arrow, crossbow bolt, or other ranged weapon directed at the wearer to turn around and go after the attacker. The same bonuses used to attack the wearer apply against the attacker. Thus, if an archer looses an arrow with a +13 bonus at the wearer, resolve a +13 attack against the archer instead, with damage inflicted normally upon a successful hit. The wearer need not be aware of the assault and cannot decide when to reflect an attack - the headband simply functions against the first three ranged weapon attacks made towards the wearer.
  Aura: Strong abjuration; Caster Level: 13th; Prerequisites: Craft Wondrous Item, protection from arrows, spell turning; Cost: 7,800 shillings; Cost to Create: 3,900 shillings + 312 experience points; Weight: -.

Helm of Alacrity: (Book of Eldritch Might II) These golden helms give wearers a fraction of a second's warning when a blow is coming, aiding their ability to defend themselves. Each helm adds an insight bonus to the wearer's Armor Class.
  Aura: Moderate abjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, freedom of action, the caster must have a caster level equal to or greater than four times the helm's bonus; Cost: 4,000 shillings (+1 helm), 16,000 shillings (+2 helm), 36,000 shillings (+3 helm), 64,000 shillings (+4 helm), or 100,000 shillings (+5 helm); Cost to Create: 2,000 shillings + 160 experience points (+1 helm), 8,000 shillings + 640 experience points (+2 helm), 18,000 shillings + 1,440 experience points (+3 helm), 32,000 shillings + 2,560 experience points (+4 helm), or 50,000 shillings + 4,000 experience points (+5 helm); Weight: 3 lbs.

Horn of Echoes: (Conjuration) A silver horn chease in gold, the horn of echoes is blown for two full rounds just before casting a summon monster III spell. The spell is affected as if the epll echoing call I had been cast. Unlike the spell of the same name, this call cannot be dispelled once it begins. Using a horn of echoes does not require a Perform check, but if the user wishes to, success at a DC 20 Perform check after one round of blowing the horn obviates the need for a second round. A horn of echoes can be used as often as desired, but every use after the first during the same day carries a cumulative 10% chance that it will shatter and become useless.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, echoling call I, creator must have 5+ ranks in Perform; Cost: 27,500 shillings.; Cost to Create: 13,750 shillings + 1,100 experience points; Weight: -.

Horn of Khil: (Fury in the Wastelands: The Orcs of Tellene) Carved from the horn of a fell beast, this standard size signal horn is crudely engraved with scenes of violence and death. Sacred ot Khil, the horn instills frenzy into all orcs that hear its deep, booming call. When blown, all orcs within 50 feet immediately rage, with the sole exception of the horn blower. This is identical to the 1st level barbarian brutal strikes class ability except that the rage lasts for 5 rounds. This rage counts against the daily uses of the rage ability for a barbarian character. The horn can be blown as many times per day as the owner wishes, but any given orc can be affected no more than once in a 24-hour period.
  Aura: Moderate transmutation; Caster Level: 9th; Prerequisites: Craft Wondrous Item, bear's endurance, bull's strength; Cost: 29,000 shillings.; Cost to Create: 14,500 shillings + 1,160 experience points; Weight: -.

Incense, Faith Shield: (Demon Hunter's Handbook) This powerful, magical incense is infused with sacred energies and made from powdered angel's wings. When burned, it provides all within its radius of a effect with a +2 sacred bonus to all saving throws to resist the spells, spell-like abilities, and supernatural abilities of evil outsiders. A single package of faith shield incense burns for 10 minutes and fills a 10-foot radius.
  Aura: Moderate conjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, bless; Cost: 300 shillings; Cost to Create: 150 shillings + 12 experience points; Weight: -.

Incense, Oblivion: (Demon Hunter's Handbook) Oblivion incense is a powerful demonic narcotic which has the ability to erase the memories of all good beings who inhale its vapors. Those of good alignment who enter its 20 foot radius of effect must succeed at a DC 15 Will save or lose all memory of the previous 24 hours, including all spells prepared during that time. Inaddition, those who fail to save will not remember any events that occur duirng the next 24 hours, meaning they cannot prepare spells during this time.
  Aura: Moderate enchantment; Caster Level: 9th; Prerequisites: Craft Wondrous Item, mindfog; Cost: 800 shillings; Cost to Create: 400 shillings + 32 experience points; Weight: -.

Lens of Focus: (Book of Eldritch Might III) The small crystalline lens of focus, held in a gold frame with a small gold handle, magnifies ray spells cast through it. When a user casts any ray spell through the lens, the spell grants a +2 bonus to its ranged touch attack roll. If the ray inflicts damage, the amount increases by 50 percent.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Craft Wondrous Item, spellmaster; Cost: 20,000 shillings; Cost to Create: 10,000 shillings + 800 experience points. Weight: -.

Lute of Charms: (Book of Eldritch Might II) This magical lute allows the bearer to use charm person at will. Further, the DC of the spell is based upon the character's Perform check:
Perform Check ResultSpell DC
10 or less11
11 - 1513
16 - 2015
21 - 2517
26 or more19
As the lute is a masterwork quality instrument, it provides a +2 bonus on all Perform: Stringed Instrument checks when played.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, charm person; Cost: 6,000 shillings; Cost to Create: 3,000 shillings + 240 experience points. Weight: 2 lbs.

Mantle of Mastery: (Conjuration) This fine mantle, normally worn over normal clothing or robes, imparts remarkable powers over bound outsiders and summoned creatures to the spellcaster that dons it. As a full round action, the wearer can try to exert mastery over any single summoned or called creature within 30 feet through an opposed Will save against it. The creature can be one of the wearer's own conjurations or someone else's, though he receives a +2 circumstance bonus to the save if he conjured the target in question. A failed mastery attempt turns the creature against the wearer immediately.

If the check succeeds for the wearer, the target is considered his for the duration of the spell that conjured it. This acts as dominate monster and can function regardless of the target type. If the creature exists for an indefinite duration (such as a creature conjured through lesser planar binding), the domination lasts for one hour and must be rechecked if the wearer wishes to retain control thereafter.
  Caster Level: 13th; Prerequisites: Craft Wondrous Item, dominate monster, lesser planar binding; Cost: 25,000 shillings; Cost to Create: 12,500 shillings + 1,000 experience points. Weight: 1 lb.

Mantle of Sanctuary: (Conjuration) A spellcaster clad in a mantle of sanctuary does not need to fear attack from creatures that escape from his own containment diagrams or cagic circles. Instead of attacking the wearer, such beings are immediately empowered to return home and forced to do so through the power of the mantle. Escaped beings get no saving throw and spell resistance does not apply to avoid this effect unless the escaped being has more Hit Dice than the wearer's caster level. If so, they may make a Will save with a DC of 20 + 1 per day of captivity. If the wearer of the mantle attacks the creature during its escape or beforehand, he receives no protection at all and must suffer the attacks of the escaped being as normal.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, magic circle or sanctuary; Cost: 2,500 shillings; Cost to Create: 1,250 shillings + 100 experience points. Weight: 1 lb.

Oil, Annointment: (Demon Hunter's Handbook) Annointment oil is a magical oil which can be smeared across the forehead of a divine caster. When this is done, the oil grants the recipient two benefits. First, it adds a +1 sacred or profane bonus to the save DC of the next divine spell they cast. Second, it adds a +1 sacred or profane bonus to their caster level check to pierce any spell resistance the target of that spell has. Once smeared on a recipient's forehead, the oil evaporates after one hour if not used before.
  Aura: Moderate divination; Caster Level: 10th; Prerequisites: Craft Wondrous Item, divine favor; Cost: 200 shillings; Cost to Create: 100 shillings + 8 experience points; Weight: -.

Orb of the Damned: (Conjuration) A sphere of coalesced darkness pf glowing blood, the eight-inch-wide orb of the damned serves as a link to a fiendish being from the lower planes. This fiend cannot manifest directly on the mortal plane except through a physical host - the holder of the orb. The GM determines the exact personality of this fiend, but when the orb is used it merges spiritually; this creates an amalgam of its own personality and that if the user.

Once per day for up to one round per Hit Die, the holder of the orb can take on the half-fiend template. When this occurs, the orb disappears into the merged being. This combination cannot be dispelled, but a banishment or similar effect ends the duration of the merger instantly and causes the orb to manifest again. As a side effect of the powerful energies of the orb, it constantly radiates a bane effect while solid and explosed to darkness of any kind.

Regardless of form, the orb's user always manifests wings (as described in the half-fiend template), and has their alignment shifted toward evil along that axis. This is a permanent change that only occurs the first time the orb is used, though further exposure and willing use of the orb may cause further alignment shifts.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, greater planar binding, magic jar; Cost: 150,000 shillings; Cost to Create: 75,000 shillings + 6,000 experience points; Weight: 1 lb.

Orb of the Heavens: (Conjuration) A glowing sphere of seemingly solid light, the eight-inch-wide orb of the heavens serves as a link to a celestial being from the upper planes. This celestial cannot manifest directly on the mortal plane except through a physical host - the holder of the orb. The GM determines the exact personality of this celestial, but when the orb is used it merges spiritually; this creates an amalgam of its own personality and that if the user.

Once per day for up to one round per Hit Die, the holder of the orb can take on the half-celestial template. When this occurs, the orb disappears into the merged being. This combination cannot be dispelled, but a banishment or similar effect ends the durationof the merger instantly and causes the orb to manifest again. As a side effect of the powerful energies of the orb, it constantly radiates a bless effect while solid and explosed to light of any kind.

Regardless of form, the orb's user always manifests wings (as described in the half-celestial template), and has their alignment shifted toward good along that axis. This is a permanent change that only occurs the first time the orb is used, though further exposure and willing use of the orb may cause further alignment shifts.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, greater planar binding, magic jar; Cost: 150,000 shillings; Cost to Create: 75,000 shillings + 6,000 experience points; Weight: 1 lb.

Pipes of Protection: (Book of Eldritch Might II) These magical pan pipes, when played, offer up a sphere of magical protection based on the player's desire. The sphere forms a 5-foot radius around the pipes' player and lasts as long as she plays. Using them properly calls for DC 15 Perform check. A new check is required every 10 minutes, with the DC increasing by +1 each time. A character can take only move-equivalent actions while playing the pipes. Each type of protection can be used once per day:
  • Protection from Flame: No open flame can exist within the sphere. It hedges out fire (including beings of the fire subtype) and objects hotter than 100 degrees Fahrenheit (such as lava) from outside, as if the sphere were a wall of force.
  • Protection from Frost: The temperature within the sphere remains 70 degrees Fahrenheit no matter what forces or spells are used against it. it hedges out cold and ice (like a cone of cold) and creatures of the cold subtype.
  • Protection from Undead: Undead cannot exist within the sphere (they are immediately thrust out) and cannot enter.
  • Protection from Poison: All poison, including poison gas, loses its potency within the sphere. Creatures within with a natural venom regain their poisonous ability once outside the sphere for 1d3 rounds.
  Aura: Strong abjuration; Caster Level: 14th; Prerequisites: Craft Wondrous Item, control undead, neutralize poison, protection from energy; Cost: 35,000 shillings; Cost to Create: 17,500 shillings + 1,400 experience points. Weight: 3 lbs.

Raptor's Mask: (Magic Item Compendium) A raptor's mask grants you a +5 bonus on Spot checks and renders you immune to effects that would leave you blinded or dazzled. A raptor's mask is part of the Regalia of the Phoenix.
  Aura: Faint divination; Caster Level: 5th; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, glitterdust, possession of a piece of the Regalia of the Phoenix; Cost: 3,500 shillings; Cost to Create: 1,750 shillings + 140 experience points. Weight: -.

Robe of Retaliation: (Magic Item Compendium) A robe of retaliation allows you to react to attacks with a burst of magical power. If you are struck by a creature wielding a melee weapon or a natural weapon, you can activate the robe as an immediate action and sacrifice an arcane spell of 1st-level or higher to deal damage to your attacker equal to 1d6 points per level of the spell sacrificed. This ability functions three times per day.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, fire shield; Cost: 6,500 shillings; Cost to Create: 3,250 shillings + 260 experience points. Weight: 2 lbs.

Slate of Remembrance: (Conjuration) Created originally by a mage with a serious tendency to hold grudges, thos one-square-foot black slate board is bound in a frame with ash wood and silver corners. When any outsider successfully damages the person carrying the slate with a weapon, unarmed attack, or spell, the slate records the being's most commonly used name in indelible ink using very elaborate handwriting. There is only room on the slate for one name, and if another outsider does the bearer damage, the previous name is erased in favor of the new one.

By holding the slate and speaking the name on it, the bearer can cast whichever version of planar binding it takes to summon that outsider to him. As this is a calling spell, the bearer would be prudent to have a magic circle and containment diagram ready. Once the name on the slate is used, it erases itself completely and is ready to be used again.
  Caster Level: 15th; Prerequisites: Craft Wondrous Item, greater planar binding, true seeing; Cost: 42,000 shillings; Cost to Create: 21,000 shillings + 1,680 experience points. Weight: 1 lb.

Slave Bore: (Vigil Watch: Warrens of the Ratmen) The slave bore resembles a small corkscrew, crafted of silver and iron and dipped in the blood of the victim's potential master. The target of this device's foul magic usually is trussed up with a scarlet cord and made to wear a black velvet hood with a small forehead opening. A gag prevents the victim from biting his tongue during the painful ritual to come. The wielder then screws the bore into the victim's head.

When the bore is put into place, the victim immediately loses 2d4 Intelligence and 2d4 Wisdom and will lose 1d6 Constitution if he fails a DC 12 Fortitude save. While the bore is in place, the victim must make a Will save each day. The first day, the DC is 15, and it increases by +1 every day thereafter. Each day the victim resists successfully, his Constitution score drops by 1. If this score reaches 0, the victim dies. Should the victim fail his Will save, he becomes the slave of the individual whose blood is on the bore; the victim must obey his master's every command without question. These verbal commands may be delivered only by the slave's master, and must be comprehensible to the victim. The unfortunate slave has no chance to resist, remaining a slave until rescued or slain. So complete is the master's control, the slave will not even eat or drink unless commanded to do so. The Intelligence, Wisdom, and Constitution losses are permanent as long as the bore remains in place.

Another individual can remove the bore with a heal, limited wish, miracle, or wish spell, or someone can physically remove it from the victim's head. This latter procedure is extremely hazardous and requires a DC 25 Heal check. If the Heal check fails, the victim loses 1d6 points of Constitution and the healer may try again. If the bore is removed without killing the victim, his abilities slowly return to normal per the normal rules for ability damage. If the victim dies, the bore may be removed and the victim brought back to life with resurrection or similar spells.
  Aura: Moderate enchantment; Caster Level: 12th; Prerequisites: Craft Wondrous Item, dominate person; Cost: 3,500 shillings; Cost to Create: 1,750 shillings + 140 experience points; Weight: -.

Theurgical Talisman: (Conjuration) These tiny wooden objects were originally created by druidic ritual, but arcane spellcasters have learned the art of their construction as well. Crafted to augment summoning spells, theurgic talismans can be very potent when used wisely, but they have the potential to disrupt arcane spellcasting if not handled carefully. Perhaps owing to their original intent, these talismans do not disrupt divine summoning spells at all.

To use a theurgical talisman, the caster holds it firmly in one hand and casts any summon monster or summon nature's ally spell. The talisman vanishes upon completion of the spell and its effects imbue the monsters that arrive with a spell effect or special ability. In all cases, this effect ends when the duration of the summon spell ends. The entries for each particular talisman show different types of talismans, the effects they have, and the DC of the Concentration check required to keep from losing an arcane summon spell. If the Concentration check fails, the talisman is not lost unless the roll was a one.
  • Ash: All creatures summoned gain undead bane on all of their natural and weapon attacks, gaining a +2 bonus to attack and damage rolls against undead, and dealing an extra +2d6 damage on each successful attack. Concentration DC 20.

  • Birch: All creatures summoned gain the ability to smite evil once, adding extra damage equal to their Hit Dice (maximum +20) to their damage roll. This talisman cannot be used if the summoning is an evil spell. Concentration DC 18.

  • Elder: All creatures summoned gain Fast Healing 5. Concentration DC 20.

  • Hawthorn: All creatures summoned gain Improved Sunder as a bonus feat, and gain a +5 enhancement bonus to attack and damage rolls. If the use of this talisman fails, the creatures are summoned, but turn on the caster and his allies. Concentration DC 25.

  • Ironwood: All creatures summoned gain stoneskin as if cast by a 9th level caster. Concentration DC 25

  • Mistletoe: The summoning spell summons one additional creature. Concentration DC 22.

  • Oak: All creatures summoned gain a +4 enhancement bonus to their Strength, as per the spell bull's strength. Concentration DC 15.

  • Rowan: All creatures summoned gain energy resistance 12 against one energy type (acid, col, electricity, fire, or sonic). The energy type is chosen by the caster when the talisman is used. Concentration DC 18.

  • Willow: All creatures summoned gain a +4 enhancement bonus to their Dexterity, as per the spell cat's grace. Concentration DC 15.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, summon monster V or summon nature's ally V; Cost: 2,500 shillings (ash), 500 shillings (birch), 2,000 shillings (elder), 4,000 shillings (hawthorn), 3,500 shillings (ironwood), 3,000 shillings (mistletoe), 800 shillings (oak), 2,000 shillings (rowan), 800 shillings (willow>); Cost to Create: 1,250 shillings + 100 experience points (ash), 250 shillings + 20 experience points (birch), 1,000 shillings + 80 experience points (elder), 2,000 shillings + 160 experience points (hawthorn), 1,750 shillings + 140 experience points (ironwood), 1,500 shillings + 120 shillings (mistletoe), 400 shillings + 32 experience points (oak), 1,000 shillings + 80 experience points (rowan), 400 shillings + 32 experience points (willow); Weight: -.

Vestments of Zuggtmoy: (Hive of Villainy) These vestments appear as nothing more than a rotting, moth-eaten, mildewed cloak that has no appreciable value. Close inspection uncovers arcane symbols threaded into the fabric. There is a slight stench to the cloak, and those wearing it suffer a -1 penalty to all actions due to dizziness, stomach cramps, and nausea. Worshipers of Zuggtmoy are immune to this effect.

The vestments provide immunity to any spore attack and a +1 natural armor bonus. The wearer can cast speak with plants (mushrooms and fungi only) once per day, cast at 10th level.
  Caster Level: 10th; Prerequisites: Craft Wondrous Item, speak with plants, tree shape; Cost: 1,000 shillings; Cost to Create: 500 shillings + 40 experience points. Weight: 1 lb.

Vile Token: (Conjuration) A small clay or wood disc engraved with foul runes of evil, the vile token can be a terrible bane to any conjuror. If broken while in the presence of any summoned or called being, the token inflicts a hideous curse of corruption upon it. The being targeted may make a DC 19 Reflex save to avoid this fate; success indicates that it was able to return to its home plane before the corruption could take hold. In this case, the spell that summoned or called it is instantly negated with no further effect, although the caster may still owe service to the formerly called creature.

If the creature does not make the save, it twists into a corrupted mockery of its former self, becomes chaotic evil, and immediately attacks its controller. The corrupt creature is no longer under the conjuror's control and does not vanish when the duration of it's spell expires. If the summoned creature is slain or dismissed, the effects of the token end for it. If the creature was a called being, the token is permanent and can only be undone through the use of a wish or similar magic.

Further effects of the corruption are up to the Dungeon Master. Generally, the powers and abilities will change the suit the new alignment as best fits the campaign world.
  Caster Level: 17th; Prerequisites: Craft Wondrous Item, unhallow, plus miracle or wish; Cost: 27,500 shillings; Cost to Create: 13,750 shillings + 1,100 experience points. Weight: - lbs.

Wink Brooch: (Magic Item Compendium) Many a diplomat wears a wink brooch to court to gain an edge in conversation. When activated, this brooch grants you a +2 competence bonus on a single Bluff or Diplomacy check attempted before the end of your turn. This ability requires a swift action to use and functions three times per day.
  Aura: Faint enchantment; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, charm person; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: -.

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