RolePlay onLine RPoL Logo

, welcome to For Thieves Only

17:41, 10th May 2024 (GMT+0)

Equipment List.

Posted by Guild MasterFor group 0
Guild Master
GM, 5 posts
I see all
I know all
Sun 7 Nov 2021
at 00:45
  • msg #1

Equipment List

Here are some new items available for thieves to purchase once they're inside Strangle, NOT during character setup. Not all items are available all the time, and some are only available to high level characters. Note: sourced from a long-gone Internet archive.

New Thief Equipment
Arm Sling
This is simply a cloth sling; the thief wears it to appear as if he  has a broken or injured arm, and speedily withdraws his hand from it  for  the pocket-picking attempt. This actually reduces the chances of picking  pockets  by  -5 penalty but  the payoff is that the chances for being discovered are halved (but a  natural 00 on d100 always means discovery). This reflects  the  fact  that  people simply do not expect to see a man with a broken arm  picking  pockets  and the expectation  determines  the  perception.  The  use  of  this  unusual strategy is only useful - but it is really useful here - when the priority is not to be discovered, rather than  to  be  sure  of  success.  A  thief working in a city where he is not a  guild  member,  or  one  where  legal penalties for picking pockets are very harsh, might favor the use of this ruse. A thief obviously cannot use this ruse for an extended period of time in the same place (save possibly by posing as a beggar). There is a limit  to how long an arm can plausibly need for healing, after all.

Mini-Blade
This is a generic term for a very small (and usually very  sharp)  blade which can be held (with care!) between the fingers or in the "edge of  the hand". A very sharp coinedge, filed down, can be used in this way. and has the advantage of being readily available. A more sophisticated (and rarer) version is the razor ring, a hollow signet ring with a flip-tap and a very sharp blade within. The mini-blade is used to cut a soft container - most obviously a  purse or pouch - so that the thief can get at what's inside it. It  is  the  most effective technique for getting at coins, gems, etc., inside a purse  with drawn and tied strings.

Glass Cutter
This very simple instrument is  usually  a  small  diamond  set  into  a suitable handle, or even one set into a ring. The diamond must be cut to a line point, and if used in a ring a hinged top should be used  to  protect the gem. Such a tool will cut through glass fairly quickly. Attempting  an entry through a window is always superior in principle  to  attempting  to force a door, since windows cannot be as physically tough as doors and are less likely to be locked; but if they are locked, a glass cutter is highly useful.

Hollow Boots
These come in various forms, but a common design is one with  swiveling heels. The heel of the boot is  grasped  and  twisted  firmly  toward  the inside surface. The heel swivels and reveals a small,  hollow  compartment within the boot. These compartments are very  small,  and  will  typically only hold two doses of poison, one gem of moderate size or up to four small ones. The design at the boot is such that there is not an externally  visible  built-up  heel, but nonetheless a thief wearing these boots suffers a -5  penalty  to  any move silently rolls he has to make.

Marbles
The use of these is an  old  chestnut,  but  perennially  popular  with thieves, not least because of their effectiveness. A small bag of marbles (a general term for small spheres of glass, metal, etc.) unleashed over  a stone floor to roll around forces any pursuers  to slow  to half  normal speed or be forced to make a  Balance check.  If  this check is failed the pursuer slips up and has to  spend  a  full  round  getting  up again. Because marbles roll around a lot, a small  bag  (30  or  so)  will cover a 10' x 30' (or equivalents area. Small stones and pebbles can  only be substituted for marbles if they have been  polished,  filed,  etc.,  so that they are almost perfectly round - a timeconsuming business.

Pin Ring
This simple weapon is a ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or knock-out drug,  etc.)  to  the target. The most primitive version  of  this  will  have  the  pin  simply sitting in a small reservoir of liquid drug or toxin. Since administration of the poison/drug is rather haphazard here, the victim receives  a  bonus of + 2 to any saving throw against its effects. Subtler and  more  refined designs have a needle capable of drawing up liquid from  a  reservoir,  so that only a normal saving throw (or even one with a -2  penalty)  applies. An attack with a pin ring takes a -4  penalty  to  the attack roll because it must strike exposed  flesh  -  the  pin  will  not administer poison through any significant thickness of clothing. A  strike to the neck is the time-honored way of making sure the toxin gets into the bloodstream quickly.

Sword Stick
This is simply a long, slender, rapier-like blade concealed within  what appears to be a simple walking stick or cane. Swashbucklers are particularly fond of this weapon. Damage  done  by  the blade is as per a short sword. It takes one round to draw the  blade  from
the sword stick and ready  it  for  use.  The  main  use  of  the  weapon, obviously, is the possibility of smuggling it into  places  where  weapons are not permitted.

Wrist Sheath
This small leather sheath is made to hold a  knife  or  dagger,  and  is strapped to the forearm (below the sleeve of a garment) so that the weapon can be flipped to the hand by an arm movement and the  blade  readied  for action. A dexterous thief can work a blade into his hand by arm  movements disguised in the context of changing posture while sitting in a chair,  or similar, seemingly innocuous moves. Again, the obvious advantage  is  that of concealment. Variants on this theme are drop sheaths, which are usually sewn into leather jackets or similar articles of clothing.  Here,  release of the dagger from  the  sheath  can  be  triggered  by  mechanical  means
(pressing a jacket sleeve stud, etc.) or by  muscular  stimuli  triggering pressure pads (tensing the biceps firmly against the  fist  of  the  other arm, etc.).



False Scabbard
Thieves can employ stout scabbards which are slightly  longer  than  the swords which fit into them, leaving a length of scabbard at the end  which is a separate, hollow compartment. Usually, this can  he  accessed via a sliding panel at the end of the scabbard.
This hollow compartment can be used to conceal a  great  many  kinds  of things, either to smuggle them in (poisons, blinding powder, etc.) or smuggle them out (gems and such). Some are so well-designed  that the compartment can be entered from above or below, so that the thief  can use the false scabbard as a snorkel (or, more correctly, as an  underwater breathing tube) if he has to stay concealed in the water for any reason.

Caltrop
A caltrop is a metal ball bristling with metal spikes or prongs. When a caltrop is left on
the ground, there is always at least one spike standing more or less upright, ready to
pierce the foot of the unwary.
In order to be effective, at least 10 caltrops must be dropped in an area of 25 square
feet (a 5'x5' square). Each character entering the area must make a saving throw vs.
paralyzation. Failure means that the pursuer has stepped on a caltrop, suffering 1d4 hit
points of damage. The character will be able to move at only one-half his normal rate
until the caltrop is dislodged from his foot. The victim must also make a second saving
throw vs. paralyzation, with failure indicating that the character is lame for 24 hours
(unless magically healed), and can move at only one-third his normal movement rate. In
any case, the victim must spend one round removing the caltrop from his foot.
If half the number of caltrops are dropped in an area (five in a 25 square foot area), the
first save is made with a +4 bonus. For every five extra caltrops over the required 10
dropped in a 25 square foot area, the saving throw is made at a -2, up to a maximum
penalty of -6. A new saving throw must be made for each five-foot section entered in
which caltrops have been dropped.
Characters moving at less than one-third their normal movement rate through an area
of caltrops need not make a saving throw. They are moving slowly enough to avoid the
caltrops (although they must be able to see the terrain in order to do so).

 THIEF EQUIPMENT PRICE
  Item Cost Weight
Arm Sling 3 cp *
Mini-Blade 5 cp *
Razor Ring (iron) 2 gp *
Razor Ring (silver) 10 gp *
Glass-cutter (handled) 120 gp 1
Hollow Boots 15 gp 5
Marbles, bag (30) 2 cp 1
Pin Ring (iron) varies *
Pin Ring (silver) varies *
Sword Stick 25 gp 4
Wrist Sheath 3 sp 1
False Scabbard 12 gp 1-2
This message was last edited by the GM at 07:16, Sat 04 June 2022.
Guild Master
GM, 6 posts
I see all
I know all
Sun 7 Nov 2021
at 00:58
  • msg #2

Equipment List

*Sourced from a long-dead Internet database

NEW POISONS

Name: Name of the poison, plus any nicknames or black-market terms
Delivery: Injected, ingested or contact
Effect: The effect on the victim if the save vs. poison is failed
Save: The effect if the save vs. poison succeeds (not whether there is a
save allowed.  There always is)
Onset: How long it takes for the poison's effects to begin
Duration: How long the poison's effects lasts
Cost: Cost to obtain 1 dose of the poison

Dwarfrot
Delivery: Ingested
Effect: Death
Save: 25 dmg.
Onset: 1 round
Duration: Instant
Cost: 700 gp

     Dwarfrot is a special kind of poison, constructed using alchemy, very
primitive genetics and a bit of black magic.  It nullifies a dwarf's normal
saving throw bonus vs. poison.  Note that normal bonuses for high Constitution
still apply, but not the special dwarven saving throw bonuses.
     Example: Ron Jewelcutter has a Constitution of 19.  When drinking
dwarfrot (unintentionally), he no longer gains his dwarven poison save
bonus of +5 for a 19 Constitution.  However, on the chart in the PHB, he still gains a
+1 to his poison save for an unnaturally high Constitution.
     Skills and Powers note: The optional poison save bonuses that are
offered to other races and a few classes under the Character Points system ARE NOT
affected by dwarfrot.


Bloodfire
Delivery: Ingested
Effect: Special
Save: None
Onset: 1 round
Duration: 1 hour
Cost: 350 gp

     Bloodfire is an unusual poison.  When the victim fails his save vs.
poison, he feels a strange warmth run through his veins.  In a matter of seconds,
his insides surge with an incredibly painful burning sensation.  All rolls, including
attack, damage, reaction, proficiency, saving throws, ability and morale checks,
are made at a -3 penalty.  AC receives a +3 penalty.  Spells may not be cast, as the
magic-user cannot concentrate through the pain.  Movement is reduced to one-third, and
talking is possible, though often short and not very communicative.


Sytharm
Delivery: Injected
Effect: Special
Save: None
Onset: Instant
Duration: 1 turn
Cost: 150 gp

     Often used in the lower classes of a large city, sytharm is a
hallucinogen. When injected, the victim is allowed a save which he may voluntarily
forego.  If the save fails, he is overwhelmed by strange sensations and visions.  The
effects are similar to that of a "spectral force" spell; the victim behaves as if the
hallucinations were real and present, but cannot defy the laws of physics.  A subject who
believes he is walking on a rainbow bridge cannot float over a chasm, though he
won't move past what he thinks is a brick wall.
     In some areas, distilled sytharm is sold much cheaper, around 10 gp
per dose.  However, the effects of that type last for only 3 rounds, and the
hallucinations are much less realistic.
     Addiction is possible, although it is a totally psychological
addiction. Every time a person willingly takes a dose, they must make an Wisdom check
with a -1 penalty.  Success means they realize that this is addictive, and will
not use it again.  Failure means they take another dose.  Checks are made after every
dose taken, though there is a cumulative -1 penalty applied to each successive
dose (so, after your 10th dose, you have a -10 penalty to break the habit).  Each day
without a dose results in a -1 penalty to all rolls.  The addict may make a
Constitution check (with the penalties for a day without a dose) to come off the
addiction, if he goes one day without a dose.


Mindbuzz
Delivery: Injected, ingested
Effect: Special
Save: None
Onset: 1 round
Duration: 1 hour
Cost: 200 gp

     Popular among statesmen and nobles, mindbuzz is a sympathizing drug.
Any who take it become susceptible to any persuasion or requests.  When
taken, provided the save vs. poison is failed, the victim suffers a -5 penalty to
saves vs. spell for defending against enchantment/charm spells.  If mundane methods
of convincing are being used, any who speak to the victim seem to receive +5
to their Charisma score.
     Elves and half-elves are affected differently.  Their normal bonuses
against charm-related spells are halved.  Thus, elves, for the poison's duration,
have a 45% resistance against charm spells, and half-elves get only 15%.  Their
resistance against hold spells isn't affected.


Caustar
Delivery: Contact
Effect: Special
Save: Special
Onset: Instant
Duration: Instant / 3 rounds
Cost: 50 gp

     Caustar is brewed from very toxic herbs, and is used by many
professional mercenaries.  One dose coats a medium-sized slashing or piercing weapon, or
two small weapons of the same type, and lasts for 2d4 successful hits.  When
the weapon hits and does damage to an opponent, they must save vs. poison.
Failure means that the hit does 2 extra points of damage.  The caustar enters the
wound and slows its closing, also giving extreme pain.
     A successful save means that only the caustar's pain factor affects
its target.  The victim suffers a -1 penalty to all rolls for 3 rounds.
Guild Master
GM, 52 posts
I see all
I know all
Tue 18 Jan 2022
at 04:27
  • msg #3

Equipment List

Spring Blade

A dagger with a spring-loaded blade that shoots out for short distances. It is reloadable. It takes one round to load the weapon and is NEVER carried with the blade pre-loaded; characters need to take a round and set the blade before combat. The blade has a range of 20 feet.

Damage: under 5 feet, 1-3 +1
        5-15 feet, 1-3
        15-20 feet, 1-2


Portable Window

Moderately rare object; in high demand. A portable window is just like a portable hole magic item, but smaller. The flat, nearly weightless object is a doorway into another plane. The window is 3 foot across and ten foot deep. It is unwise to keep magic items in a portable hole or window, as they tend to draw the residents of the plane. Anything inside the hole can be accessed by simply reaching in. Magic users keep rare spell components, extra walking staff, sleeping blanket and change of clothes; thieves tend to fill their up with loot while on a job. Literally anything three foot by 10 or smaller can fit in the space.

From the Dungeon Master's Guide:
Portable Hole: A portable hole is a circle of magical cloth spun from the
webs of a phase spider interwoven with strands of ether and beams of
Astral Plane luminaries. When opened fully, a portable hole is 6' in
diameter, but it can be folded as small as a pocket handkerchief. When
spread upon any surface, it causes an extra-dimensional hole 10' deep to
come into being. This hole can be "picked up" from inside or out by simply
taking hold of the edges of the magical cloth and folding it up. Either way,
the entrance disappears, but anything inside the "hole" remains. The only
oxygen in the "hole" is that allowed by creation of the space, so creatures
requiring the gas cannot remain inside for more than a turn or so without
opening the space again by means of the magical cloth. The cloth does not
accumulate weight even if its hole is filled with gold, for example. Each
portable hole opens on its own particular non-dimensional space.


Specialized tools

The thief and assassin specialties require tools to properly do the job. These can be blow guns, thieves' picks and tools, needle rings, grappling hooks, etc. Specialized tools are NOT magical and cannot be 'identified' or 'detected' by spells.

Not all sets of tools are created equally; some are 'specialized'. Some tools, like the thieves' picks, can appear in different sizes, to accommodate the hands of different character races. A half-orc's picks should be a different size than a gnome's, for example. Likewise, rope strength is vastly different for a lightweight halfling character than it would need to be for a full grown male dwarf.

Specialized tools typically deliver a bonus to your success rolls. +5% tools are the most common. For example, thief tools hobbit-sized deliver a +5% on success rolls when used by hobbits or gnomes; have a -5% when used by humans or half-elves; have a -10% if used by races larger than humans, like half-orcs. Elves suffer no penalty or bonus when using the tiny tools, as they are very dexterous.

Better tools include +10%, and rarely, +15%. For example, a rope could give a +10% on climbing if it had leather wraps woven into the hemp fiber at regular intervals for better grasping, or if it had loops of leather sewn in at regular intervals which create footholds.

Generally speaking, any 1st or 2nd level character or NPC who is in possession of thief/assassin tools when first encountered will have tools appropriate for humans to possess. Anyone encountered over level 5 will have tools tailor made to their race. 3rd and 4th level NPCs have a chance of having specialized tools.

Specialized tools include:

silent shoes, where the sole is covered in soft leather
ironwood crowbar, tough as a regular crowbar but 1/3rd the weight
grass suit (think camouflage) for sneaking through the meadow at night
specialized blowgun, which increases chance to hit or distance used, based on design
blackcloth suit, which increases the hide in shadows skill
Improved glass cutter, which increases chance of success
collapsing pole, allows a 6 foot pole to collapse into a one foot segment
Acids, specialized into wood-eating, stone-eating or metal-eating.
This message was last edited by the GM at 02:47, Thu 20 Jan 2022.
Guild Master
GM, 291 posts
I see all
I know all
Sun 10 Apr 2022
at 23:39
  • msg #4

Equipment List

5) ARMOR
------------------

Item Name:  Armor of Defiance
Item Power: Major

Item Description: This is a suit of +2 studded leather armor that makes the wearer is partially immune to all death spells and magical death effects as per the death ward spell, and is imbued with the special ability invulnerability.  The armor is made from black leather and the studs are dull grey or black.

Armor Proficiency: light armor proficiency
Armor Type: light
Armor Bonus: +5
Max Dex Bonus: +5
Armor Check Penalty: 0
Arcane Spell Failure: 15%
Speed (base 30ft.): 30ft.
Speed (base 20ft.): 20ft.

Weight: 20lbs
Caster Level: 18th

Prerequisites: Craft Magic Arms & Armor, (see prerequisites for invulnerability in DMG), death ward

Cost to Create: 32,088gp, 2,567xp
Market Value: 64,175gp


6) Weapons
------------------

Item Name:  Acid Bolts
Item Power:  Medium

Item Description: These are +2 crossbow bolts, that also inflict acid damage equal to that of melf's acid arrow. Upon scoring a critical hit, these bolts inflict the normal critical damage effect plus the critical effect of melf's acid arrow, as per the rules of the ranged touch attack, but only on the first round of acid damage, every round of acid damage there after is as normal. These bolts all have tell tale tips, where a "teardrop" has been carved into the metal.

Weight: 1lb per 10 bolts
Caster Level: 6th

Cost to Create: 25,175gp, 2,014xp
Market Value: 50,350*

*This price is for 50 crossbow bolts.

Price per ten bolts:  Market Value: 5,035gp

Item Name:  Paralyzing Bolts
Item Power:  Medium

Item Description: These are +2 crossbow bolts, that also act as the spell ghouls touch.  These bolts have tell tale tips, they have claws carved into the metal.

Weight: 1lb per 10 bolts
Caster Level: 6th

Prerequisites: Craft Magic Arms & Armor, ghouls touch, spectral hand.

Cost to Create: 16,175gp, 1,294xp
Market Value: 32,350*

*This price is for 50 crossbow bolts.

Price per ten bolts:  Market Value: 3,235gp.



Item Name:  Pick of the Halfling
Item Power:  Major

Original Purpose: The first set of picks were originally made as a gift for Wanderlust Gemseeker, a halfling who had a
strange internal drive to mine for gems.  The halfling loved mining so much that she left here small community of halflings and traveled to the land of dwarves to learn the art of mining gems and ore.  After much begging and pleading the dwarves
allowed her into the mountain and taught her the art of mining and cutting gems.  As many know digging deep into
the earth can often be dangerous, so the dwarves crafted the halfling weapons that could be used for both mining
and battle.  Eventually the halfling became a renowned gemcutter, and many came from miles away just to get one of her perfectly faceted gems.

Item Description:  This pick has a handle made of adamantine and a head of mithril.  They are often crafted by gnomes, halflings & dwarves and usually bear markings of dwarven or gnomish writings on the heads, often tales of mining adventures, or heritage.  The pick is treated as a +1 light pick to all those who wield it, however if used in the hands of any dwarf or small creature, and only for dwarves and small creatures, the weapon functions as a +3 weapon with the special abilities of returning and throwing, and it does not suffer the normal penalties for an improvised throwing weapon.

Weapon Proficiency required: Martial Weapon
Weapon Type: Piercing
Damage Category: Small
Damage Amount: 1d4+1 (1d4+3)
Critical Threat Range: 20
Critical damage Multiplier: x4
Range Increment: 20ft. (throwing ability)

Weight: 3lbs (partially mithril)
Caster Level: 10th

Cost to Create: 36,152gp, 2,893xp
Market Value: 72,304gp



Item Name:  Plague Blades
Submitted By:  COPYRIGHT 2001 Micah J. Higgins
Submission Member ID Number: 035
Magic Item Type:  Weapon
Item Power:   Medium


Original Creator: Axom the Plague

Item Description: Plague blades can be any kind of bladed weapon, usually black or dull grey, and bear markings of necromantic runes.  All plague blades are +2 weapons, and allow the wielder to make a touch attack with the weapon three times per day  that inflict the disease red ache (see DMG pg 75) as if through the function of the spell contagion.  The touch attack must be made as if making a touch attack with a readied spell (see PHB pg. 125-126).

Caster Level: 7th

Prerequisites: Craft Magic Arms & Armor, Contagion, creator must be of evil alignment.

Cost to Create: 16,000gp + ½ masterwork cost, 1,280xp + 1/25 of masterwork cost.
Market Value: 32,000gp + masterwork cost

7) POTIONS
-----------------


Item Name: Nectar of the Gods
Item Power: Medium

Item Description: This dark ale is of the highest quality. When a full pint is consumed it stops the effects of further ageing for the next (1d4+1) X 10 years. This is an enchantment bonus, with an instant duration. Only the effects of the most recent pint are effective, even if the previous beverage’s remaining duration were to be more favorable.
Weight: 0 lbs
Caster Level: 15th
Prerequisites: Regenerate, Brew to minimum 10 ranks.
Market Value: 5,000gp


8) RINGS
-----------------


Item Name:  Ring of Divine Fate
Item Power: Minor

Item Description: This ring of white gold has a black and white laughing mask repeatedly embossed into its circumference. The ring grants, to any clerical wearer, the power of good fortune, which is useable once per day. This extraordinary ability allows one re-roll per day. You must take the result of the re-roll, even if it is worse than the original roll (this may not be stacked with any other form of re-roll).
Weight: 0 lbs
Caster Level: 12th
Prerequisites: Forge Ring, Creator must be a Cleric with the Luck domain;
Market Value: 7,000gp



Item Name:  Ring of Wilting
Item Power: Medium

Item Description:  This ring is a simple silver ring that widens out to a flat surface on one side, in which necromantic runes have been scribed in very small detail.  If read magic is cast upon the runes they read "to wither".  Three times a week, no more than one time per day, this ring grants its wearer the ability to cast horrid wilting as per the spell.

Weight: -
Caster Level: 15th

Prerequisites: Forge Ring, horrid wilting.

Cost to Create: 20,000gp, 1,600xp
Market Value: 40,000gp



11) STAFFS
------------------


Item Name:  Dark Staff


Item Description: This is a +2 quarter staff  that is constructed of darkwood and a large onyx stone attached to the top.  Many runes run over the length of the staff.  These staffs are often carried by evil wizards who created them with the purpose to reek havoc and destruction.  The staff has the following powers for evil beings only, it will not function otherwise.  Each power takes one charge.

Darkness (5th level power)
Melf's Acid Arrow (5th level power)
Animate Dead (5th level power)
Contagion

Weight: 2lbs
Caster Level: 9th

Prerequisites: Craft Staff, darkness, melf's acid arrow, animate dead, contagion, must be of evil alignment.

Cost to Create: 33,750gp, 2,700xp
Market Value: 67,500gp


12) WANDS
-------------------


Item Name:  Wand of Recall
Item Power: Major

Item Description: This hollow ivory tube has no decoration of any type. This powerful wand can recast the last 3rd level or lower Wizard spell cast directly into it.  Each recasting of that spell uses a number of charges equal to the spell level. Casting another Wizard spell into the wand will switch the effect to that of the new spell. The wand follows standard rules for recharging wands, and uses Rary’s Mnemonic Enhancer.

Weight: 1 lb
Caster Level: 7th

Prerequisites: Craft Wand, Rary’s Mnemonic Enhancer.

Cost to Create: 840xp, 13,000gp (has 50gp spell component)
Market Value: 23,500gp


13) WONDROUS ITEMS
-------------------

Item Name:  Cloak of Feathers
Item Power:  Medium

Original Creator: Silas "The Sparrow" Silas
Original Purpose: Silas was a wizard of many talents who served the mighty king Brutis Irlingstone, lord of a great city.  He was sent on many spying assignments that required him to have a disguise and a quick mode of escape, this took up much of his memory for spells that he better use to spy with, so the ever crafty wizard made himself a cloak that would allow him to be disguised and have a mode of escape.  The cloak would allow him to polymorph into a sparrow for disguise and it would also allow him to fly so he could quickly escape, but for tricky situations where flaming chimneys might be an avenue of escape, he imbued it with fire resistance.  The design became popular to with some of his fellow wizards who quickly made many of their own, usually with different types of birds in mind falcons, owls, hawks, etc.
Item Description:  These cloaks are made of fine cloth with many bird feathers attached to it (the feathers are from the same type of bird).  These cloaks allow the user to polymorph into the bird that the feathers of the cloak represent twice per day up to 7 hours each time.  The transformation and effects of this spell are the same as the spell polymorph self  except that the user is limited to the single form of the bird in which his/her cloak represents. The cloak also provides resistance to fire as per the spell resist elements, absorbing 12 points of fire damage every round.

Weight: 1lb
Caster Level: 7th

Prerequisites: Craft Wondrous Item, polymorph self, resist elements.

Cost to Create:
Market Value: 25,000gp


Item Name:  Cloak of Hastur
Item Power: Medium

Original Creator: Hastur
Original Purpose: Because Hastur is Crazy and so are his priests

Item Description: Hastur was a mad elder god, banished to the stars for his evil ways, and then forgotten, his domains were Trickery, Magic & Luck. The cloaks are black with small ‘black holes’ magically embroidered upon the entire surface. The effect of this is absolute darkness with range being a mere ¼ inch from the cloaks surface.
The cloaks most obvious power is that it will confer a +15 circumstance bonus to the Hide skill, however that is not it’s only function. The first time, in each combat sequence, that the wearer is attacked the cloak will draw upon Hastur’s maddened power. The immediate effect is the wearer being touched by random action (DC16) and attacker being subject to cause fear. (DC16) Any reference to self in the random action spell should be exchanged for the subject of the cause fear spell. The results of both spells are calculated before the attack roll is made, and resolved in their appropriate initiative order.
Once the cloak has called upon Hastur it becomes impossible for the wearer to remove the cloak without casting remove curse. In addition to the above, once a link has been made between the cloak and Hastur they may not cast any divine spells, until the cloak is removed and destroyed by magical fire.

Weight: 2 lbs
Caster Level: 10th

Prerequisites: Create Wondrous Items, Cause Fear, Random Action, Bestow Curse Caster Must worship Hastur.

Market Value: 9,000




Item Name: Coffer of Mending

Original Creator: A Mage Guardian.
Original Purpose: To stop the kids from wining about broken toys and the like.

Item Description: This 6 inch X 6 inch X 12 inch plain wooden coffer has simple copper hinges and lock. Any item that can be placed inside the coffer (of up to 5 lbs) will have any minor damage repaired when its key is turned. It cannot mend elemental damage (sun, fire or water damage) or restore magical properties.

Weight: 6 lbs.
Caster Level: 3rd

Prerequisites: Create Wondrous Item, Mending

Market Value: 1,000GP


Item Name:  Xions Color-gloves
Submitted By: COPYRIGHT 2001 Micah J. Higgins
Submission Member ID Number: 035
Magic Item Type: Wondrous Item
Item Power: Minor

Original Creator: Xion, Half-elven mage of Glass City.
Original Purpose: Grew tired of picking out different colored clothing for different situations

Item Description: These are in all respects normal looking black leather gloves.  Upon mental command the gloves will change to the color desired by the wearer, and further changes the color scheme of the wearers entire outfit so that it matches appropriately.  These gloves change the color of cloth or metal either worn or held in the characters hands, however it does not change the shape, size, or appearance of these objects (ie. it does not add fancy embroidering, etc.).  Any amount of cloth worn is changed, or any metal object worn can be changed, the wearer decides what changes, what doesn't, and what colors to use.  Any object that is cloth or metal that the wearer is holding or wearing  can be changed, but only up to 50lbs. worth of material, however they are unable to change the color of magical items. The color change is permanent to the object as if it had been dyed that color, even if the object is taken off and set aside. The gloves can be used no more than three times per day, and the color change is instantaneous.  If the wearer uses the gloves either to disappear into a crowd, or to color his decor to match his/her surroundings better, they receive a + 3 circumstance bonus to Hide and Disguise checks.


Weight: 1lb.
Caster Level: 5th

Prerequisites: Craft Wondrous Item, alterself

Cost to Create:  160xp, 2000gp
Market Value:  4,000 gp




Item Name:  Gloves of Wound Transfer

Item Description: These gloves appear as elbow length formal style gloves. The gloves grant the extraordinary power to transfer wounds to the wearer. The wearer must pass a Healing skill check  (base DC15) in order to activate the magic of the gloves. For the magic to take effect the wearer must have less damage than the target, if this condition is met the wearer is struck by a harm spell (no save or SR applies) and the target is healed. The gloves require 24hours to recharge after each use.

Weight: 0 lbs
Caster Level: 11TH

Prerequisites Create Wondrous Item, vampiric touch, and the Heal skill to a minimum of 5 Ranks.

Market Value: 10,700


Item Name:  Helm of The Night

Item Description: This full helm is of the darkest metal and of the finest craftsmanship. The helm grants the wearer the spell like ability of darkvision at 60ft for 4 hours, twice per day upon command.

Weight: 2 lbs
Caster Level: 4th

Prerequisites: Create Wondrous Item, darkvision;.

Market Value: 6,400gp



Item Name:  Medallion of Soul Containment

Item Description: This amulet is heavily inscribed with symbols of protection and capture, its setting is an emerald of unsurpassed quality. The gem captures your soul if you die. If the gem containing the soul is used as a focus in any raise dead spell, it may be treated as a true resurrect spell, on the original wearer of the amulet.  The amulet is destroyed when the wearer is brought back to life.  The gem has 40 hit points, and a hardness of 20 and a break DC of 48.  If the gem is destroyed while it contains a soul then the life force is released and treated as if slain by death magic regardless of the original cause of death.

Weight: 0 lbs
Caster Level: 17th

Prerequisites: Craft Wondrous Item, Refuge, True Resurrection

Cost to Create: 16,000 gp, 760xp;
Market Value: 25,000gp


Item Name:  Never Empty Canteen

Item Description: This 1 gallon canteen will refill itself with pure water at the dawn of each new day.

Weight: 2 lbs
Caster Level: 3rd

Prerequisites: Create Wondrous Item, create water

Market Value: 500gp



Item Name:  Pebble of Doom
Submitted By: COPYRIGHT 2001 Stefan J. Simons
Submission Member ID Number: 037
Magic Item Type: Wondrous Item
Item Power: Medium

Item Description: When closely examined (Spot DC20, Search DC15) the surface on this palm-sized stone can be seen to slowly change colors and texture. Otherwise it could be mistaken for a child’s plaything.
The pebble of doom can be lobbed, incremental range 10ft, it is too large to use in a sling. The pebble should be treated as a grenade like weapon for scatter purposes. Upon striking a hard surface, or other target, the pebble expands to become a 10ft diameter, 4,400 lb, spherical boulder.
Direct hit damage is 8d6 (no save for half), splash damage is 8d6 (reflex save, DC20, for half) the boulder rolls a further (1d6+1) X 5 ft, directly away from the thrower causing splash damage to anyone it touches, after which it comes to a halt. If the boulder strikes an inanimate object, that it does not destroy, the resulting deflection counts as 10 ft of travel and the boulder sets off in a new direction rolling any remaining distance, with damage as above.
It may be commanded to return to its pebble form not less than 1 turn after it grew to boulder size.

Weight: 2 lbs (4,400lbs)
Caster Level: 11th

Prerequisites: Create Wondrous Items, stone shape, shrink item;

Market Price:  40,000 gp


Item Name:  Pouch of the Silk Worm

Item Description: This empty looking black leather belt pouch has silkworm caterpillars stitched onto the underside of its flap. This pouch may produce up to 500 ft of rope in any 24hour period.

Weight: 1lbs
Caster Level: 3rd

Prerequisites: Web, Create Wondrous Items

Market Value: 1,200


Item Name: Spade of Digging

Item Description: This ornate spade appears too small and fragile for real work. It is only 8 inches long and 1 lb in weight.  However it has a stone shape spell at its command, once per day.

Weight: 1 lb
Caster Level: 7th

Prerequisites: Create Wondrous Item, stone shape

Market Value: 7,560 gp


Item Name:  Twin Journals

Item Description: These identical paired journals are edged with thick brass to protect them in travel. Any writing in either book appears exactly as written in the paired book, provided each message starts on a fresh page. Each book contains 25 leafs and when each page has sent or received a message that page loses its magical power to communicate, when all pages are used the book becomes a mundane book. The link covers unlimited distance but may not bridge the gap between planes. The Journal does not translate languages or decipher encryptions in anyway.

Weight: 3 lbs (each)
Caster Level: 7th


Prerequisites: Create Wondrous Item, scrying, illusionary script, mirror image;

Market Value: 17,000gp
This message was last edited by the GM at 23:53, Sun 10 Apr 2022.
Guild Master
GM, 292 posts
I see all
I know all
Mon 11 Apr 2022
at 00:25
  • msg #5

Equipment List

Blast Blade

A shabby looking dagger that on rare occasion (randomly determined) causes a small fiery blast for 6d4 damage when it strikes its target. The weapon is not damaged by this.

Blood Claw

This throwing dagger is +3 to hit and damage. Upon hitting a creature that is possessive of blood as life force (i.e. not undead or slimes or crystalline or stone creatures etc.) the dagger will automatically grow barbs and burrow itself to the hilt inside the target. Every round after the round in which it has struck, the dagger will drain an additional 2d4 hp until the creature dies or the dagger is removed. Removal of the dagger will cause the victim an additional 3d4 hp damage due to the extensive barbs.

Butt Driller

+1 dagger normally
+3 if used from behind (great for thieves!)

CoinStealer
An evil +4 golden dagger with what looks like a platinum blade. There is a small amount of tarnish on the blade which writhes in torch light. In shadows and darkness the blade never glints or betrays it's wielder. The blade is intelligent and has the special purpose of acquiring money. It can detect the number and type of precious metals at up to 20' and the number and type of gems at up to 10'. My gnome thief/illusionist came across this nasty piece of work and fell in love with it, especially since the dagger was almost as greedy as he was. "Yeah Boss, the dopey lady with the tattoo has 3 emeralds in her sock and a silver piece under her wig".

Daelus
A chaotic intelligent +2 dagger, which once per day can fire a bolt equivalent to a magic missile, doing 2d4+2 points of damage, but only with the weapon's cooperation.


Dagger of Alignment Detection
This weapon appears to be a well-made dagger with five small gems set in the hilt. It radiates magic. When a command word is spoken and the dagger is pointed casually in the direction of a person or object within 30', one or more of the jewels will glow to indicate the alignment of the creature or thing (such as a magic sword) pointed at. The usual code of such daggers use is as follows:
emerald=good,   diamond=neutral,   ruby=evil,   topaz=chaotic,   sapphire=lawful.
Thus, the emerald and sapphire set in an alignment dagger will glow if it is pointed at a lawful good character.
The target to be identified must be visible to the holder of the dagger. The weapon's aim is not especially accurate; if is pointed in the general direction of more than one creature or object of different alignments, the gems will glow alternately in rapid succession, making their message difficult to interpret. The alignment dagger is a normal weapon in all other respects, giving the holder no combat bonuses.

Dagger of Burning

This dagger appears to be a normal dagger, but when a victim is attacked the dagger will start to heat up. The feeling is like having a hot poker stuck into the wound. Hits do additional 1d4 points of damage. To the touch the dagger will feel of normal temperature until it draws blood- that activates the burning. The dagger will change color and eventually assume the coloration of heated metal if used long enough. The 'good effect' is that wounds don't continue to bleed after being stabbed...

Dagger of the Dale

This is a small dagger +1. It's handle is wrought from the horn
of a slain bull, and is slightly curved. The blade is dark black, and
emits a deep chill, which can be sensed by anyone within 5'. This
chill does no damage.
White runes run down the side of the blade, written in a
forgotten language. If a sage is consulted, and the runes translated,
they read "Ice of death, smite my foes". If these words are chanted
by the dagger's wielder, the blade will glow with a soft white
radiance. The next creature struck by the dagger must pass a
successful save vs. spells or suffer the effects of a chill touch
spell. This ability may be used but once a day.
Each time the dagger's chill ability is used, there is a flat
5% chance that the blade shatters due to the extreme cold, and the
dagger is rendered inert.

Dagger of Disease

This blade ia a dagger +1.  This peculiar yet vicious weapon gives the victim a deadly disease, on a roll of 19 or 20, that causes one hit point of damage every turn unless a successful saving throw is made versus death magic. Only a cure disease can get rid of the ailment.

Note: this weapon does not afflict paladins or any others (unicorns etc.), who are immune to disease. This weapon cannot be used by paladins either.

Dagger of Divining

This magical dagger +2 allows the user to divine the location of a certain substance (chosen below) once per day. The substance must be within 20 feet. Note: The substance is predetermined at it's time of creation.

1d20 Roll:

1-5 Water
6-9 Fresh Food
10-11 Platinum
11-13 Precious Stones
14-16 Gold
17-19 Silver
20 Magic Items

Dagger of Frost

Weight: 40 gp
Dmg: 1d10/frost
cost/sell: 1500/450

Special:
Causes freeze which deals 1d6 Dmg for 1d10 r or make saving
throw vs. poison for 1/2 dmg.

Dagger of Grimm

A normal looking dagger, decorated only by a symbol of an open hand on the handle. The weapon is enchanted to +1, but radiates more magic than this might warrant. The reason for the surprisingly large dweomer becomes apparent when the wielder first tries to put the dagger down. As the wielder's hand opens the dagger vanishes, and a tattoo of a dagger appears on the palm of the wielder. The tattoo will remain until the command word is spoken, upon which the dagger will instantly re-appear in the wielder's hand, the tattoo gone. While the dagger is in tattoo form it will not radiate any noticeable dweomer.
Obviously the advantage of this blade is that it is extremely well concealed against most forms of detection. Only very specific searching with Detect Magic or such like will arouse even the slightest suspicion.

Dagger of Happiness

Similar to a Dagger of Venom, it is +1 and its hilt holds 6 doses of a sedative/happy drug. When striking an opponent, there is a 10% chance of the dagger injecting the drug into the opponents system. The opponent then makes a save vs. poison. If the creature attacked fails its save, one round later it sits on the ground with a smile on its face (faces, what passes for a face). This obviously doesn't affect things not affected by poison or that don't have blood per se. The effects last 1d4 + 1 Turns. If the creature attacked makes its save, all further saves against this poison are at -2 per injection during the above duration, because the drug is still in the being's system. Since the drug is slow acting, there is more of a chance that it will be injected over a normal Dagger of Venom - which is 5% - on a natural 20.

Dagger of Nixus

This dagger will double the number of magic missiles a mage can cast - however the only drawback(s) are that the caster must actually strike the opponent with the dagger (in melee or missile) in the round the spell is cast (the throwing is the somatic component).  Regardless of a hit or miss the spell is "lost" from memory (or the points are deducted).  Also, the dagger must be recovered in order to do so again. Hitting with the dagger causes normal damage, but the user will gain a +2 to hit if thrown (no bonus for melee combat), so a hit inflicts an additional d4 (plus strength adjustment) damage above the magic missiles. Score a hit, and cast magic missile x2 on the same enemy. A powerful single-target damage item for a mage to wield.

Dagger of Pierce

This dagger can be used only by Thieves, Wizards, and Assassins. This weapon is best suited for thieves. It does 4d6+9 damage if backstabbing and 1d4+1 if stabbing by a mage or assassin. The dagger functions as a normal +1dagger if not used by one of the three.

Dagger of Slice

This weapon should not be taken lightly, it will slice through 99% of  materials as if they were butter. This weapon costs 2000 gold. This weapon does 6d10+10 damage normally.
This dagger can only  be used by Thieves 15th level or more. If used by something else does 1d4+1 damage. If thrown roll on a 6 sided die 2-6 equals a hit. Once imbedded in the skin  This blade will act as if dull as a butter knife if used against its owner and will not invoke any of its magical capabilities.

Dagger of Shadows

This +1 dagger increases shadows around the wielder. This makes them invisible in heavy shadows and adds +30% to hide in shadows normally. It has no effect out in the open on a sunny day or within a continual light spell.

Dagger of the Sword Coasts

+5/+5 Dagger
The blade of the dagger is about 1.5 ft long and is made of a quite dull metal (However it has been enchanted to +5). The handle of the dagger is bound in a pale leather (human skin) but it is the pommel which makes this dagger stand out. The Pommel is carved to represent the face of a leering gargoyle with its mouth open (The mouth is stopped with a large piece of cork at present, preventing communication). The eyes of the gargoyle are luminous white pearls. The dagger is weighted in such a way that it makes throwing impossible (any attempt to throw this dagger always misses).
When the special power of the dagger is used these become blood red and glow slightly.
The dagger has verbal capabilities and is sarcastic, cutting and rude. When a hit of natural 19/20 is inflicted upon any creature which bleeds the dagger will stay in the wound and cannot be removed. The mouth will spray blood/icore out of the mouth in the pommel of the dagger. The blood loss inflicts a further 2D4 for the next two rounds.
XP: 5,000
Sale Value: 27,000 GP

Dagger of Thieves

Once upon a time, a mage guild got together and decided it was a good idea to create a magic item for each of the classes. Being mages, they created items for each school of magic, a staff for the druids, a harp for the bards, and a magic shape-shifting weapon for the clerics. They also created three swords and a dagger. One of these is the weapon here described. This weapon behaves as a Dagger of Venom +3 with the following additional powers
1) Doubles dagger damage when used in a backstab (2-8/2-6).
2) +10% on all thief abilities that get a DEX bonus.
3) Blade color changes to black when within 10' of a trap.
4) Owner is immune to poison.
The weapon doesn't glow except when owner desires or detect ability is activated. Detect is about as bright as a candle. When owner desires light, the dagger glows like a Light spell.

Dagger Tip

This item appears to be the tip of a dagger which has been broken off a complete weapon. It has a hole crudely drilled in one end, so that it can be worn on a necklace or bracelet, like a charm. When a command word is spoken, the Dagger Tip falls from whatever it is attached to, becoming a +2 Dagger. An additional command word will make the dagger invisible. The grip is hollow: the pommel unscrews to reveal a compartment containing thief's tools. Repeating the command word causes the dagger to shrink back to its original form. The small size and relatively harmless appearance of the Dagger Tip makes it an easily concealed weapon!


Diamond Dagger

The diamond dagger is a dagger who's blade is made of magically reinforced diamond. The blade will cut any non-magical material (flesh of 'magical' monsters is non-magical) easily. It will act as a reduce any armor class to 9 if the armor worn, animal hide, etc., is non-magical, although any bonuses for dexterity, etc., is still applicable. The dagger still acts as a +3 dagger and will do so against magical armor too. It will also cut most any material, stone like butter, metals like sand, and wood like flesh. The damage done by the dagger is as a short sword. The dagger has no bonuses at all against materials that are made or alloys of mithril or adamantite. It can be used to cut open chests, doors, carve stone, shape metal, etc. The dagger is balanced for throwing, and will always hit blade first and always (not mithral and adamantite) sink in to the hilt, which is made of steel and adamantite. This dagger need never make saving throws, unless it is being hit with (not hitting) a weapon or object of mithral or adamantite, whereupon it will shatter if failed.

Elven Dagger

This weapon, created for elven warrior commanders, is fashioned of a mithral-silver and steel alloy. It possesses the ability to detect giant-class creatures at a range of 200' outdoors, 100' indoors or underground (for a list of giant-class creatures, see Unearthed Arcana page 22). The blade of this dagger glows a faint white-blue color when such a creature is at the extreme range of its detection ability. The glow intensifies as the giant-class creature gets closer, until the blade is shining with the equivalent of a light spell.
This dagger is +3 to hit and to damage giant-class creatures only. When attacking other creatures, it is considered to be a +1 magical weapon, but it strikes and wounds as a normal dagger. If desired, the dagger can be commanded to dim its light or to withhold its radiance when stealth and concealment are important. The blade glows only when giant-class creatures are near, not by any command. Any giant-class creature that holds or touches the weapon receives 1-4 hp damage per round of contact.

Faz'al Notchar's Enchanted Dagger

A simple blade with no abilities other than being imbued with mend. Faz'al has experienced desert warfare and this knife could be used to slice open an enemies tent, step inside, then use the enchanted blade upper edge to seal the fabric with a MEND spell. It can hit creatures that can only be hit by magical weapons, but with no damage bonus.

Gorbaal's Luck, Cutlass +1

This cutlass has a basket hilt which looks like a ship's rigging, in that it is a bunch of intertwined ropes which meet at the sword's pommel. Gorbaal's Luck gives the wielder a +2 to parrying and has a +2 to hit and damage when used for punching. It also gives the owner several unique benefits:
1) The owner can climb ropes or rigging at their normal Movement Rate
2) While held, the owner has absolute direction
3) The sword floats in water, but will sink while held
4) The wielder cannot drown
There are no command words needed for these uses.



The Kryss
Big Daddy

A dagger of "Krysses" steel that does more damage but receives a penalty to hit.
Damage 1d4+1/1d3+1 -1 to hit for akwardness 10 gold weight: same as normal dagger.
All other characteristics the same.

Masteran's Throwing Dagger of Instant Return

This item is most likely found in the hand of an enemy mage or a dead mage while spelunking in a dungeon crawl. It is a beautifully made dagger. The hand it is found in usually has calluses. The dagger once thrown is bonded to the thrower. If thrown it returns instantly to the hand thrown from. If dropped it returns to the hand dropped from. In fact nothing will remove it from the hand it was thrown from. (the spells holding it on are pretty powerful so most dispel magics won't work as an easy solution).


Shadrax's Blade  (Metalbane)

A dagger +4 used by an evil mage. It could be thrown to double normal range and would return to the wielder's hand. On command, the dagger could be electrified, causing 20 points of electrical damage plus normal damage (save vs. spell for half). When electrified, the blade also ignored metal armor of any sort.
The electrify could be performed 5 times per day, no more than once per round. If I remember correctly, the dagger's remaining 'charges' could be fired as a lightning bolt, causing 2d6+2 damage per charge remaining (again, save for half.) All in all, a very nasty weapon.


Silent Blade
A dagger that when it is drawn from it's sheath activates a Silence 20 yard spell. It was, of course, made for a thief...
It was by the way +3 and was not made to be thrown. It also has a small compartment in the hilt big enough to hold a few gems or a ring or two...


Vampiric Crysdagger
This is a +1 dagger which sheds no light. When wielded by a thief, it does vampiric touch (3d6 dmg) once per day.
Guild Master
GM, 293 posts
I see all
I know all
Mon 11 Apr 2022
at 00:37
  • msg #6

Equipment List

Crossbows

Crossbow of Enchantment
This weapon casts a spell upon any nonmagical bolt placed in it, enabling it to strike any creature that can only be hit by a magical weapon. Note that there are no bonuses to hit or to damage; the crossbow merely enables one to have a chance against unnatural monsters with nonmagical bolts. No additional benefit is bestowed upon a magical bolt.

Crossbow of Levitation
This is a magical crossbow that gives its user the ability to levitate as per the spell. While using the crossbow of levitation, the owner's feet are not in contact with the ground; at the least, the bow owner remains 10' above any `ground' surface. Furthermore, the only other weapon the bow owner may hold in hand is a dagger or knife. If a levitate spell is used on the possessor, the bow loses all of its power for 2-12 rounds. This crossbow has a +1 bonus to hit targets, but offers no bonuses to damage done by bolts. The user of this crossbow gains a forward movement rate of 1 while levitated, but he can be towed by flying creatures.

Crossbow of Lir
This crossbow, which has a to hit bonus of +3, may be fired normally underwater at the same ranges as a normal crossbow has on land, thereby giving underwater adventurers a badly needed missile capability. In the air the bolts shot by this crossbow will travel slowly and for little distance just as if it had been a bolt shot under water by a normal crossbow, and will be able to travel freely if it is shot at water as soon as it enters the water. These bows are named after Manannan Mac Lir, Celtic god of the sea (Legends & Lore, page 28).

Hand Crossbow
Sir Jester <gideon@sojourn.com>

Weapon

Description:
Fits snuggly around the wrist and forearm of a person with
leather straps. A single arrow extends from elbow to hand and
extends a couple inches beyond the wrist.

AMMO: 6inch to 8inch Quarrals.
DAMAGE: 1d2
RANGE: Normal Crossbow Range
COST: - (Estimated Value:150gp XP Value: 1000)
Weight: 3Lbs
Speed: Fastest

USE:
The Hand Crossbow is meant more for assassination purposes by
theives and as a deadly concealable weapon. When using the
Hand Crossbow a +3 Bonus accuracy to hit is used. If used in
battle, it can fire a single bolt per round. The bolt fired
from a Hand Crossbow is extremely fast and extremely accurate.
It is outlawed in most lands.
Bows
Bow of Accuracy
The bow of accuracy is a simple yet effective missile weapon. The magic properties of this bow are a +3 bonus to hit and damage; likewise, all ranges within normal bow range are figured as short range in regard to this weapon.

Bow of Distance
Like the bow of accuracy, this bow gives a bonus to hit and damage - a bonus of +2 in this instance. The difference between the two is that the ranges for the bow of distance are double that of a normal bow of a similar type.

Bow of Fire

Normal composite long bow, but when shot, the arrow has a 1 in 6
chance of Creating a fireball with equal level to the caster when it
hits. Note:Arrow does not need to hit to become fireball.

Bow of Fire Teeth
When fired, this bow ignites any arrow it shoots. In addition to regular damage, the arrow does 1-6 hp of fire damage. Magical arrows must save vs. magical fire if shot from this bow; if they fail the save, they catch fire and lose all magical enchantments. If they save, magical arrows perform normally. These arrows set combustibles aflame if the combustible material struck fails a save vs. normal fire.
Bows of fire teeth can set fire to a maximum of 10 arrows per day. The bow of fire teeth gives no to hit or damage bonuses other than the added damage from the arrow's flames. Such bows are generally red or yellow in color and have fire runes incorporated into their ornate designs.

Bow of Ice Fangs

This long bow, made of ivory and mithril steel, is believed to have been first created by the Elder Craftsmen of Niflheim (the area of Hades known to worshipers of the Norse gods as the land of the dead). Duplicates of the bow of ice fangs have since been crafted by human and elven mages. The main feature of the bow of ice fangs is that it creates ice arrows from the water vapor in the air. The user need only pull on the bowstring and release it; the arrows are created instantly, but may only be fired at a rate of two per round, to allow the bow's magic time to recharge. These magical arrows are +1 to hit and do double damage (2-12 hp damage) vs. fire-using and fire-dwelling creatures. If used against any other sort of being, these arrows are merely +1 to
hit and damage. Each bow of ice fangs can generate a total of 101-200 ice arrows before its magic fades. A nonmagical bow of ice fangs is still finely crafted and is worth 1,000 gp.
Unfortunately, in hot climates (120 degrees F and up), the effective range of these arrows is halved. In environments where the temperature is over 300 degrees F, the ice arrows cannot form. If normal or magical arrows are fired from this bow, they do not gain the bonuses against fiery creatures, and the bow performs in all ways as a normal long bow.


Bow of Speed
This weapon is +1 to hit and damage. If there are undamaged and nonmagical arrows within 10' of the bow, those arrows are teleported, nocked and ready to fire, as soon as the bowman pulls back the string. This allows the normal rate of fire for the archer to be doubled. Some 10% of these bows are able to teleport any arrow within 10', magical or not, to the bow for firing. The archer can only distinguish one arrow from another if the arrows used are distinctive; all arrows to be fired are chosen at random.

Crack-Shot

Appearence:
Crack-Shot is a Elven made bow. Other with 2 thin silver bands
going down the length of the bow it is completely black.

Abilites:
+2 Composite Short Bow, Silent when fired (no Twang), and a
once an hour the user can use a "Crack-Shot" Where the arrows from
the bow cause twice normal damage (d6 x2) and "Crack" as a the
mage spell "shout".

Creation: A fine Composite Short bow.
Spells: Enchant an item, shout, silence, haste, and strength.

Elven Bow +3, Last Shot
This bow appears to be a normal magic bow of +1 enchantment; however, in the hands of an elf, the full powers of this weapon are evoked. Whenever an elf uses this weapon it becomes a +3 magical weapon with ranges 50% greater than normal. The rate of fire is also increased by one arrow per round; this last arrow is fired after all other attacks have been completed for that round.

Elven Bow +2, Goblin Bane
This bow appears to be a standard long bow +1; in the hands of an elven fighter, however, its full potential is realized. The +2 bonus is gained, as well as the following characteristics: arrows fired have double normal ranges and strike for double damage (2d6+2 hp damage) against any giant-class humanoid successfully hit. This class of monsters includes those which may be struck for extra damage by rangers (as per Unearthed Arcana).

Longbow of Heartseeking
This type of long bow (self or composite) always has a +3 bonus to hit targets. It acts as a normal magical bow, except when a sufficiently high number to hit is rolled. Then, the arrow it fires strikes directly at the target creature's heart (if it has such), slaying the victim instantly (if it has but one heart). To hit numbers required for this attack are as follows:
        Opponent
                                  To hit roll
        Up to man-size
                                   21 and up
        Larger than man-size
                                   22 and up
        Metal or stone*
                                   23 and up


* If the foe is using a spell or device that has transformed him into this material.

Certain creatures (such as elementals, golems, and undead) do not have hearts and so would not be affected by this weapon. Shape-shifting creatures (such as dopplegangers) are not affected by this killing power, either.

Longbow of Marksmanship
This magical long bow (either composite or self) also gives a +2 bonus to the to hit rolls of the user in combat. However, a longbow of marksmanship also gives the user a +5 bonus to hit against any nonliving target (including golems, undead, etc.). This bonus is also gained when attempting a trick shot, as long as that shot is not intended to directly harm another character or creature. In other words, the +5 bonus applies to an attempt to shoot an apple off another character's head, hitting an opponent's weapon, or any similar shot.

Longbow of Vampire Hunting
These bows are much like the longbow of heartseeking except that they are only useful against vampires, such that the bow can fire a wooden arrow into a vampire's heart and slay it on the spot. Any score of 20 or better, including all bonuses, means that the longbow of vampire hunting has killed the vampiric target. No other beings are so affected by this bow.

Phantom Bow
This appears to be a transparent bow with a sparkling string. When the string is drawn back, a shimmering arrow appears. Two such arrows can be fired per round as with the normal bow. The glowing arrows are +2 to hit and damage; the arrows vanish with no effect if they miss their intended target. The phantom bow fires 41-60 (1d20+40) of these arrows, after which point the bow vanishes. The bow makes saving throws as per hard metal with a +2 modifier. Normal and magical arrows can also be fired from this weapon, but magical arrows gain no additional attack bonus. Each normal arrow fired from the bow gains a +1 bonus to hit and damage in addition to all other bonuses. Furthermore, these arrows can be fired without detracting from the bow's longevity (i.e., the bow's magic is not decreased by firing normal arrows).
Guild Master
GM, 294 posts
I see all
I know all
Mon 11 Apr 2022
at 00:46
  • msg #7

Equipment List

Toby’s black leaf.


Let’s start by the first I mentioned, Toby’s black leaf. It was discovered by the hobbit Toby Fastfoot (not fast food). It isn’t a rare weed at all, one of the most frequently used by hobbits. It has a rather rough taste because the leaf is taken right off the branches of the tree then cut, dried and then smoked. You can usually find this pipe weed in any open markets. If you want to make yourself your own Toby black leaf you have to find a black oak tree and take the leaves delicately. Then cut them, they emit a nice and barely noticeable fragrance. If they smell too much they cannot be used and can be VERY poisonous if taken at this time. Once they are cut it takes about 1 day for them to be ready to smoke, the longer the better just like wine (even if it is older it doesn’t have a better effect). Hobbits, dwarves, orcs and humans mostly use it. The elves prefer more refined taste.



Price: Usually around 5 gold piece for a small pouch. It contains 5-8 uses depending on the season (winter less summer a lot more).

Effects:
Wisdom: -2
Charisma: -2
Moral: +1
Constitution: +1
Strength: +1

Toby was a farmer, and he discovered that when smoking this weed he was able to do more labour in the same amount of time. Unfortunately it has the side effect of giving too much energy. Because of that it prevents the smoker from having a good nights sleep, so the day after it was consumed the character loses all bonuses given by constitution and dexterity and suffer moral –1. If the pipe weed is consumed two days or more in a row the character loses all moral bonus. When smoking you get a bonus to constitution, you may use for the first day, if the weed is consumed for 2 days or more in a row, you lose whatever bonus you would gain by smoking it.




Northern wind


This weed is a bit more rare than Toby’s black leaf, but is still pretty frequent. It was used and discovered by human sailors that got into the northern seas where it was very cold. When they fished they usually ended up with a lot of sea plants. One of them was called Ice grip because it could be used to make a flu-healing potion. The sailors found out that when smoked, it could protect from the ice-cold wind in the seas and became one of the major pipe weeds in any human fleets. Mostly humans smoke it but the taste is good for every race. It tastes a bit like salt and is full of savour (a lot more then normal weeds). If you want to make it yourself you have to find Ice grip dried or fresh, it doesn’t matter. It can be found in most alchemist laboratories. Once you have some, add a bit of water until it’s consistency is like a sponge’s and smoke it. You can also usually find it in most ports.

The price is a bit higher than other weeds because it is tougher to get the plants. 10 gold coins for 5 “servings”.

Effects:
Wisdom: -2
Intelligence: -1
Moral: +1


The major effect of this weed is that it “cures” colds. It removes any sensations of cold in one’s body. It also helps the smoker to sleep, making the healing of a flu-like illness go faster. It may be smoked more than once a day but the effects aren’t cumulative. If you smoke 2 times a day you won’t heal 2 times faster. Also it provides a 5% resistance to cold-based attacks but doesn’t include a dragon’s breath. It also alters the taste of the food, everything tastes saltier than it really is.






Longroad herb


A group of travelling dwarves discovered this herb. They were always tired of carrying heavy packages, so they stopped in a cave and they found small white flowers called cave stars. They took the flowers and putted a lot of ’em in their pipe and smoked. The Longroad herb was discovered. It is the most frequent pipe weed found in a traveller’s belt pouch. Nowadays the flowers are grown in caves and sold as pipe weed, making it not rare at all. If you come across some cave stars you simply take them and put them into your pipe and voila! The taste isn’t all that great but still puts pleasure in the traveller’s heart. All races like that taste, especially dwarves.


Cost: It is very cheap, being voluntarily grown. 2 gold pieces for 2-3 uses.


Effects:
Wisdom: -1
Moral: +3


This weed is usually smoked before going on a long day’s walk or just after one. It gives the smoker a good moral boost and makes him forget of all the hard day’s work he just endured. It doesn’t have any special effect except that the smoker will fall into a deep, deep, deep sleep, so if they are attacked, it might take a big SCREAM to wake him.


The traveller’s friend


This pipe weed is a variation from the Longroad herb. It is especially liked by elves. It is made from the same plant as the Longroad herb. The only thing that differs is that about 1 in 100 cave stars blooms a blue flower. That flower gives a superior taste and effect compared to its sister. But that isn’t all. Once that flower is taken, it must be cut into small pieces and then dried for about a full month. It is considered a rare weed because of this rarity (DUH) and because of it’s effect.


Cost: To the DM/GM’s discretion. Make the price higher in a cave free county and make even higher in winter. The base price is around 45 gold pieces for 1 use. So make sure to make it higher when playing with stronger players.


Effects:
Wisdom: -2
Intelligence: -1
Moral: +4
The following are if taken in the morning
Constitution: +2
Strength: +2
Moral: +2 instead of +4. You still suffer the minus in wisdom and intelligence.

If it is taken just before sleeping, it will provide the smoker with a very good night sleep. So the next morning he gains these bonuses:

Moral: +1
Constitution: +1




Hot chimney


This pipe weed is probably one of the oldest. Humans discovered it in an old time. It is made from dried pine tree sap. The sap is putted in a cauldron, boiled at high temperature and then left for about 2 weeks to dry. Once that is done, it is cut into little pieces, just right to fit into a pipe. It is tougher to smoke because you smoke off something about as hard as a rock, but when in contact with fire it melts and can be smoked pretty easily once in it’s “oozy” state. To speed up the fire ignition people often put paper in it to make it start faster. That’s why it was called hot chimney. Also it provides the smoker with an inner heat. The taste is very sweet and is one of the elves’ favourite. It also keeps the smoker from going to sleep, it was often smoked around a hot chimney fire to stay up late and tell stories. Nowadays it is less frequently seen but is still a little popular within the bards and storytellers.


Price: Because of it’s difficult making the price is higher then usual. Around 5 gold pieces for 2 uses.

Effects:

Wisdom: +1
Charisma: +1
Moral: +2

The sideffect is that because the person has a difficult time sleeping, the next morning, the smoker suffers:

Wisdom: -1
Moral: -1
Constitution: -1


Maxwell’s beard


Maxwell was an almost unknown alchemist. He did minor discoveries but before he died he discovered this pipe stuffing. It is made from a very rare plant called Maxwell’s daughter, because he was the one who discovered it. It grows in mountainous regions and is a purple/dark blue colour. The flower itself is very big compared to let’s say roses. They also have the centre of the flower RED. It is considered a magic pipe weed. To make it, find a Maxwell’s daughter and carefully remove the petals and cut them into fine pieces, usually with one flower you can make 3-4 stuffing. The plants bloom only in winter, so watch out. The taste reminds the smoker of fresh fruits or things like that. When smoking, the person automatically feels happy. Dwarves and orcs cannot stand this pipe weed. Hobbits rarely ever smoke it. This is the ALL TIME favourite of the elves.


Cost: It isn’t sold unless it is a VERY, VERY high price.

Effects:

Wisdom: +2
Intelligence: +1
Moral: +4
Charisma: +2
Dexterity: -1


Once the smoker has finished his pipe, he falls into a deep sleep. When he wakes up, he finds himself kind of strange and has trouble standing up or fighting for about an hour. After that, for the rest of the week he gains these bonuses:

Wisdom: +1
Moral: +2
Charisma: +1



Kings’ leaf


This is a tool used by assassins. It was made by an old apothecary who’s name has been forgotten. A priest used it. He was the high priest of a great king, and he decided to rule over his kingdom. So he found an assassin that could take control of the king without hurting him. The assassin eventually came up with this weed and used it to control the king. The priest seeing that the herb was working great decided to make a lot of it. After 2 weeks the king died of this herb and the priest was executed, guilty of high treason. The rest of the herb was lost to the hands of the assassin who got away. This weed cannot be made nowadays. It can only be found. It is considered a magic weed. When smoked, the person feels a great pleasure and forgets all his problems. He also feels a lot stronger, physically than usual. But he finds himself unable to answer things that he would normally be able to, making another say it instead of him. It also puts the person who helps the smoker into great esteem of the smoker.


Cost: None it must be found.


Effects:

Wisdom: -5
Intelligence: -5
Charisma: +2
Moral: +5
Strength: +1
Constitution: +1

After a single pipe, the smoker becomes dependent unless he is of great perspicacity and is able to find that something goes wrong. After 3 times the person loses all his own will, making him the perfect puppet. After 3 times, the person loses all skills, like magic and anything else. After 2 weeks the person suffers 2d10 points of damage every time he takes his pipe.

[8 blank lines suppressed]

The bookshelf emptier.


This herb was made quite recently by an order of wizards. It is used to remember a lot of things a lot faster, but makes them in physique disarray. To make it, find some Mind mushrooms. They grow in thick forests and humid caves. Once you have them, you must hide them from light or they will lose all their effect. Then simply smoke them in a dimly lit place. It isn’t rare in the wizards’ guilds, but out in cities, it’s strange to find someone smoking it just like that.


Price: Around 2 gold pieces for a single use.


Effects: Last for a day each

Intelligence: +5
Wisdom: +5
The day after consumed:
Constitution: Reduced to the class minimum +2
Strength: Reduced to class minimum +2


The person smoking it will be able to skim threw countless books and learn a lot faster, unfortunately the effect lasts for quite a bit, so the smoker goes into a learning frenzy and once it’s finished he is totally incapable of performing any physical tasks.
Guild Master
GM, 397 posts
I see all
I know all
Thu 26 May 2022
at 20:03
  • msg #8

Equipment List

Trinkets

Trinkets are magic items that provide minor benefits to the user. These ornaments and baubles are miniature in size. They fit in the palm of your hand and with a bit of concentration they erupt in a small flash of light. Immediately thereafter they crumble into fine dust and you are imparted with a slight magical benefit.

The magical benefits are very minor and short in duration. Their duration range from immediate to five rounds. Activating a trinket requires little effort. You must have a free hand to clutch the trinket. It does not count towards any actions. Only one trinket can be activated per round.

Trinkets come in two varieties: common and rare. Common trinkets follow the standard rule regarding power and duration. Rare trinkets are more powerful and might have a longer duration. Roughly ten percent of all trinkets are cursed. The cursed trinket will give the opposite effects of the boon. Some curse effects might need to be adjudicated.

Trinkets can be made of any material. Their color and construction range from elaborate and valuable to simply looking like a mere child toy. All trinkets detect as faint magic.

Common Trinkets

1. Horseshoe: Double yours mount movement speed. Duration: 5 rounds
2. Snowflake: Reduce damage by 1 from cold spells or effects. Duration: 2 rounds
3. Steel Sword: +1 to melee damage rolls. Duration: 2 rounds
4. Boots: +5% to move silently checks. Duration: 2 rounds
5. Fish Scale: Able to breath underwater. Duration: 5 rounds
6. Broom: Cleans your body and gear of dirt and grim. Duration: Immediate
7. Book: You can recast any 1st level spell you have already cast. Duration: 1 round
8. Serpentine Statuette: +1 to poison saves. Duration: 3 rounds
9. Shiny Rock: +1 to petrification saves. Duration: 3 rounds
10. Backpack: Reduces your encumbrance level by 1. Duration: 5 rounds
11. Shrunken Head: +1 to death saves. Duration: 3 rounds
12. Monocle: You can see twice as far. Duration: 5 rounds
13. Stein: You are now sober. Duration: Immediate
14. Spiral Sun: Heal 1 hit point: Duration: Immediate
15. Feather: Reduce falling damage by 1. Duration: 2 rounds
16. Dagger: Next backstab does x3 damage: Duration: 1 round
17. Arrowhead: +1 to ranged damage. Duration: 2 rounds
18. Perfume Bottle: +1 to reaction rolls. Duration: 5 rounds
19. Lionhead: Your retainers gain a +1 to morale checks. Duration: 5 rounds
20. Scroll: +1 to spell saves. Duration: 3 rounds
21. Eyeball: You can't be surprised. Duration: 2 rounds
22. Mirror: You can't be backstabbed. Duration: 1 round
23. Skull: +1 to turn undead roll. Duration: 1 round
24. Coin: +5% to pick pocket roll. Duration: 2 rounds
25. Twig: +1 to wands, staves, rods saves: Duration: 3 rounds
26. Amber Spider: A small polished piece of amber with a spider trapped inside, held in a silver web pendant. The wearer of this pendant cannot be trapped in spider webs or web spells, and can climb across them at � movement rate. 10% of these also allow the casting of a spider climb spell 1/day.


Rare Trinkets

1. Lantern: All random encounter checks are half: Duration: 24 hours
2. Shield: Next time you are brought to zero hit points you are only brought 1 instead. Duration: 5 rounds
3. Axe: Next successful melee attack does max damage. Duration: 2 rounds
4. Pickled Finger: Summons a Zombie to fight for you. Duration: 5 rounds
5. Bulwark: A +1 or better magic weapon is needed to harm you. Duration: 1 round
6. Bull: All coins carried increases by 20%. Duration: Immediate
7. Tombstone: You are immune to level drain. Duration: 3 rounds
8. Hourglass: Your age category is reduced by 1: Duration: Immediate
9. Owl: You gain 1,000 exp. Duration: Immediate
10. Metal Ball: A ball appears before your foes and does 6d6 holy damage in 10ft radius. Duration: immediate

Enter the Trinket Bracelet. Like a pandora necklace, all trinkets hang from it (max 6 per bracelet) and can be used immediately.
Guild Master
GM, 406 posts
I see all
I know all
Tue 31 May 2022
at 23:43
  • msg #9

Equipment List

Wand of Element Transmogrification: This wand changes a quantity of one element
into an equal amount of another element (water into fire, earth into air, etc.). The element
to be affected must be within 60 feet of the wielder, who merely points the wand at the
element and speaks the command word. For every 10 cubic feet (or portion thereof)
transformed, one charge is drained from the wand.
The transmogrification is permanent unless a successful dispel magic is cast on the
element.
Elements created by this wand have special characteristics. Fire requires no fuel to
burn. Water never evaporates. Air is absolutely pure, but unless contained, the air
mingles with the atmosphere and is lost forever. Earth can appear as soil, sand, clay, or
stone, at the wielder's option. It is not possible to create treasure such as valuable metals
or gemstones with this wand.
This wand has no effect upon creatures of any kind, except those from the Elemental
planes. By changing such creatures into their element of opposition (fire into water, air
into earth, etc.), the creature is totally obliterated. Thus, transmuting a water elemental
into fire disintegrates it.
A creature attacked by the wand is allowed a saving throw vs. rods, staves, and
wands. If the save is failed, the elemental is destroyed. If the save is successful, the
creature is not obliterated outright, but suffers 6d6 points of damage and retains its true
form.
In attacking an elemental, the number of Hit Dice of the elemental determines the
number of charges used: 1 charge for an 8 HD elemental, 2 charges for a 12 HD
elemental, and 3 charges for a 16 HD elemental. It is not possible to use this wand to
change an elemental into another type of elemental.
The wand may be used once per round. It may be recharged.
Wand of Misplaced Objects: This wand emits a multitude of golden orbs that rush
toward a target creature. The orbs surround the victim and swirl around him wildly for 1
round. During this time the victim is confused and can take no action.
At the end of the round, the orbs vanish and the victim is free to act. He discovers,
however, that all objects on his person have been moved. Some items are inconveniently
located, while others are nowhere to be seen. A warrior might find his magical ring on
one of his toes, his sword in his pants, his gold pieces in the sheath of his sword, and his
breastplate on his head. The more possessions a victim owns, the more confused the
situation becomes. The DM is encouraged to be devious.
Because of the chaotic placement of items, the victim suffers several penalties.
Movement is reduced by half. Armor class of characters wearing armor is reduced by 2,
since pieces are not worn properly. Attack rolls made by the victim are made at a -2
penalty. These penalties are eliminated if the victim devotes 2-5 rounds (1d4+1) to
rearranging his gear.
A character requiring an item carried in a backpack, pouch, pocket, or other container
must spend 2-12 (2d6) rounds searching for the item. This penalty is canceled if 3 turns
are spent unpacking and repacking all gear.
The DM must define the locations of objects any time a character reaches for them or
if they impair motion or sight. When deciding locations of objects, the DM should state
the obvious effects of impaired sight and movement immediately, such as boots worn on
hands or a cloak over the face.
Items held within a bag of holding, Heward's handy haversack, or other magical
containers are unaffected. However, the containers themselves are subject to relocation.
The wand uses one charge per attack. It may be recharged.

Powders
Magical powders are usually stored in small paper packets, cloth pouches, or hollow
blow tubes made of glass, wood, metal, or bone. A packet or pouch can be shaken out to
cover the area all around the user to a radius of 5 feet. This action lasts an entire round.
Note that powders used in this manner can affect the user.
Alternatively, powder in a tube can be blown outward in a ten-foot-long cone shape
that is one foot wide at the apex and five feet wide at the end. Used in this manner, the
powder has no chance of affecting the user (unless it rebounds on him due to wind or
similar circumstances).
Powders may also be blown from the user's hand, but can only affect a single
individual within five feet of the user.
Powder of the Black Veil: This sooty, black powder causes temporary magical blindness
to all those in the area of effect. If a creature's saving throw is successful, he suffers no
effects. If the roll fails, the creature is blinded and suffers a -4 penalty to attack rolls, a -4
penalty to Armor Class, and a +2 penalty to initiative rolls. Blindness persists each round
until the victim succeeds at a saving throw vs. spell, at which time the effect is instantly
negated. An entire packet or blow tube must be used for each application.
Powder of Coagulation: When placed on an open wound, a pinch of this yellow powder
stops all bleeding and heals 1d6 hit points of damage. Each pouch or packet contains 4d4
pinches. A blow tube contains one use, but stops bleeding and heals 1d4 hit points for all
creatures in the area of effect.
Powder of the Hero's Heart: When used, this dull red powder instills bravery in all
creatures within the area of effect (both friends and enemies). It grants such creatures a
morale bonus of +2 and negates the effects of magical fear. The effect lasts for 5d4
rounds. An entire packet, pouch, or blow tube must be used for each application.
Powder of Magic Detection: Under close inspection, this ordinary-looking powder can
be seen for what it truly is--an extremely fine powder of minute, crystalline granules.
When this powder contacts a magical object, the crystals spark and flash with a rainbow
of colors. This effect does not reveal the nature or intensity of the enchantment--only that
the item is magical.
A small pinch of powder is needed for each use, no matter how large or small the
object. Each packet contains 1d10+10 pinches. Powder that is placed on a nonmagical
item yields no effect and cannot be reused.

Parchment of Monster Holding

This 1-foot-square piece of parchment can hold any monster summoned by a monster summoning I spell. The wizard unfolds the parchment and lays it before himself prior to casting the spell. If the spell is successfully cast, the summoned monster is immediately absorbed into the parchment, appearing there as a colored image. The caster can then refold the parchment and carry it with him, holding the summoned monster indefinitely. When the parchment is unfolded and laid on the ground, and the wizard speaks a command word, the monster appears, remaining active for the normal duration of the monster summoning I spell. Any single parchment of monster holding can be used only once; after the monster is released, the parchment crumbles to dust. The parchment also crumbles if it is torn or defaced in any way.
Add to: Table 104 (page 139, DMG ).
XP Value: 150
This message was last edited by the GM at 07:56, Sat 04 June 2022.
Guild Master
GM, 407 posts
I see all
I know all
Wed 1 Jun 2022
at 01:08
  • msg #10

Equipment List

ARCANIST’S GLOVES
Price (Item Level): 500 gp (3rd)
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: Swift (command)
Weight: —
These sleek blue gloves bear tiny golden stars
across the knuckles.
When you activate arcanist’s gloves, you
add 2 to the caster level of the next 1stlevel
arcane spell you cast before the end
of your turn.
Arcanist’s gloves function two times
per day.
Prerequisites: Craft Wondrous Item, fox’s
cunning.
Cost to Create: 250 gp, 20 XP, 1 day.

Bracers of revelation

When an archer wears these leather gloves he can see his target clearly- ignoring any camoflage, any cover they are hiding behind, mists and fog, smoke, darkness. The revelation occurs when the archer stares down the shaft of the arrow; when a target presents itself, the outline of their body is revealed. The archer can choose to not shoot and look for other targets. The bracers function as a +1 to hit magic weapon.

ENEMY SPIRIT POUCH
Price (Item Level): 2,100 gp (6th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: —
Weight: 1 lb.
A small collection of teeth, small scales, knots
of hair, and strange bits of jerky fills this pouch.
The worn leather bag’s strings are long enough
to allow the pouch to be worn as a necklace.
This item is keyed to a single type of creature
(aberration, animal, magical beast,
and so on). A pouch keyed to humanoids
or outsiders must be keyed to a subtype as
described in the ranger’s favored enemy
ability (PH 47). While wearing an enemy
spirit pouch, you gain a +1 competence
bonus on attack rolls against creatures
of this type.
If you are a ranger, the pouch increases
your favored enemy bonus against creatures
of its type by 2. If you don’t have the
favored enemy ability, the pouch grants
you a +2 bonus on damage rolls and certain
skill checks as if that type of creature were
your favored enemy.

GLOVES OF THE
BALANCED HAND
Price (Item Level): 8,000 gp (11th)
Body Slot: Hands
Caster Level: 12th
Aura: Strong; (DC 21) transmutation
Activation: —
Weight: —
Small, open hands formed of hardened leather
rest upturned on the backs of each of these thin,
brown gloves.
While wearing these gloves, you fight
as though you possess the Two-Weapon
Fighting feat. If you already have Two-
Weapon Fighting, you can make an
additional attack with your off hand as if
using the Improved Two-Weapon Fighting
feat.
Prerequisites: Craft Wondrous Item,
righteous might or Tenser’s transformation.
Cost to Create: 4,000 gp, 320 XP, 8 days.

LIGHTNING
GAUNTLETS
Price (Item Level): 1,000 gp (4th)
Body Slot: Hands
Caster Level: 3rd
Activation: Standard
(command)
Weight: 1 lb.
Threads of copper run along the
fingers of these finely crafted black
leather gloves.
Each pair of lightning gauntlets
has 3 charges, which are renewed
each day at dawn. Spending 1 or
more charges allows you to deal
electricity damage to an adjacent
target. No attack roll is required,
but a successful DC 14 Reflex
save halves the damage dealt.
1 charge: 2d6 points of electricity
damage.
2 charges: 3d6 points of electricity
damage.
3 charges: 4d6 points of electricity
damage.
Prerequisites: Craft Wondrous
Item, shocking grasp.
Cost to Create: 500 gp, 40 XP,
1 day.

ROGUE’S VEST
Price (Item Level): 18,000 gp (14th)
Body Slot: Torso
Caster Level: 13th
Aura: Strong; (DC 21) divination
Activation: —
Weight: 1 lb.
This slick-looking black vest is made of supple,
well-worked leather. Its buttons are carved of
dull black glass and seem to absorb light rather
than reflect it.
While wearing this vest, you gain a +2 competence
bonus on Hide and Move Silently
checks, and a +2 competence bonus on
Reflex saves. In addition, if you have the
skirmish, sneak attack, or sudden strike
ability, you deal an extra 1d6 points of
damage when making such an attack.
Lore: A halfling arcane trickster
named Lena Wanderingeye created the
first rogue’s vest. She wore it for many years
before she retired from adventuring and
joined a caravan. She eventually passed
the secret of its creation on to the arcane
spellcasters in the caravan (Knowledge
[arcana or history] DC 20).
Prerequisites: Craft Wondrous Item,
cat’s grace, invisibility, true strike.
Cost to Create: 9,000 gp, 720 XP,
18 days.

SAFEWING EMBLEM
Price (Item Level): 250 gp (2nd)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: Immediate (mental)
Weight: —
This porcelain pin is sculpted to look like a
pair of outstretched white wings. A tiny green
stone adorns the center, where the wings meet.
If you fall at least 10 feet, a safewing emblem
becomes a pair of feathery wings that grant
you a feather fall effect, allowing you to
descend safely from any height up to 180
feet. When you land, the emblem shatters,
its magic expended.
Prerequisites: Craft Wondrous Item,
feather fall.
Cost to Create: 125 gp, 10 XP, 1 day.

WAND BRACELET
Price (Item Level): 12,000 gp (13th)
Body Slot: Arms
Caster Level: 6th
Aura: Moderate; (DC 18)
transmutation
Activation: See text
Weight: —
This golden chain bracelet has a number
of small metal objects hanging from it like
charms.
A wand bracelet can store up to four
items, which appear as charms along
the bracelet. You can grab one of the
charms from the bracelet as a swift
(manipulation) action, causing it to
appear in your hand.
If you have an item in hand, you can
use a move (manipulation) action to store
the item in the bracelet or to switch a
held item for a stored item by touching
the item to the charm representing the
stored item. Storing an item causes it to
shrink down and appear as a charm hanging
from the bracelet. Any item stored
can weigh no more than 3 pounds and
must be able to be held in one hand, such
as a wand or a light weapon. Only the
wearer of the bracelet is able to retrieve
or store items.
Lore: The name wand bracelet describes
the most common use of this item. Originally
designed to hold small keepsakes
as charms, and crafted to be appropriate
for formal gatherings, wand bracelets
have found popularity among artificers
(ECS 29) who favor spell trigger devices
(Knowledge [history] DC 15).
These bracelets are also sometimes
known as assassins’ charms, because small
weapons can easily be concealed within
them (Knowledge [history] DC 20).
Prerequisites: Craft Wondrous Item,
shrink item.
Cost to Create: 6,000 gp, 480 XP,
12 days.

Glass of Preserved Words: This magical magnifying glass has a band of silver around
the lens and an ivory handle. The glass has the ability to make illegible written words
readable. Words that were carved into stone but worn away through time, inked letters
blurred due to moisture, messages clouded by magic, and magical and normal writings all
become clear when read through the glass.
The actual words remain illegible; they are not altered in any way. Only a character
looking at them through the glass can read them clearly.
The glass does not protect the reader from any harmful effects as a result of a cursed
scroll or trapped writings, nor does it make cryptically worded or coded messages
understandable.

Portable Canoe: This ordinary, canvas-covered canoe is capable of comfortably holding
two passengers. The canoe includes two wooden paddles. The portable canoe can be
folded into a 6-inch-square packet, about an inch thick, weighing just under a pound.
With the exception of the paddles, the portable canoe must be emptied of all other
objects before it can be folded. Folding the canoe requires 5 rounds; unfolding requires 2
rounds.

Saddle of Flying: This saddle resembles a normal leather saddle with a small, silver
buckle near the pommel. When the saddle is secured to a horse or any other nonmagical
mount and the silver buckle is fastened, the mount sprouts wings and acquires the ability
to fly at its normal movement rate (Maneuverability Class D). The flying mount can carry
its normal encumbrance.
The saddle of flying functions for only one hour per day. When the silver buckle is
unfastened or the duration expires, the wings disappear and all flying ability is
immediately lost, regardless of whether the mount is airborne or on the ground.

Skie's Locks and Bolts: This device looks like a small, ornate lock with a tiny silver key.
When the key is turned clockwise, all doors, windows and other portals within 50 feet of
the item slam shut and become wizard locked. For purposes of opening them, the wizard
locks are the equivalent of those cast by a 12th-level wizard. The effect lasts until the key
is twisted counterclockwise or the device is transported more than 50 feet away.
Skie's locks and bolts are sometimes found in the homes of wealthy merchants and
secretive wizards.

Zwann's Watering Can: Invented by the noted botanist Salerno Zwann, this otherwise
ordinary watering can is activated when the user fills it with two gallons of water and lets
it stand undisturbed for 30 days. At the end of that period, the user may sprinkle the water
from Zwann's watering can over a patch of tilled soil no larger than a 25-foot square.
Seeds subsequently planted in this treated soil grow normally, but are permanently
immune to disease, drought (the plants never need to be watered again), insects, bad
weather (such as hailstorms and early frost) and all other forms of nonmagical trauma.
The plants can be harvested normally by the planter.
Water from Zwann's watering can has no effect on already maturing plants. It cannot
revive withered, diseased, or insect-infested plants.
The patch of soil retains its effectiveness for one year, after which time it must be
watered again for the effect to be renewed.
This message was last edited by the GM at 07:15, Sat 04 June 2022.
Guild Master
GM, 425 posts
I see all
I know all
Thu 9 Jun 2022
at 01:03
  • msg #11

Equipment List

Amulet of Lycanthrope Change Control: This Amulet allows its wearer, if infected with Lycanthropy, to attain complete
control over his/her change in forms. The wearer may change to any Lycanthrope form at will and is allowed a saving
throw vs. spell to avoid the change during a full moon. Even if the wearer changes during the light of a full moon, he/she
remains in control of his/her body during this time.

Coin of Luck: This magic coin gives the user +1 to hit and damage as well as improving armour class by one point.
Coin of Extra Luck: This magic coin gives the user +1 to hit and damage as well as improving armour class by three
points.
Dagger of Hurling: This dagger is enchanted with the same enchantment as the Axe of Hurling. It can be thrown up to
180' and will always return to the thrower. Damage inflicted is doubled (ie. 2d4 as opposed to 1d4).

Ring of Blade Barrier: This ring can be used three times per day. When used, it creates a blade barrier (as per spell)
two feet in front of the character (or in the next hex or square if in tactical combat). In some ways, the blade barrier is
attached to the user's finger and may be moved left and right if the user so wishes. A strength check must be made
whenever the blade barrier is to be moved as well as when it is created or the character must make a saving throw vs.
death magic. Failing the strength check and saving throw results in the character dropping the blades on his/her legs,
causing damage (as per blade barrier).

Ring of Lycanthrope Change Control: This ring allows a character inflicted with Lycanthropy to change form at will as
well as keep control over himself/herself when in the other form.
Ring of Magic Missiles: This ring shoots magic missiles as often as the user desires at a rate of one per round. The
ring never runs out of charges.

Staff of Fireballs: This staff holds up to 25 8HD Fireballs. If the staff is broken, all remaining fireballs are detonated
immediately, centred on the holder of the staff.
Guild Master
GM, 571 posts
I see all
I know all
Wed 10 Aug 2022
at 00:39
  • msg #12

Equipment List

Arrows

Ice Arrow - A shard of razor sharp ever-frozen ice is fastened to the end of an arrow. A hit from an Ice Arrow causes the area surrounding the wound to freeze for 1d4 hours.
2 Net Arrow - The head of this arrow is actually a small clay pot containing a spring-loaded silk net, on a hit, the target makes a DEX save (DC 13) against being restrained. on it's turn, the target can make a STR check to break free (DC 16).
3 Acid Arrow - The glass head of this arrow shatters upon impact spraying the target in corrosive acid. On a hit the target takes an additional 1d4 acid damage.
4 Non-lethal Arrow (blunt head) - does blunt instead of piercing damage.
5 Rose Thorn Arrow - on hit extra 1d4 piercing from thorns and target must make a DC 15 STR or DEX save or be ensared for 1d4 rounds (can attempt to Str / dex to get free each round), 1d4 piercing damage each round the ensnared creature moves.
6 Grappling Arrow - Arrow with a strong head that will hold up to 300 lbs of weight on an attached 100ft length of rope.
7 Small Game Broadhead - Broadhead with extending fins that will decapitate small game (CR 1/8 or lower), due to the precision needed, the target gets +5 to AC.
8 Shock Arrow - A thundergem is sharpened into a point as this arrow's head. Upon a hit the brittle gem shatters, releasing an additional 1d8 lightning damage in a 10' radius.
9 Water Arrow - When this arrow makes contact, it releases a burst of water that extinguishes any source of fire no greater than a five foot cube. Elementals attuned to fire are weak against it's damage.
10 Moss Arrow - When this arrow is fired at a surface, creeping moss rapidly spreads to a circle with radius ten feet around the point of contact. Walking or climbing on the moss grants advantage on stealth checks to remain silent.
11 Rope Arrow - When fired, this arrow releases 25 feet of hempen rope behind it.
12 Choke Arrow - When the arrow makes contact with an object, it explodes into a cloud of noxious fumes in a sphere with a radius of 5 feet. Those inside choke as if you had casted the Stinking Cloud spell with DC 12.
13 Alchemists Fire Arrow - contains a small vial of alchemists fire, dealing an additional 1d4 fire damage.
14 Thundersteel Arrow - made from meteoric iron which has been imbued with the essence of the sky domain, deals 1d4 lightning damage in addition.
15 Punch Arrow - Stuns an enemy or knocks them prone on hit.
16 Arrow of Healing - Deals 1d4 damage, heals 1d8 hp.
17 Barbed Arrow - This cruelly barbed arrow does normal damage going in, and 1D6+2 damage coming out. If carefully removed (takes 1D6+1 rounds, DEX check at DC 15), no damage; half damage if you fail the roll. If left in, 1 damage per round spent doing anything but remaining carefully still.
18 Arrow of Returning - After firing and striking something, the arrow will vanish in a puff of smoke and return to your quiver.
19 Arched Arrow - curved slightly, with air channels engraved onto the tip. When fired, flies in a circle of diameter 60ft in the direction the arrow is curved toward when aiming.
20 Crescent Moon Arrow - causes slashing damage with it's broad cutting head. Once hit the target it hooks itself in the flesh as the wound closes behind it. Causes bleeding. Not effective against armor. Not effective at long range. Can be used to cut objects further away, like ropes for traps and such.
21 Superior Smoke Arrow - Creates a Fog Cloud after 2 turns.
22 Scorpion Arrow - Does an additional 1d4 poison damage.
23 Arrows of the Wraith - Ethereal arrow tips don't hurt most creatures but is devastating to ghosts and other spirits.
24 Arrow of Whooshing - makes a sound like someone making the sound of an arrow flying through the air as it flies through the air.
25 Arrow of Blinding - as it impacts the target, it explodes in a flash of light rendering everyone who was not averting their eyes blinded for 1d4 rounds.
26 Arrow of Delay - when fired the arrow freezes in place mid-air, thawing one round later and targeting the original targeted location. In addition to normal damage, on a hit the target is frozen in time for one round, unable to take any actions.
27 Pointy Twig - sold by a goblin travelling merchant, he swears it's an arrow of never-missing. It's actually just a pointy twig.
28 Buzzing Arrow - An arrow with a head coated in honey. When it hits a target, a swarm of bees is summoned, centered on the target. The bees are not friendly to the user, but likely won't attack unless provoked.
29 Splitting Arrow - An arrow that splits into 3 separate arrows mid-flight. There are rarer versions that split into 5 and even 7.
30 Suckerpunch Arrow - Arrows that have a light metal ball instead of a pointed head. Better for knocking out targets with a shot to the head or knocking the wind out of them with a shot to the gut. Incredibly nonlethal.
31 Light Arrow - These arrows deal radiant damage instead of piercing. They appear to be made out of pure light while emitting none at the same time. They leave a streak in the air, marking their path for up to an hour.
32 Vampire Teeth Arrow - While not actual vampire teeth, they look pretty close. These arrows deal necrotic damage instead of piercing. The teeth may be recovered after battle to gain the damage dealt with them as healing or temporary HP.
33 Glass Tipped Arrow - Either solid or hollow to fill with alchemy items.
34 Sleep Arrow - using sleep powder, it bursts on impacts causing one creature hit to make a con save or fall asleep. No additional damage.
35 Flare Arrow - creates a flare like projectile. If shot skyward can be seen up to one mile away. Only does 1d4 additional fire damage.
36 Grapple Hook Arrow - does not do standard damage. Can be used as a standard grapple hook as well as an attempt to attach it to a target.
37 Flash Bang Arrow - this arrow is tipped with a small grey canister that explodes in a 10 foot radius on impact. Creatures in the blast must make a DC 14 constitution save or be blinded and deafened for 1d4 rounds. The creature may repeat the saving throw at the end of each of his turns.
38 Stalker Arrow - upon impact, this arrow lodges a small magical tracker in its target. The archer now knows the location of the target for 24 hours.
39 Taser Bolt - upon impact, the target must make a DC 14 constitution saving throw. On a fail, the target is now paralyzed, as if affected by the hold person spell. The saving throw may be repeated at the end of each of the targets turns.
40 Scrying Arrow - It takes a moment to prep the scrying arrow. You look into the foggy glass and your non dominant eye loses sight for a second before reforming inside the glassy bulb. This effect lasts for a minute. This arrow can then be shot.
41 Deadweight Arrow - Once its stabbed into a surface, the target's weight increases to 50 pounds.
42 Curved Arrow - An arrow with a slight curve in it, used to hit targets behind cover.
43 Injection Arrow - An arrow with a needle on the tip used to inject enemies with poisons and other alchemical brews.
44 Armor Piercing Arrows - Tipped with special metals that ignore AC, +2 to hit.
45 Hollow Tipped Arrows - It breaks off inside the victim causing more damage, but are harder to penetrate armor with. -1 to hit, +1d4 damage.
46 Shadow Arrows - Arrows exposed to alchemy that allows it to go through an object or person and pierce something else.
47 Smokescreen Arrow - Tipped with a smokebomb. Causes a cloud of smoke that obstructs vision for 1d4-1 rounds, moves 10ft in the direction of the wind every turn.
48 Binding Arrow - Designed to explode on contact with a sticky goo that hardens almost instantly, DC 15 strength check to break. Can be used to stop or hinder movement.
49 Gossip Arrow - on a hit, the archer discovers one mundane secret about the target. (The bandit loves knitting kinda secret) this secret is broadcasted in a 30ft radius by an ethereal voice.
50 Edible Arrow - this can be shot and break like a normal arrow but is unrecoverable. Otherwise provides the effect of one goodberry with no time spoilage.
51 Navigators Shot - upon firing upwards, the arrow travels 80ft upwards before going 50ft towards a goal (find a target or location) the archer is currently seeking. The magic loses effect if it impacts anything before the ascent.
52 Cupid's Lust - these pair of arrows switch the minds of the targets for 24 hours when struck with the tip.
53 Evertrue Arrow - when this arrow is fired, a target will be hit. Maybe not the one you're aiming at, but the arrow will continue to travel across the surface of the plane it was shot on in a random direction that changes every minute until it hits a target.
54 Moist Arrow - upon impact, any surface in a 10ft cube will immediately be drenched in a thin layer of water.
55 Arrow of Missile Attraction - on a hit, the target becomes missile attractive. Any missile / projectile that passes within 20ft of the victim has a 2 in 6 chance of being redirected towards the victim.
56 Arrow of Monster Attraction - Any target hit by this arrow will attract any monster within 200ft. Monsters (with below human int) will treat the person or creature hit by this arrow as hostile. If arrow hits an inanimate object or the ground, any monster (with below human int) drawn to it will treat everyone in the area as hostile.
57 Arrow of Illusion - arrow creates an illusion of the archer at the impact site.
58 Arrow of Teleportation - user is teleported to the impact site of the arrow.
59 Arrow of Anti-Magic - Arrow dispels all magic spells and effects within 10ft of it's impact.
60 Vampire Arrow - An arrow made from bone that appears to be covered in dozens of tiny holes near its tip. On a hit, a vampire arrow begins rapidly draining blood from the target’s body, causing them to take 1d6 necrotic damage at the start of the target’s turn until the head of arrow is removed from the body. These additional effects do not occur if the target has no blood or similar essential body fluid.
61 Anti-Ballistic Arrow - A thick arrow that has a rounded tip, with fletching that constantly adjusts and readjusts itself. Upon being fired, the arrow seeks out the closest moving projectile that is within 30 feet of any point of the arrow’s flight path. The arrow changes its direction to intercept the moving projectile, and a successful attack roll against an AC of 15 results in the intercepted projectile being knocked out of the air and/or destroyed.
62 Blight Arrow - A sinister looking arrow made from a dark wood that seems to pulse with life. On a hit, the wooden shaft of the arrow wiggles and writhes its way into the body of the target dealing an additional 1d4 damage on the hit and at the start of each of the target’s turns thereafter until the wood is removed with magical restoration or a successful DC 16 Medicine check. If the shaft still remains inside the target’s body when the target dies, 1d3 twig blights burst forth from the target’s body 2d4 rounds after the creature’s death. The twig blights are hostile to all creatures other than each other, and attack nearby creatures until they die or there are no creatures left to attack, at which point they go off in search of more victims.
63 Screamer Arrow - A transparent, fragile arrowhead filled with volatile sonic energy causes this arrow to mildly vibrate at all times. On a hit, the arrowhead shatters and releases a ear shattering scream. Instead of dealing traditional damage, all creatures within a 30 foot radius of the arrows point of impact must make a Constitution saving throw. A creature takes take 2d8 thunder damage on a failed save, and half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw. Any nonmagical objects that aren’t being worn or carried also take the damage if they are in the radius.
64 Cannon Arrow - An arrow seemingly made entirely out of metal that is still light enough to be used, faintly glowing runic symbols cover every surface. Upon being fired, the arrow transforms into a cannonball that magically continues following the arrows flight path. A creature that is hit with the cannonball takes 8d10 bludgeoning damage and must succeed on a DC 22 Strength saving throw or be knocked prone.
65 Foecrusher Arrow - An arrow with a very large head that is disproportionate to the rest of the arrow’s body, that somehow weighs the same as a normal arrowhead. Upon being fired, the arrow begins to rapidly grow in size over the course of its flight. For every 10 feet the arrow moves, the arrow’s damage increases by 1d6 piercing damage. If the arrow travels at least 100 feet, every creature within a 5 foot radius of the arrows point of impact must make a DC 18 Dexterity saving throw. A creature takes the arrows full damage as bludgeoning damage on a failed save, and half as much damage on a successful save. The damage is done instead of the arrows single target damage, not in addition to it. The radius of the arrows point of impact increases by 5 feet for every additional 100 feet the arrow travels after the initial 100 feet.
66 Whistling arrow - A non-magical arrow with a wiffle ball-like attachment affixed to the shaft behind the point. It makes a shill whistling sound as it travels through the air. Inexpensive.
67 Silence Arrow - An arrow with a fog-filled glass pearl instead of an arrowhead. It casts the silence spell in a 20 ft spherical radius lasting for 5 minutes where it strikes.
68 Glass-Break Arrow - The arrowhead is high quality ceramic and very lightly touched with enchantment so that it thoroughly shatters glass. Despite being enchanted, detect magic will overlook it most of the time. Inexpensive, but only shops catering to thieves and mischief sell them. Possession may be a crime in some areas.
69 Tracer Arrow - Glows when fired so you can see the arc of the arrow and where it lands. Inexpensive.
70 Grease Arrow - An alchemist's vial of grease replaces the arrowhead and spreads grease on whatever surface it strikes.
71 Flightstopper Arrow - A creature that is flying or attempting to fly must make a constitution save before using its movement. On failure, it cannot gain altitude and instead drops 60 feet. A flying creature does not take fall damage if it is forced from the sky by the flightstopper arrow. The throw is repeated every time the flying creature tries to use its movement. The effect lasts one minute or until the arrow is removed, whichever comes sooner.
72 Wyrmslayer Arrow - Deals double damage to dragons and like kin.
73 Compass Arrow - Ordinary when fired but swivels to point north when balanced on a finger.
74 Trickstrike Arrow - The arrow teleports midfiring so that it appears to have been fired from a direction of the attacker's choosing instead. The accuracy is the same as a normal arrow.
75 Bluff Arrow - A regular arrow with an extremely persausive letter tied to it.
76 Black Arrow - Dwarven-made it is ancient and capable of piercing dragon hide.
77 Huntress Arrow - The Goddess of the Hunt blessed this arrow. Hits with the force of a falling Oak tree.
78 Arrow of the Feywar - Upon a successful hit transports the victim to another point nearby or another point on the nearest continent (flip a coin to decide).
79 Arrow of Ricochet - Considers full cover to be half cover.
80 Arrow of Desperation - Gains a +4 bonus when the archer or one of their companions has less than a quarter HP remaining.
81 Mind Spike Arrow - Deals only psychic damage. Target has disadvantage on wisdom saves until next turn. It is pink in colour.
82 Skeletal Grasp Arrow - An arrow of bone with a grasping hand on the front. If target is struck, grasping skeletal hands raise up from the ground dealing bludgeoning damage and restraining the target and those caught in the AOE. 5 foot radius.
83 Meteor Shower Arrow - A Pure black arrow that marks a target for a meteor shower. Meteors are summoned and take 1 turn to arrive. After 1 turn a shower of massive flaming meteors rain down on the target dealing LOTS of fire and bludgeoning damage. 15 foot radius.
84 Sentient Arrow - The arrow is actually a living organism shaped like an arrow. Its head is the arrow head. When drawing blood it sprouts its thin limbs and begins trying to inject itself inside its target host. The initial strike does damage and the target must succeed a constitution saving throw or else the creature will successfully dive into the host. While, it will deal 1d4 damage per turn and the host can feel the creature moving around inside.
85 Dryad's Kiss Arrow - Upon a successful hit by this legendary arrow the target is wrapped in vines and dragged into the earth. On a miss the arrow sprouts vines and roots that creates an oasis of permanent plant life and sprouts another arrow every century.
86 Quiver Mother Arrow - As long as this arrow is in your quiver it makes 15 arrows per day.
87 Drow Ascension Arrow - Touching these arrows bathes the shooter or anything it hits in shadow for 1 hour.
88 Jagged Arrow - When it hit's a target, it does 1d4 piercing damage every 12 seconds (2 turns) until removed by a medicine check of 15+.
89 Zipper Arrow - Does regular damage, but the when the arrow is ripped out by a PC, it does 4d4 damage. To rip the Arrow out, a PC needs a prerequisite strength of 15. The actual arrow has many small spikes and sharp edges on it, and near the base of the arrow is a large pull handle.
90 Haunted Skull-Dread Arrow - Does regular damage. If arrow isn't pulled out by before 3 turns are over, the creature gains either a minor curse from a d100 table, or a disease from a d100 table. If it is a critical hit, then on the first turn the effect activates.
91 Arrow of Agitation - on a successful hit, the target experiences varying nervous agitation, which affects to hit rolls and any bonuses to AC for Dex. Roll a d4, and subtract that number on to hit rolls and Dex-based AC. The effect lasts for 6-8 rounds.
92 Ethereal Arrow - Upon using a command word, this arrow shifts between the material and ethereal plane. Can be used to shoot through allies without harming them or to shoot through covers.
93 Tipsy Arrow - on successful hit target is impaired as if drunk for 1d4 minutes. (disadvantage on attacks)
94 Babel Arrow - on hit, this arrow makes you forget the languages you speak and speak languages you didn't beforehand for 1d4 hours.
95 Spoil Arrow - on hit you have a horrible taste in your mouth that distracts you from whatever else you were doing to go seek water.
96 Blurry Arrow - blurs vision for 1d20 minutes.
97 Short Jump Arrow - Arrow range is only 30 ft but allows you to teleport to anywhere within the range that it lands.
98 Pulling Arrow - can pull 300lbs of weight that is tied to the arrow for 1d100 feet.
99 Invisibility Arrow - on hit, target vanishes for a whole 1d12 minutes.
100 Blessed Arrow - does extra 1d4 damage to undead.
101 Banshee Wail Arrow - releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to takes 3d6 psychic damage. In a succefull save takes no damage
102 Snake Arrow - this arrow release 1d4+2 snakes when hitting a enemy (could be a small clay vase).
103 Sanctuary Arrow - cast sanctuary in the area where it hits
104 Bull Arrow - Designed to puncture heavy armor and animal skins, the Bull Arrow has a small cache of gunpowder on the end that only detonates on contact with a hard enough surface. Deals 1d4 piercing damage, and an extra 1d8 bludgeoning damage if the target has an AC over 16.
Sign In