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Items of Power Index Weapons Malorn Mage Blade The Grey Lord's Blades Wondrous Items Cat's Lives Amulet Claws of Elemental Infusion Gauntlet of Power Goblet of Transmutation Hooded Cloak of Illusions Kazzad Tankard Laughing Man's Spikes Robe of Wondrous Items Spined Bracelet Cursed Items Medallion of Voices Intelligent Items Distance Cleaver Storm Bringer Vampiric Cloak

1 1 1 2 2 2 3 3 4 4 4 5 7 7 8 8 8 8 9

Weapons Malorn Mage Blade Written by Buck Atkin [Mailto: [email protected]] One of a hundred blades crafted for the warriors of an elite legion, this weapon commonly functions as a +2 keen bastard sword crafted from cold iron. However, when the ruby in the copper and zinc handle is rotated a quarter-turn (a standard action that does not provoke an attack of opportunity), the arcane etchings along the length of the blade begin to glow until the blade of the sword becomes a shimmering plane of force. In this form the sword deals 4d6 points of damage (plus enhancement, strength, and any other applicable bonuses) and becomes capable of affecting incorporeal creatures like any other force effect. This effect is usable once per day and lasts for 13 continuous rounds. Strong evocation; CL 13; Craft Magic Arms and Armor, Greater Magic Weapon, Keen Edge, Mage Blade; Price 53,430gp; Cost 26,715gp + 2,137XP; Weight 6 lbs

The Grey Lord's Blades Written by Buck Atkin [Mailto: [email protected]] In 10560 before the second burning, there was a Human God that was proclaimed the champion of the Balance. Wielding great and terrible magic that somehow affected all lawful and chaotic clerics, he forced a rule upon the world of Malorn for three years before combined assaults from all the other Gods finally broke through his façade. He was revealed as Skarr, the Elven dark god that had been responsible for the first burning of Malorn, and once again the fire times were upon the world as gods waged war on the surface of the world. Skarr was a truly gifted mad god, and during his reign as the Grey Lord he blessed several of his Paladins with blades that Community 3e Downloads

transformed those that they slew. A crafty trick that was completely un-Skarr like that allowed him to openly step up his plans to remove more of the young upstart gods that had come after his banishment. These Longswords are made of a flat, dull gray steel. They are perfectly balanced and very light to wield. They can be swung repeatedly for hours without tiring their users, and those slain by them are thrust right back into the world of the living afterwards, but transformed. Treat any slain character as immediately having reincarnate cast upon them. Skarr realized that high level champions of the other gods could count on being brought back over and over, and with these blades his dark Paladins removed thousands of champions transforming them and keeping them from ever again rising to do battle. This is the main blade that my main villain has used on my PCs over and over. The best time was when the 7th level Dwarf Paladin was killed and came back as a female Badger. Great for messing with PC heads. And, completely reversible with a wish spell… Although the Holy Badger schtick was funny for at least a month… +5 Vorpal Longsword, +5 to attack, 1d8+5 damage, on a critical hit it severs the head. Upon killing any sentient creature, the victim becomes the target of a Reincarnate spell, except that the effect takes place in 1d6 rounds instead of one hour. Also, due to the vile nature of the sword, the victim's soul is forced into the new body should they fail a will save DC 16 (if the creature's soul is not willing to return.) Strong transmutation; CL 18; Craft Magic Arms and Armor, Circle of Death, Keen Edge, Reincarnate; Price 206,531gp; Cost 103,266gp; 8,262XP; Weight 4 lbs.

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Items of Power Wondrous Items Cat's Lives Amulet

character’s body and the damage reduction does not take any effect).

Written by Buck Atkin [Mailto: [email protected]]

Claws

Created by an unknown Wizard who obviously had an army of assassins after him/her. The Cat's Lives Amulet does its best to grant the wearer at least nine lives. These amulets are rare and hard to come by, with few arcane artificers willing to find the materials and time to create these. However for the right price a person can have anything, and if rich its obvious they have a lot of enemies.

Upon command, the character is able to transform his/her hands into claw-like hands (elongated fingers/nails) that do 1d4 of slashing damage. This ability can be used in addition to a monk attack (use Monk’s damage type but attack can be either slashing or blunt damage).

The Cat's Lives Amulet tries to save its wearer's life by looking forward into the future. Roughly a few seconds before any action that would kill the wearer happens, the magic amulet divinates the coming death and swiftly saves the bearer's life. First the wearer is silenced and overlaid with an illusionary double. Then, the wearer is made invisible (treat as improved invisibility). This perfect figment is overlaid over the amulet wearer's form so no-one can tell when It appears. Then the figment continues with the action while the bearer of the amulet is quickly teleported up to 40 feet away, (No chance for Error). The figment then performs the action, gets killed, becomes plant food, whatever. The wearer of the amulet safely watches this and quickly tries to recollect exactly how many charges are left in the amulet… (This device is perfect for PCs who are foolhardy. Run through the PC death just like normal, but allow the player to live and witness their foolhardy decisions. Great for a DM who needs to train those players that are simply scary in RL.) Roll 1D10 to see how many charges the amulet has if Found, Otherwise it is created with 10 charges. Strong illusion, divination; CL16; Craft Wondrous Item, Divination, Mislead, Teleport; Price 144,250gp; Cost 72,125gp, 5,570XP; Weight 1 lb

Poison, Paralysis, Drain Contact poison, paralysis or any type of drain type of attacks does not effect character if the character’s hand (and only the target’s hand ) was targeted. Elemental Infusion Upon command (5 times per day), the character can infuse his/her hands or claws with the energy from the following planes and gains the following points of additional damage/effects. Duration is 5 rounds: Plane of Fire (Flaming Touch) Character’s hands start to glow with heat. All claw attacks or unarmed attacks do an additional 1d4 point of fire damage. Any items held or that make contact with hands/claws must make saving throw versus normal fire or be effected similarly to being affected by a torch. Negative Plane (Chilling Touch) Character hands/claws are cold to the touch. Any attacks made by them do an additional 1d4 points of cold damage and there is a chance that target his is numb for the next melee round – character who is numb suffers –2 to hit and gain a –2 penalty to their reflex saves. To determine if target is effected, target must make an Endurance check. Plane of Air (Shocking Touch)

Claws of Elemental Infusion Written by: Niko [Mailto: [email protected]] These magical items are in essence gauntlets that are made of a thin-like metallic substance of similar to steel. When worn on a character’s hands and the activation word is uttered, the gloves dissolve and get absorbed into the character’s skin…making the skin tone on the character’s hands (up to the wrist) to appear silver-like in nature. Once this absorption process has occurred, the character can never remove these gauntlets unless a remove curse spell is cast or if the character dies at which point the gauntlets will diffuse once more out of the character’s skin.

Character hands/claws are charged with static electricity. Any attacks made by them have a chance of doing additional 1d6 points of electrical damage. When attacking targets that wear metal armor or if attacking metal weapons as if to sunder, character gains a +3 to hit. Positive Plane (Disrupting Touch) Character hands/claws are infused with positive energy from the Positive Plane. Any attacks made by them have a chance of doing and additional 1d6 points of holy damage to all undead. Any undead creature struck in combat must succeed at a Fortitude save (DC 12) or be destroyed).

Abilities

Disadvantage

A character that has activated these gauntlets gains the following abilities:

Dysfunction

Protection The Character’s hand (up to the wrist) has a skin that is as hard as steel. The character in essence gains Damage Reduction of 10/+1 to any specific attacks that target the character’s hands (any attack or regular attack can be made to rest of the

Because of the magical nature of the silver-like skin that the character now has, there is a 10% chance that all magical items worn on the character’s hands (e.g., rings) will not function properly when activated (DM’s discretion if character only needs to try to activate again or a side effect of sorts has occurred). Disfigurement

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Items of Power Character can never magically cover nor magically alter the silver-like skin of the hands. As a result, character can be more readily identified, and even if using spells like Change Self, Alter Self, Shape Change, etc., the character’s hands or an equal body part will be silvery in color. Strong transmutation, evocation; CL 15; Craft Wondrous Item, Iron Body, Burning Hands, Shocking Grasp, Chill Touch, Disrupt Undead; Price 68,700gp; Cost 34,350gp; 2,748XP; Weight 2 lbs.

Gauntlet of Power Written by: Niko [Mailto: [email protected]] It was during a millennium ago when a Greater Lich impersonated a human King and used his undead horde as well as the Kingdom’s human armies to conquer the prime material realm. A desperate alliance between elves, dwarves and opposing humans was forged in an attempt to turn a losing tide. During the darkest day of the war, a union of three, an elder elf wizard, a dwarven master smith and a human arch-priest of a now forgotten deity joined forces to create an item of powerful magic. It was their hope of using this newly created item to pierce the Lich King’s wards and spells as well as cleave through his human and undead guards. Wielded by a half-elven prince, the son of the King that the Lich now resembled and who later became insane by the items magical powers, the magical item known as the Gauntlet of Power served its purpose well. True realm was saved but the prince died in battle and the item of power came to be lost. After several centuries, the Gauntlet of Power has still remained unfound, but its terrible powers have till this day remained remembered and well documented.

Gauntlet of Power A single gauntlet of Mithral that resembles a thin silvery glove whose length goes half way one’s forearm. At first glance, it seems to be made for a right handed individual, but its enchantment enables it to be worn on either hand/arm. Note that wearing the Gauntlet of Power affects spell casting and some thieving skills As a standard action, the wearer of this cursed gauntlet (can’t be removed once worn) can enchant any non-magical melee weapon (does not need to be a masterwork item) with an enhancement bonus of +2 “to hit” and “damage” rolls. This enchantment lasts for 10 rounds. In addition, the gauntlet can further empower a weapon with one of the following abilities (Gauntlet wearer’s choice): Vampiric Touch, Disruption, and Speed for the duration of the enchantment. This enchantment can be used twice per day. Vampiric Touch Bonus Effect: ½ Damage done by weapon is converted as hit points to heal character. These hit points can’t be stored nor can they be given to anyone else but the Gauntlet wearer Side Effect: for every time a character enchants his/her weapon with this ability, there is a 5% chance that the character looses all natural ability to heal himself/herself via rest. Character can only benefit from magical healing via spells, potions, magical items (like sword) and healing skill. The character’s inability to naturally heal is a permanent effect. Community 3e Downloads

Disruption Bonus Effect: Any undead creature struck in combat by empowered weapon must succeed at a fortitude save (DC 14) or be destroyed. This effect is usable only on bludgeoning weapons. Side Effect: every time this ability to empower a weapon with the disruption power is used, there is a 10% chance that the character will be stunned for 1d4-melee rounds. Speed Bonus Effect: Character who has empowered the melee weapon with this ability gains one additional attack per round (when using a full-attack action) at her highest attack bonus. Side Effect: every time this ability to empower a weapon with the speed power is used, there is a 10% chance that the character becomes fatigued. Note: After each time a weapon is enchanted and the weapon’s enchantment expires, that weapon must make a saving throw vs. disintegration (use the composition of the weapon for modifiers) or be destroyed. Other Powers Granted by Gauntlet of Power Terror Similar to the magical weapon enchantment of terror Bonus Effect: The final ability of the Gauntlet of Power is not related to its enchanting ability of melee weapons, but its ability to enchant the wearer himself/herself. Upon command, the character can envelop himself/herself in a terrifying aura. All clothes, items, and appearance of the Gauntlet wearer are transformed into an illusion of the darkest terror such that all within 20 feet of view must make a successful will saving throw (DC 16) or be panicked for 18 rounds. Those who make the save are shaken for 1 round. Side Effect: Each time this ability is used, there is a 10% chance that the character looses permanently 1 charisma point. Antimagic touch/Dispel Bonus Effect: any magical weapon or item touched by the Gauntlet of Power becomes inactive (does not lose abilities) for 1d4 rounds. The gauntlet wearer can also attempt to dispel enchantments (within 10’ radius) up to 3 times per day. In determining this, treat character’s total levels as character’s level of dispelling an enchantment. Side Effect: Each time the character tries the dispel ability, there is a 20% chance that gauntlet will overextend the character causing him/her to go unconscious for 1d4 hours. Strong conjuration, necromancy, abjuration, and transmutation; CL 18; Craft Wondrous Item, Heal, Vampiric Touch, Haste, Dispel Magic, creator must have at least 10 ranks in Craft (armor); Price 95,000gp; Cost 47,500 gp; 3,800XP; Weight 4 lbs.

Goblet of Transmutation Written by: Niko [Mailto: [email protected]] At first glance this goblet seems to have gnomic runes etched within and throughout its surface. However, upon closer inspection, what appeared to be gnomic runes are actually mathematical equations written in the gnomic language. Any http://community3e.com

Items of Power character that can read gnome and has the alchemy skill will recognize the gnomic writing as being an illogical formula of conversion whereby one liquid can be converted to another. Magical properties of the Goblet of Transmutation: Conversion Upon pouring any liquid that is non-toxic or non-magical in nature, the goblet can convert it into another type of liquid of the same nature (e.g., water can be converted into ale, wine, and cider). In addition, any contaminated liquid can be purified as if a purify food and drink spell had been cast on to it as well as neutralize any poisoned drink poured into it. Note: A person can also choose to change any liquid into an ingested liquid poison…but characters must be careful with their alignments. For good aligned characters, perhaps a sleeping potion will better serve. Potion Transmutation Upon pouring any magical potion into this goblet, the character can transmute it into another potion of equal strength only (a potion whose spell-like effects are of an equal level as the originally pored potion but regardless of the class type). For example, if a potion representing a second level spell (e.g., Invisibility) is placed into the goblet, the character can choose to transform it to another potion with spell-like abilities of an equal level (e.g., detect thoughts, resist elements, cure moderate wounds, etc.). When determining multiple level of spells for any spell that can be cast by more then one class, then to determine potion of equivalent strength, use the lowest of the available spells (e.g., emotion should be considered as a 3rd level spell (bard spell) rather then fourth level (sorcerer/wizard spell). This ability can be used 3 times per day. Finally, like all spells that delve with randomness, there is a side effect to converting potions. For each conversion, there is a 5% chance that the potion was improperly converted and instead of being a pure potion is a mixture of the two (to determine the effects of such a mixing of potions, check the GM’s guide).

visage of the wearer and will remain so even if the cloak is removed.. This is a minor drawback as the wearer can simply use the cloak as many more times as needed to regain his original 'base' appearance. Project Image Wearer can also cast this spell once per day also a if cast by a 13th level caster. Any illusion spell cast by the character assuming character can cast illusion spells, is cast as if 2 levels higher then cloak wearer’s actual level in regards to duration, damage, area of effect, range, etc. of the spell. Strong illusion; CL 13; Craft Wondrous Item, Heighten Spell, Disguise Self, Project Image; Price 52,260gp; Cost 26,130gp; 2091XP; Weight 2 lbs.

Kazzad Tankard Written by Buck Atkin [Mailto: [email protected]] Created long ago by the Famous Kazzad Wizard BlearyEye Eyebiter, this magical tankard is the most well reproduced Dwarven item in all the kingdoms in Omecron. Even the rabble and peasants know what one of these magical devices are good for. The Kazzad Tankard is a giant silver mug with gold etchings and runes carved over the entire surface. Scenes depicting a Dwarf standing proud over a fallen giant are rampant over most of the surface of the mug, and a scaled dragon neck and head for a handle. This wondrous magical mug has three major abilities. Purification The magical drinking mug automatically purifies any liquid inside of any effects that they have upon the drinker, good or bad. No poisons magical or otherwise can come from anything drunk from the tankard. (This does not stop the effect of Alcohol though!)

Strong transmutation; CL18; Craft Wondrous Item, Brew Potion, Purify Food and Drink, Poison, Fabricate, creator must have 10 ranks in craft (alchemy); Price 70,740gp; Cost 35,370gp; 2,830; Weight 3 lbs.

Blessing

Hooded Cloak of Illusions

Club

Written by: Niko [Mailto: [email protected]] This hooded cloak is long that it covers the wearer’s body from the head to the ankle. It is made of a gray type of material that feels like soft leather to the touch. The item conveys the following powers to the wearer: Change Self: The wearer of this cloak can cast Change Self upon command. To activate this ability, character needs to only concentrate upon the image wishing to look like and pull the cloak’s hood over his/her head. To deactivate, wearer only has to remove the hood. Note: For all purposes consider the spell as being cast by a 16th level spell caster. There is a 5% chance per use that the new appearance becomes permanent. In this event the cloak remains, the new appearance is simply the new 'base' Community 3e Downloads

This tankard is made with blessings enchanted by Dwarven Clerics who are the servants of a good-aligned Dwarven God as it can transform any water into good old holy water. This can be done to a mugful of water up to three times per day.

This is a well-constructed magical mug. An invaluable tool in barfights. The mug can do 1D6 damage when hurled or used as a bludgeoning weapon. And, woe betides the thief that runs away with this mug, because at any time the owner, (who must be present when the item is forged) can instantly know where the item is. Faint transmutation, divination; CL 3; Craft Wondrous Item, Locate Object, Bless Water, Purify Food and Drink; Price 15,930gp; Cost 7,965gp; 638XP; Weight 3 lbs.

Laughing Man's Spikes Written by Buck Atkin [Mailto: [email protected]]

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Items of Power Created first by the notorious human assassin the Laughing Man as a means to stop pursuit after an almost failed assassination of the Half Elven Commander of the Freelands army, at Fort Ironspike. He found himself chased through a maze of hallways in the large fort. Using some of his innate power he closed the main gates and was barely able to escape alive. If he had been able to do that many times over, than he probably could have taken the entire Fort by himself, so he devised these wonderful little gadgets to close the door on surprises. Literally. Laughing Man's Spikes are eight-inch long steel spikes with four inches of leather bindings on the rear for grip. When driven into a door or other such portal they seal the portal closed. The Laughing Man has used these spikes during his 15-year reign as top assassin in Omecron to perform amazing kills. Most notably is the sealing of the Brashtok Meeting hall during a meeting of the Pale Riders and the Brashtok barbarian tribe leaders. He locked the large thick wooden meeting hall closed and then laughed outside for hours as it burned down killing several people. We imagine he laughed harder when he found that he had also started at least three border wars between the white elves and the barbarians. When stuck into a portal of no more than 120 square feet, (10' by 12') a single spike will seal the portal as per the spell Arcane Lock. The DC to force this portal open is 10 higher than normal. Faint abjuration; CL4; Craft Wondrous Item, Arcane Lock; Price 425gp; Cost 212gp, 5sp; 17 XP; Weight .1 lbs

Robe of Wondrous Items Written By: Magecraft [Mailto: [email protected]] This item appears to be a fine, black, hooded, woolen robe with wide sleeves, trimmed with silver edging, and lined in deep black silk. If magically detected, it radiates strongly of both conjuration (D100) 01

Class GM’s Choice

Items (D20) Any item that would be detrimental to the party or funny in current situation. 1-3: Feather Bed 1-4: Marbles, 1 bag

02-04

Bedding

05-07

Distraction

08-10

Extension

11-13

Vision

1-5: Rope, 75ft w/ grapple 1-5: Spyglass

14-16

WeaponHurled

17-19

Fortification

20-22

Excavation

and alteration magic. The robe is in actuality a more powerful and chaotic version of a robe of useful items. When worn, the lining of the robe seems to deepen and expand. If a character places anything inside the robe or sleeves, the robe acts exactly as a bag of holding (Bag 3, 1,000 lbs, 150 cuft, no weight). The character can later place his hand inside the robe or sleeve and remove the desired item. However, the robe’s true magic only works when the character places his hand inside while mentally picturing an item not in the robe (a torch, gems, a hammer, etc.). The robe then randomly creates an item for the user, sometimes what the user actually desires, sometimes not. All items from the robe initially feel like a tiny metal rod until withdrawn from the robe. The rod then rapidly changes into a useful item. The character can make a Reflex check (DC 15) to identify the item as it begins to change and hurl or drop it if necessary, otherwise the object will form in his hand or directly in front of him if too it is too large to carry. The robe can be used three times per day. As an added bonus, the robe also provides the character with Fire and Cold resistance of 5, a +3 natural armor bonus to Armor Class, and repels water, keeping the wearer dry regardless of the outside conditions. Three times per day, the wearer can automatically pull a single serving of trail rations from the robe. The robe also contains a small, covered, metal pitcher that will produce up to 2 gallons per day of cool, fresh water or warm, sugared tea as the user desires (useless without the robe). When a character pulls attempts to pull an object from the robe, roll 1d100 increasing or reducing the roll by the character’s level to get the item category requested (a roll of 1 is never modified by this amount), then roll 1d20 to determine the item pulled.

4-10: Bedroll

11-17: Cot

5-9: Steel shot, 1 handful

10-12: Stop sign

6-10: Ladder, 12ft

11-15: Stilts, pair 12ft

16-20: Steel springs, 1 pair

6-10: Lantern, filled & lit

11-13: Magnifying lens

14-18: Sunrods, 2

1-6: Daggers, 6 throwing

7-9: Darts, 12 silver

10-12: Holy water, 5 flasks

13-18: Warhammers, 3

1-11: Door, Ironbound up to 7ft x 4ft self-mounting 1-8: Pit, 10 ft cube

12-14: Padlock w/ key

15-17: Stone wall, max 10ft x 10ft

9-11: Trench, 6x12x20ft

12-17: Pothole, 2ft dia.

18-20: Oak plank w/ 10 nails, 2x6 5ft long 18-20: Wishing well, 4ftHx 2ft diameter

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18-20: Bed of Nails 12-15: Caltrops, approx 20

16-18: Thunderstone, 5

19-20: Small windup soldier w/ trumpet

19-20: Shuttered tube w/ Light cast on internal end 19-20: Crockery dishes, 12 piece set

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Items of Power (D100) 23-25

Class Combustible

Items (D20) 1-8: Greek Fire, 3 pots

26-28

Lubricant

1-8: Grease, 1 bucket

29-31

Pyrotechnic

32-34

9-14: Alchemist’s Fire, 3 pots 9-12: Lamp oil, 1 jug

15-16: Gunpowder, 1 pot 13-16: Butter, 1 lb.

17-19: Smoke sticks, 5

20: Popcorn, 1 basket

17-18: Jar of Vaseline

1-8: Torch, lit

9-14: Bonfire, 3ft dia.

15-16: Missile globe

17-18: Tinder twig 10

19-20: Oil of Slipperiness, 1 vial 19-20: Small silver box, a Zippo lighter w/4 uses left

Reflection

1-8: Mirror, large

9-14: Shield, silvered kite

15-17: Pool of water, small

35-37

Container

1-6: Sack, 3 large burlap

7-10: Chest, 2x3x2ft

11-12: Wicker basket

18-20: A very lewd painting of the opposite sex 13-14: Portable Hole

38-40

WeaponBlunt Beast of Burden

1-6: Staff, iron shod 1-6: Horse, riding

7-10: Mace, heavy silver 7-10: Mule

11-12: Chair, wooden 11-12: Camel

Potion (5 dose vialUnlabeledAquatic Vessel

1-6: Healing, Cure Mod.

7-8: Gaseous Form

1-8: Rowboat w/ 2 oars

9-13: Gondola w/ 2 poles

9-10: Disenchantme nt 14-18: Barge, 20ft,6 oars

50-52

Avian

8-14: Canary

53-55

Transparency

56-58

Mammal

59-61

Liquid

1-7: Hawk, trained 1-8: Window, 2x4ft selfmounting 1-5: Panther, attacks enemy 1-2: Acid, 3 vials

62-64

WeaponPiercing

65-67

41-43

44-46

47-49

15-16: Armoire, oak

17-18: Urn, pottery

13-14: Log, approx 4ft 13-15: Horse, heavy war

15-18: Oak cudgel 16: Elephant

19-20: Rocks, 2-1/2 ft dia. 17-18: Oxen, a pair

11-12: Speed

13-14: Fiery Burning

15-17: Inebriation

19-20: Orange bundle w/pull cord, inflatable life raft 18-20: Stirge, 2 19-20: Roll of Cling wrap, 50yds 15-17: Bear, hungry black 11-12: Whiskey, dwarven 19-20: Odd metal weapon, a loaded .45 magnum- 6 shots 16-20: Tree, Apple 20ft high, 3ft dia. 13-16: Bolo

9-15: Glass, 1x1ft

15-17: Butterflies, 50 16-18: Wine glasses, 6

6-12: Dogs, 2 war 3-8: Water, 1 gallon jug

13-14: Squirrel, gray 9-10: Ale, bucket, orcish

1-6: Shortsword

7-13: Dagger, silver

14-18: Spears, 3

Obstruction

1-5: Lead weight, ½ ton

6-10: Anchor, 3ft steel

68-70

Binding

1-4: Manacles, masterwork

5-6: Scroll of web, 10th level

11-15: Boulder, 4-5ft high 7-12: Net 10x10ft

71-73

WeaponRanged

1-6: Bow, long w/20 arrows

7-12: Crossbow, heavy w/ 20 quarrelsblessed

13-16: Toy bow with small suction arrow

17-18: Ballista w/ 1 bolt

74-76

Consumable

1-2: Gruel, 1 pot

3-7: Stew, mutton, 1 pot

8-12: Rations, 6 people

13-17: Feast, 20 settings

77-79

Wealth

1-4: 10- 100 gp gems

5-8: Coffer, silver 500 gp

9-11: Art Object, random

12-14: Bag w/ 100 gp

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19-20: Steel vault, 4x4x6ft, 1 ton

19: Unicorn, 1 and not very happy 18-20: Roll Randomly

20: Bicycle

18-20: Goat 13-15: Wine, 1 bottle

17-20: Padlock w/5 keys, 4 other keys 5% opening lock 19-20: Strange black weapon, disintegration ray gun that vaporizes after 2 shots, DC 20 18-19: Goodberries, 5

15-18: Bag w/ 1000 steel p.

16-18: Antitoxin, 2 vials

19-20: Flask of urine

20: Box w/ 12 brown packages, 12 Military Meals Ready to Eat, Fort save DC17 or sick 10: Mickey Mantle card

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Items of Power (D100) 80-82

Class Adhesive

Items (D20) 1-6: Glue, 1 jug

7-10: Tar, 1 barrel- hot

11-14: Honey, 1 jug

15: Sovereign Glue, 2 jars

83-85

Clothing

1-2: Swimsuit, spider silk

3-6: Winter Clothing, 1 set

7-10: Robe, common

11: Robe of Vermin

86-87

Wand

88-90

Shelter

Roll randomlyWand has 1d3 charges and turns to dust when last charge is used. 1-6: Tent, 4 person

8-10: Hut, 6 person

91-93

Tool

1-3: Crowbar, iron

7: Cottage, wooden, 1 story 4-7: Pick and Shovel

94-96

Writing

7-13: Chalk, 3 pcs.

14-15: Book of poetry

97-98

WeaponMagical

99-00

GM’s Choice

1-6: Pen, ink, and parchment Roll randomlylasts for 1 minute Any beneficial item to the character at that time or the exact item requested.

11-12: Doghouse, red trim 12-13: Thieves Picks, master 16-17: Scroll, Prestidigitatio n

8-11: Mallet, 8 Pitons

16-18: Tanglefoot bag, 3 12-16: Clothing, fine 1 set

19-20: Bubble gum, 3 pcs. 17-18: Fur of Warmth

19-20: Wooden Barrel w/ 2 attached leather straps

13-16: Leanto, 2 person

17-19: Igloo, 6 person

14-15: Glasscutter

16-18: Ram, portable

20: Cube of Force, 6 charges 19-20: Toy Steamshovel

18-19: Protest placard

20: Deed, place unknown

Strong conjuration; CL 12; Craft Wondrous Item, Major Creation, Secret Chest, Confusion, Barkskin, Endure Elements, creator must be chaotic; Price 74,520gp; Cost 37,260gp; 2,981XP; Weight 6 lbs.

Spined Bracelet Written by Buck Atkin [Mailto: [email protected]] Centuries past there used to be a Wizard who served as a procurator to the Gods. This wizard was known for being able to shift himself from this land into several others in the search for wondrous and strange items. On one of his many quests to different realms and planes he came back with two tiny silver bracelets, designed to look like twisting vines with tiny thorns that stood up and out from the bracelet. He presented these bracelets as a gift to some unknown adventuring party for some unknown reason and little more about these bracelets is recorded, until 12374. At this time the well known Fallen Elven Kingdom in the south of Omecron known to the Elves as the Fir'Dul and the humans as the Dark Glade produced a dark kingdom. The Dark Ones as these black skinned Elves are known have sent emissaries out to other kingdoms announcing that they have taken the Forest for their kingdom. Each emissary wears upon his wrists two tiny silver bracelets shaped like thorn vines that have been twisted around the wrist. Only on one occasion has an emissary ever been attacked in public, and that was in Morno when the Dark Elf refused to be

denied entrance into the city. It is well known that the Morno Knight's Code is the strictest code of personal honor, so the Knights were forced to take on the Dark Elf bare handed. After killing at least fifteen of these knights one after another, the Dark Elf was allowed to meet with the Hold Commander and thus Morno became aware of the evil kingdom to their south. The bracelet worn on the primary hand is the attack bracelet, imbuing the wearer with a touch attack that is well known in wizardry circles as the spell Horrid Wilting. All moisture is drained from the attacked individual. The damage is an astounding 15d6, with a FOR save to reduce damage to half . This attack is especially damaging to all water elementals and plant creatures who instead take 15d8 points of damage. This form of attack can be used once per day. The bracelet on the off hand is the defensive bracelet, when needed, it can cast Mirror Image, Haste, and Mage Armor. Each effect is usable twice per day. Activating each power is a standard action that does not incur an attack of opportunity.. Both bracelets must be worn to use any powers. Strong necromancy; CL 15; Craft Wondrous Item, Horrid Wilting, Mage Armor, Haste, Mirror Image; Price 83,700gp; Cost 41,850gp; 3,348XP; Weight 2 lbs.

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Items of Power Medallion of Voices Written by: Niko [Mailto: [email protected]] Medallion of Voices: This device appears as a magical pendant disk hung from a neck chain. It is fashioned from silver, the medallion appears to be a medallion of thoughts, and it is in actuality a cursed magical item. When worn for the first time, a geas/quest type of spell (no save) automatically affects the character. The exact location of the geas/quest is up to the GM to determine and should be a great chance for an adventure. Also as soon as the wearer puts on the medallion around his/her neck, the now cursed character starts to hear distant voices. These voices start to tell the character bits and pieces of the quest and usually indicate that the character must hurry. Although the voices sound distant they can be heard clearly by the medallion wearer and only by the wearer. Once the character hears the quest, he or she becomes under the influence of the medallion and must try to follow through it or suffer the consequences of the curse.

stage of the medallion’s curse enters into effect on the 30th day sine worn. If the character by then has not attempted to complete the quest or has been straying from it, the character becomes insane (as per spell). Note that the spells other then insanity can be cured or dispelled (consider these spells to be cast by a 16th level caster). Insanity once caused can only be cured by a heal spell, a limited wish spell, or by the completion of the quest. Once cursed, even if the character removes the medallion from the neck, that character is still under the curse. During the first three stages of the curse, the medallion becomes dormant and any other character who wears it will remain unaffected and will even gain the side benefit (see below). Once the final stage has reached, the amulet once again becomes active and the new individual who then wears it or is then wearing it becomes cursed; the previously cursed character by that time is insane and should be removed from play until cured.

If the character still insists on not following the suggested course of action imposed by the medallion by the 14th day, he/she becomes deaf (as per spell) during which, the character will stop hearing the voices.

As soon as the quest becomes completed, the amulet will crack and becomes useless, and thus all characters under the medallion’s curse are broken and characters can then resume play. During the time of the curse, the wearer of the amulet (and only the wearer of that amulet…even if more then one character is cursed) gains the benefit of read thoughts as per the medallion of read thoughts. All cursed characters who hear the voices also receive a +3 bonus to their Will saving throws.

If the character continues to ignore the quest by the 21st day, he or she will become blind (as per spell) but will once more regain hearing and again hear the distant voices. The final

Moderate enchantment; CL 16; Craft Wondrous Item, Geas/Quest, Blindness/Deafness, Detect Thoughts, Bane; Price 7,200gp; Cost 3,600 gp; 288 XP; Weight 1 lb.

During the seventh day that the character has ignored the amulet demands, the character falls under a bane spell.

Intelligent Items Written by: Niko [Mailto: [email protected]]

Distance Cleaver +1 Short Sword; AL C/N; Int 13, Wis 13, Cha 13; Empathy; 60 ft. vision and hearing; Ego score 9 Lesser Powers: Detect arcane spellcasters, +10 ranks in Knowledge (arcana) Special Purpose: Defeat/Slay arcane spellcasters Dedicated Power: Dimension Door (item only, see below) History: Also known as FarSlayer and MageSlayer, this item is an intelligent +1 short sword with the purpose to destroy humanoid arcane practitioners such as Bards, Sorcerers, Wizards, etc. Originally commissioned by the headmaster of a powerful assassin’s guild and crafted by two of the guild’s very own Rogue Wizards, this weapon has been wielded by many cruel hands to slay arcane spellcasters.

Distance attack: Any character that can wield this short sword can attack any arcane spellcaster at a range of 40 feet. This is treated as a ranged attack for the purposes of calculating attack bonuses and determining attacks of opportunity. As the short sword is thrust towards its target and the command word is spoken, a small dimensional portal (as Dimension Door) is opened in front of the sword’ point. As the sword is thrust into it, a similar portal simultaneously appears adjacent to the target from which the blade tip and half of its length emerges. The before mentioned dimensional portal is only wide enough for the weapon's blade to pass and as closes instantly once the blade is withdrawn from it. Any spells or abilities that prevent dimensional travel prevent the use of this ability. Strong conjuration; CL 15; Craft Magic Arms and Armor, Dimension Door; Price 37,600gp; Cost 18,800gp; 1,504XP; Weight 2 lbs.

Can detect arcane users at will (similar to a paladin’s ability to detect evil, but character using this ability is able to determine if another character is an arcane user – ability does not indicate what type of arcane user nor level of such a character). This item also has +10 ranks in Knowledge (arcana).

Storm Bringer

The primary purpose of this item is to destroy arcane spellcasters. This weapon gets a +2 bonus to attack and damage against arcane spellcasters.

Lesser Powers: Detect giants, 30 ft. radius.

+1 thundering shock giantbane warhammer of throwing/returning: AL NG; Int 12, Wis 12, Cha 10; empathy; 30 ft. vision and hearing; Ego score 13

Special Purpose: Defeat/Slay giants. Dedicated Power: 10d6 Lightning Bolt

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Items of Power History: Created by a dwarven king priest during the time of troubles as a means to protect his mountain clan from the Giants, this magical hammer was infused with the elemental magic of nature as well as the divine power of his peoples’ god. Although the combined might of Storm Bringer and dwarves was powerful indeed, the Giants and their minions managed to drive them back into the mountains. At the cost of his life and the loss of this magical item, the dwarven kings managed to hold back the enemy long enough for the mountain entrance to be forever sealed. Description: This weapon commonly functions as a +1 warhammer (if in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus for a total enhancement bonus of +2) and can be hurled with a 30-foot range increment. It returns to its thrower on the round after it was thrown and is then ready to be wielded or thrown again. When wielded against giants it deals an additional +2 to hit and +2d6 points of bonus damage. Upon command, StormBringer is sheathed in crackling electricity that deals an extra 1d6 points of shock damage on a successful hit.

fate and still get what he most desired, Balizar created the Vampiric Cloak…he believed that with it he would be able to avoid the wrath of that dreaded blade. Description: A full-length crimson cloak with a cowl that is velvety to the touch as well as waterproof. This cloak is both an item as well as a creature of sorts. It has a natural AC of 10 and 30 hit points. When worn, the cloak does not take any damage, instead it transfers that damage to the wearer. If damaged when not warned, it can only heal itself by draining hit points from the wearer (the Vampiric cloak can control the amount of health that it drains to heal itself and will not leech too many hit points at once so as to kill its wearer) – after all it relies on its symbiotic relationship with the wearer). The cloak can fly on its own at the rate of 30 feet per round (as would a normal sized humanoid) but when worn it can only levitate itself and the wearer due to the weight (it relies the wearer’s ability to walk for horizontal movement when worn). The cloak itself has no attacks not does it have a “regular” life cycle (no reproduction, etc.) and it only survives upon a wearer’s life force.

When this weapon strikes a critical hit, a cacophonous roar like thunder is created dealing an extra 1d8 points of sonic damage. In addition, the creature struck must make a DC 14 Fort save or become deafened permanently.

Vampiric Touch: As an attack action, the wearer can do 1d4 points of damage upon contact (consider this an unarmed touch attack) with any corporeal living bieng. If the target takes any damage, then the character receives 1 hit point of health to heal himself/herself up to the character’s maximum.

StormBringer can detect giants or giant-kin within a 30-foot radius…its special purpose is to destroy giants and giant-kin. Note: When the wielder sees a Giant, the character is forced to attack any giant regardless of the situation around him/her. The wielder can attempt to control this urge by making an Ego check against the weapon.

Vampiric Defense: For every 5 points of health that the character feeds the cloak, the character can increase the cloak's armor class (and therefore character’s own AC as a result) by 1 point up to a max of +5 bonus to the AC (or a max of 25 hit points). The duration of this effect is one round per hit point spent. This effect is usable once per day.

The wielder is also capable of using the weapon to cast a 10d6 Lightning Bolt (DC 16) twice per day.

Additional Information: When wearer of the cloak is the target of detect evil, wearer is perceived as being evil in alignment regardless of his/her true alignment. The cloak does not change a characters alignment, character is only viewed as being evil due to the nature of the cloak’s vampiric abilities.

Strong evocation; CL 15; Craft Magic Arms and Armor, Lightning Bolt, Creator must be a dwarf; Price 135,000gp; Cost 67,500gp; 5,400XP; Weight 8 lbs.

Vampiric Cloak

If cloak dies, the wearer of the cloak suffers 2d10 points of damage and needs to make a Will saving throw with a penalty of –5 or go insane for a duration to be determined by the GM.

AL LE; Int 14, Wis 10, Cha 14; speech (telepathy with wearer); 120 ft. vision and hearing; Ego score 10

Wearer is obsessed with the cloak and will no willingly part with it or wear any other item in its place.

Lesser Powers: Levitate at will; Flesh Armor 1/day (see below)

Note that although cloak is vampiric in nature, it is not effected by holy water nor by turning undead. Similarly, as it is not undead in nature, the cloak does not confer any resistance to energy drains or the like and all undead do not view cloak or wearer as one of their kind. Lastly, because of its vampiric nature, Paladins and (perhaps) other good aligned classes should not wear the cloak. This last statement really applies to Paladins, since they can see that item radiates an evil aura as mentioned before.

Special Purpose: Feed on the blood of living creatures Dedicated Power: Vampiric Touch History: Knowing that the morrow will bring the destruction of his keep as well as a portion of his armies, did not bother Balizar the feared summoner, after all, their sacrifice was worth the outcome: the destruction of the last high king and an end to his royal line. What did however disturb him in from his vision was the loss of his own life as he saw himself being run through by the blade that the high king wielded. In an attempt to change his own

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Strong necromancy; CL 17; Craft Wondrous Item, Vampiric Touch, Flesh Armor, Levitate; Price 84,000gp; Cost 42,000gp; 3.360XP; Weight 3 lbs.

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