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The Elemental Dimension
of Magic
Treasures of the Void Elves
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The Elemental Dimension of Magic –
Treasures of the Void Elves
Dex 21, Con 16, Int: 6, Wis: 11, Cha: 11.
Skills and Feats: Listen +5, Spot +6; Dodge,
Improved Initiative, Mobility, Spring Attack,
Weapon Finesse.
Burn (Ex): A large fire elemental's slam attack
deals bludgeoning damage plus fire damage
from the elemental's flaming body. Those hit by
a large fire elemental's slam attack also must
succeed on a Reflex save DC 14 or catch on
fire. The flame burns for 1d4 rounds. A burning
creature can take a move action to put out the
flame. The save DC is Constitution- based.
Creatures hitting a large fire elemental with
natural weapons or unarmed attacks take fire
damage as though hit by the elemental's
attack, and also catch on fire unless they
succeed on a Reflex save.
The Void Elves make many treasures for their
masters, the Jeshatan. More details about
these two cultures can be found in The
Elemental Dimension of Magic.
Bottled Zi Hate
This bottle of tears is the cage for a raging fire
elemental.
Description: A bottle of hate is a simple looking
round bottle made of lightly blue tinted glass. It
has a cork stopper that comes out all too
easily. The bottle is filled completely. Not a
single bubble or impurity mars the transparent
fluid. Many suspect but only the crafter knows
for certain that it is filled with pure water.
Conversely most who experience it's violent
activation at least suspect the arrangement
harbors an unwilling, trapped fire elemental.
Activation: Breaking or uncorking the container
activates the item. It can be dropped as a free
action or uncorked or thrown as a standard
action
Effect: When the bottle is broken or uncorked,
a large fire elemental is freed. It explodes out
of its chamber. This causes a fireball (10d6 fire
damage, Reflex DC 17 for half) centered on
the container.
Five Forms of Pain
This ancient torn parchment makes the curious
suffer.
Description: This yellowed parchment is almost
alive. Even sitting still it always looks like wind
is blowing on it, moving the little bits of thread
and paper woven into its construction. It is torn
and part of the writing appears to be lost. The
text is curious symbols which appear different
for each viewer. The viewer always sees a
language he can almost read.
Activation: Reading any part of the parchment
triggers the effect.
Effect: The five forms of pain has five charges.
Each time someone reads it a charge is spent
and the subject loses one, or more, of his five
senses unless he succeeds at a Fortitude
saving throw DC 16. The effect is permanent.
Any effect that can cure blindness or deafness
can cure one effect of the five forms of pain.
Enraged the fire elemental moves towards and
then attacks the closest person near it. If there
is no one to attack, it sets everything
flammable on fire. After 11 rounds it vanished,
released back to the elemental plane of fire.
Aura/Caster Level: Strong enchantment/15th.
Construction: Craft Wondrous Item, trap the
soul, summon monster VI, 2200G.P., 88xp, 3
days.
Weight: 1/10 lb.
Price: 4400G.P.
Random Sensory Deprivation
d6 Effect
1. Sight: The subject is blind.
2. Hearing: The subject is death.
3. Smell: The subject can not detect gases,
airborne poisons or use the scent ability.
4. Taste: The subject can not taste poisons, or
discern the quality of food by taste. The subject
can not speak.
5. Touch: The subject can not tell how much
damage he is taken (how many hit points he
has remaining). The subject gets lost
automatically when he can not see.
6. Roll again twice. (Another charge is used)
Large Fire Elemental; CR 5; Large-size
elemental (fire elemental); HD 8d8; hp 60; Init
+9; Spd 50ft.; AC 18, touch 14, flat footed: 13;
Base Atk +6; Grp +12; Atk +10 melee (2d6+2
plus 2d6 fire 20/x2 slam) or Atk +10/+10
(2d6+2 plus 2d6 fire 20/x2 slam); SABurn; SQ
Damage reduction 5/-, darkvision 60 ft.,
elemental traits, immunity to fire, vulnerability
to cold; AL N; SV F+5, R+11, W+2; Str: 14,
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Aura/Caster Level: Minor necromancy/3rd.
Construction: Craft Wondrous Item,
blindness/deafness, 750G.P., 30xp, 2 days.
Weight: 1/10 lb.
Price: 1500G.P.
There are only a few ways to wield Usk
OverLooked. A character who voluntarily fails
the Will saving throw may wield the weapon
from then on. (Unfortunately this does not work
for anyone who knows this.) A character who
succeeds at the saving throw may wield the
weapon from then on. A character who does
not want to wield the sword may use it, as long
as he doesn't want to. The Will save DC is
reduced to 20 for Paladins.
Usk OverLooked
This powerful bastard sword has frustrated
many to death, finding the weapon unusable in
combat.
Description: Overlooked appears as a finely
wrought adamantine bastard sword. It is a
functional weapon with no delicate jewelry or
useless ornamentation. Obviously it has been
used. There is a single chip in the blade, about
halfway down. In retrospect many suspect the
chip was put their by the crafter.
Aura/Caster Level: Strong enchantment/15th.
Construction: Craft Magic Arms and Armor,
Exotic Weapon Proficiency (bastard sword), 10
ranks in Intimidate, 40 835G.P., 3040xp, 76
days.
Weight: 6 lbs.
Price: 79335G.P.
Overlooked is intelligent (CN, Int 12, Wis 12,
Cha 10 with 30ft hearing and vision and 10
ranks in Intimidate (+10)). Once per round, if it
strikes an opponent, it uses Intimidate to try to
demoralize that opponent. (This does not cost
the wielder any actions.)
Fi Permanency Stick
This terrible arrow drains a soul to render an
effect permanent.
Description: This black arrow is tipped with a
sparkling transparent crystal arrowhead and
fletched with feathers. So powerful are the
enchantments laid on this device that it will not
lie on the ground. If the arrow is put down it will
hover slightly off the ground. Forcing it to the
ground requires a Strength check DC 15 and
success causes the arrow head to shatter
destroying the item.
Why this powerful but difficult to wield weapon
was created is uncertain. A positively ancient
weapon, it is likely something happened to the
weapon to make it difficult to use, rather than a
feature installed by the crafter. Only capable of
empathy, overlooked seems reluctant to
discuss its past.
Activation: Firing the arrow activates it. On a
miss the arrow breaks 50% of the time and a
Search (DC equal to AC hit) is required to find
it.
Activation: Usk OverLooked is use activated,
but see below.
Effect: Anyone who picks up Usk OverLooked
immediately realizes that it is a +5 bastard
sword of proficiency, granting its wielder the
Exotic Weapon Proficiency (bastard sword)
feat. Further the wielder must succeed at a Will
save DC 20 or believe the weapon is vorpal (it
is not) or has some other quality the wielder
desires - such as the ability to morph into the
wielder's favorite weapon. Unfortunately
anyone who tries to wield Usk OverLooked can
not attack with the weapon unless they
succeed at a Will saving throw DC 40. If they
fail, they hear laughter for a few moments. No
one else can hear the laughter. Multiple
attempts can be made but each time the DC
increases by +1.
Effect: The permanency stick renders one spell
on the target permanent. The archer can
choose, or guess, a spell affecting the target;
otherwise a random spell is made permanent.
The target does not get a saving throw to resist
the permanency effect.
The permanency stick is powered by the willing
donation of a soul, usually a slave's. This
requires that the arrowhead cost 1000G.P. per
level of the volunteer, so the cost of this item
varies. The volunteer's level must be at least
the same as the spell to be rendered
permanent. Otherwise a different spell is
randomly chosen. If no spells are low enough
level, the arrow is wasted and the soul is freed.
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hand, 5 ranks in Intimidate; 1925G.P., 150xp, 4
days.
Weight: 1 lb.
Price: 3800G.P.*
If the Game Master rules that the spell can not
be rendered permanent, another one is chosen
at random.
Aura/Caster Level: Strong conjuration/15th.
Construction: Craft Magic Arms and Armor, 10
ranks in Spellcraft, permanency, trap soul;
4901G.P. plus the cost of the arrowhead,
392xp, 10 days. Weight: 6 lbs. Price: 9796G.P.
plus the cost of the arrowhead (1000G.P. per
maximum level of the spell to be rendered
permanent).
(*This item costs 2500G.P. which is increased
by 50% for an unusual location - Intimidate
bonuses normally come from a cloak - plus
50G.P. for the masterwork helm.)
Grushmail
This barding can look fearsome.
Description: This dull, unpolished mithril
chainshirt barding sized for a medium animal
such as a dog, changes suddenly when the
wearer becomes agitated. Harmless barbs on
the chain links twist and stand up, mimicking
the way hair stands up on a beast when it
becomes angry and growls. The chains rattle
slightly enhancing any growling sound with the
ring of steel. With a mostly irrelevant 10% spell
failure but important +6 maximum Dexterity
bonus, no armor check penalty and a light 12.5
pounds most animals can wear this armor as
though they weren't wearing any armor at all.
There is a large link on the back of the armor,
useful for lifting the animal by rope in areas
where it can not climb.
Activation: The armor is always active but the
animal must use the Intimidate trick to use the
bonus. (A Handle Animal check may be
required by the animal's handler to get it to
perform the trick.)
Effect: The armor provides a +5 competence
bonus on Intimidate checks.
Aura/Caster Level: Faint transmutation/2nd.
Construction: Craft Magic Arms and Armor,
Craft Wondrous Item, mage hand, 5 ranks in
Intimidate; 4075G.P., 150xp, 4 days.
Weight: 12.5 lbs.
Price: 5950G.P.
(3750 cost for single use, use activated
permanency by 15th level caster plus 6000 for
single use, use activated trap soul by 15th level
caster plus 6G.P. for masterwork ammunition
plus 2000/50 = 40 for one +1 arrow)
Grushmail and Helm of the Vargouille
This horrific set of gear was crafted by a ranger
for himself and his dog animal companion so
they could better intimidate their opponents in
battle.
Helm of the Vargouille
This leather helm acts alive and hateful.
Description: This grotesque helm is made from
the skin of a vargouille, animated so that the
tentacles and wings continue to move and
twitch. The crafter owned a hand of the mage
and used it to animate the helm which was the
inspiration for enchanting the helm to move on
its own. The now animated helm functions
more effectively, too effectively. A hint of
necromancy can be detected in the
enchantment and the helm continues to try to
turn the wearer into a vargouille.
Activation: The helm can be activated or
deactivated as a standard action requiring a
command word.
Effect: Activated, the helm moves and twitches,
acting alive and aggressively when visible and
moving creatures are nearby. This grants a +5
competence bonus on Intimidate checks.
When the helm is not active, it still provides a
+2 circumstance bonus on Intimidate checks
because it's just so ugly (see: Masterwork Tool
in Chapter 7: Equipment in the Players
Handbook. Note that these two bonuses do not
stack).
Aura/Caster Level: Faint transmutation/2nd.
Construction: Craft Wondrous Item, mage
(Grushmail costs 2500G.P. which is increased
by 50% to 3750 for an unusual location plus
the cost of mithril chainshirt barding 2000 for
mithril and 200 for chainshirt barding. The
mithril and chainshirt costs are doubled
because they are barding for a medium sized
animal.)
New Trick for the Handle Animal skill
Intimidate (DC 20): The animal tries to
demoralize an opponent (see Intimidate in
Chapter 4: Skills in the Players Handbook) in
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combat. Outside of combat the animal can use
this trick to intimidate others into staying away
from the animal.
abilities, feats or spells which increase threat
range or critical modifier. On a critical hit, the
wielder loses a number of hit points equal to
the damage he deals. This is effective on the
living and undead. This ability does not work
for Constructs.
Aura/Caster Level: Faint necromancy/5th.
Construction: Craft Magic Arms and Armor,
Improved Critical (bastard sword), vampiric
touch; 9335G.P., 720xp, 18 days.
Weight: 6 lbs.
Price: 18335G.P.
Darkness of Nature [General]
Benefit: Intimidate is a class skill for you and
your animal companion(s). Your animal
companion gains the bonus trick Intimidate. If
you and your animal companion both succeed
at demoralizing an opponent they are panicked
instead of frightened but still only for 1 round.
In a forested environment, as a full round
action you and your animal companion can
take 10 on your Intimidate checks.
Anjal Control Rod
Deathblade
This well used bastard has killed twice as
many creatures as it should have.
Description: A deathblade invariably appears
as a well used finely wrought +1 bastard
sword. The weapon pulls itself with every
swing, hitting faster and harder. It is hard to
control and only a skilled swordsman can use
one of these weapons without adding to the
chips and scratches caused by careless
striking or blocking. The blade edge likes to
face the enemy leaving it exposed to damage
when blocking. Few skilled swordsmen hang
onto deathblades. They are usually found in
the hands of slaves, especially gladiators taken
to the battlefield. They are handed out by
battlefield commanders, collected and
redistributed once their wielder dies.
This innocent-seeming rod is normally affixed
to a garment or piece of armor. Unlike many
other magical Rods, this device appears as
a plain, nondescript solid cylinder
approximately two feet in length, with a dull
metallic sheen. Color varies from grey to
baleful green. It functions continuously once
the command word is uttered, but can be made
inactive with a separate command word.
The Jeshatan often find it necessary to be near
to phenomenon such as magical storms, wild
magic surges, and hostile supernatural
creatures with arcane abilities. In order to level
the playing field, Anjal Control Rods were
created. These devices absorb and contain
wildly fluctuating mystical energy, so that it
might be channeled or dealt with at a later
time.
Records indicate a dozen of these weapons
were created. A couple of smiths swear they
helped fill a room with such bastard swords but
they can not say how many were enchanted.
Many magical items have been empowered by
living sacrifices. This one also acquired one
during its use, a fact the wielder is not advised
of.
When active, an Anjal Control Rod provides a
dampening field around only the user, which
will either absorb up to twenty levels of hostile
spells cast at said user, or will stop magical
anomalies like wild surges from causing spells
to backfire on their caster. The down side to
such devices are that they prevent the wearer
from casting any spell level six or higher, and
once they are "full", they must be switched off
with the command word or they risk overload,
as they try to absorb yet more energy.
A deathblade appears black and tarnished with
blood except along the silver cutting edge of
the blade. It hums with dark magic and is
uncomfortable in the hands of a good aligned
wielder although anyone can wield the blade
without any special penalty.
Activation: This item is use activated.
Effect: This weapon's threat range is tripled
and the multiplier is increased by +1 (15-
20/x3). This does not stack with the keen
ability, the Improved Critical feat or other
Overload causes 20d8 damage to the wearer,
without a saving throw.
Anjal Control Rods are not power batteries or
spell storage devices. The raw magical energy
which they contain is only useful in
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