Bag of Haggling
Originally developed by Nazur Tscheryn, mage of Chaurille, as a way to acquire reagents at reduced rates (as well as to communicate with the denizens of the night that peddle eyes of newt, nightshade, and other fine things)
A favorite among merchants, this bag (also available as a purse) has been enchanted such that it helps negotiate deals on behalf of the owner. The quality of the negotiation varies from purse to purse, depending on the quality of the caster. The purse allows the owner to speak the language of his or her collocutor to facilitate the negotiation. An average example of this purse also adds a +10 circumstance bonus to all skill checks that involve negotiating prices (Diplomacy, Bluff, etc.).
Faint abjuration; caster level 3rd; tongues, eagle’s splendor, Craft Wondrous Item; 7,500 gold.
Posted in Magic Item and tagged bag, purse, wondrous item by Stephen Hilderbrand with no comments yet.
Wand of Wandering
This wand (actually a rod) provides many of the functions necessary for surviving on long journeys. It is generally crafted from a length of willow driftwood and topped with a depiction of a monarch butterfly in gold or amber.
locate object (2nd) 1 / day
know direction (0th) 3 / day
create food and water (3rd) 1 / day
use of the endurance feat while in the user’s possession
verbal component: Danaus plexippus
Moderate divination, faint conjuration and transmutation; Caster level 5th; create food and water, know direction, endurance, locate object; Cost 11,450 gold; weight 2 lbs.
Posted in Magic Item and tagged rod by Stephen Hilderbrand with no comments yet.
Djander
In his youth, Djander outcast his contemporaries in every mage competition. But those were days when the citizens were less superstitious, when the Kingdom of Vandor stretched over the northern lands and magic was revered. His successes granted him access to the king, who hired him as the kingdom’s chief mage and counsel.
For the next twenty years, Djander researched and developed most of the new magic in Vandor while the kingdom’s power waned. During this time, he began to experiment with Time magic. When the king passed, the land split into the Ten Princedoms. In the smallest princedom, the Isle of Trochu, Djander lives today, though he splits his arcane consulting services among all ten princes.
Slightly absent-minded and short-tempered in his old age, Djander remains very active, and occasionally consults on and develops magic items in his working retirement. In his consulting position with the king, his successes included:
Djander
Medium-size Male Human
Wizard15
Hit Dice: (15d4)
Hit Points: 45
Initiative: -1
Speed: Walk 30 ft.
AC: 11 (flatfooted 11, touch 11)
Attacks: *Dagger +1 +7/+2;*Dagger +1 (Thrown) +7/+2; ;
Damage: *Dagger +1 1d4;*Dagger +1 (Thrown) 1d4+1; ;
Vision: near-sighted, so wears corrective lenses
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Summon Familiar
Saves: Fortitude: +5, Reflex: +4, Will: +14
Abilities: STR 9 (-1), DEX 8 (-1), CON 11 (+0), INT 29 (+9), WIS 21 (+5), CHA 16 (+3)
Skills: Appraise 11; Balance -1; Bluff 3; Climb -1; Concentration 18; Craft (Alchemy) 22; Craft (Untrained) 9; Decipher Script 22; Diplomacy 7; Disguise 3; Escape Artist -1; Forgery 9; Gather Information 3; Heal 5; Hide -1; Intimidate 3; Jump -1; Knowledge (Arcana) 27; Knowledge (Architecture and Engineering) 10; Knowledge (Geography) 12; Knowledge (History) 15; Knowledge (Local) 10; Knowledge (Nobility and Royalty) 27; Knowledge (The Planes) 12; Listen 5; Literacy 1; Move Silently -1; Profession (Bookkeeper) 7; Ride -1; Search 9; Sense Motive 5; Speak Language(Abyssal, Celestial, Draconic, Elven) 4; Spellcraft 29; Spot 5; Survival 5; Swim -1; Use Magic Device 4;
Feats: Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, Improved Familiar, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Neutral Good
Possessions: Boots of Levitation; Dagger +1; Headband of Intellect +6; Outfit (Scholar’s); Periapt of Wisdom +2; Ring of Mind Shielding; Ring of Protection +2; Robe of Useful Items;
Spells: (many, but try asking him for a list!)
Familiar: Charm, Pseudodragon
Posted in Character by Stephen Hilderbrand with no comments yet.
Cut-less Cutlass
This cursed blade makes it harder (-2 to attack rolls) to hit enemies. Otherwise, it is normal.
The adornments on the hilt of the sword hint at lands where volcanoes loom overhead and coconuts and pomegranates contitute a portion of the local diet. The sword is unique, the result of a craft wondrous item gone wrong. It has been in the hands of a unknowing pirate for many years now, a pirate whose battles have left him increasingly scarred and broken.
Posted in Magic Item and tagged cursed, weapon by Stephen Hilderbrand with no comments yet.
Helm of Entrapment
This helm employs an illusion to trick the wearer into putting it on backward, so the eye holes face backward. This effectively blinds the character, and since the item is cursed, the wearer cannot willingly remove it. A remove curse spell will allow the wearer to doff the entrapping helm.
Moderate transmutation; CL 7th; Craft Wondrous Item, bestow curse; Price 1,300 gp.
Posted in Magic Item and tagged armor, cursed, helm, wondrous item by Stephen Hilderbrand with no comments yet.
Helm of Hiding
This helm (really a leather cap) improves the wearer’s chance of hiding. It provides a +5 competence adjustment on all Hide checks while worn.
Faint transmutation; CL 5th; Craft Wondrous Item, darkness; Price 2,500 gp;Weight 1 lb.
Posted in Magic Item and tagged armor, helm, wondrous item by Stephen Hilderbrand with no comments yet.
Phase Object
What a drag it is getting old.
This spell was discovered by the elder wizard Faduardo Gantonín in the Phyloctæte, who was hell-bent on prolonging his life. Sadly for him, he never made it very far (only a round forward and a round back), but other mages have since put this magic to good use in less grandiose contexts.
Phase Object (Time / Transmutation) Lvl 6
Transmutation [Time]
Level: Cleric 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One object shifts in time in defined cycles
Duration: 1 cycle/level (see text)
Saving Throw: see text
Spell Resistance: Yes
By waving her index finger and repeating the verbal component, Os-Il-Ate, the caster shifts an object in time one round forward or back from the present, alternating back-present-forward-present and so on for 1 cycle/lvl. The caster must continue the verbal component at relative intervals to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.
If cast on a container (no larger than a bag), all the items inside the container also phase shift in time. Certain mages have found ways to cast the spell on on the items inside the bag, creating the Bag of Withholding (future post — or is it past?). The downside to this spell is that items can become lost in time if the caster is not careful, trapped one round in the past of the caster.
The Greater version of the spell (9th level) allows the caster to shift a number of items up to their level a number of cycles up to their level into the future and past.
Posted in Spell and tagged cleric spell, cleric spell level 6, sorcerer / wizard spell, sorcerer / wizard spell level 6, spell level 6, time, transmutation by Stephen Hilderbrand with no comments yet.
Activity Spike
This magic item is activated whenever the activity in the room grows too active, at the DM’s discretion, of course. The spike then enlongates from 3 inches to 3 feet and deals 2d6 on a successful hit from the sharp end. Unfortunately, since the large spike is unwieldy, unless the wielder has an exotic weapon feat, he or she will suffer a -2 penalty to hit.
The spike can also be used as a club, and deals damage as a, you guessed it, club.
This item could also be used creatively to many humorous (and deadly) ends. Think about it.
This item radiates a minute amount of magic.
Price: 1,500gp
Posted in Magic Item and tagged weapon by Stephen Hilderbrand with no comments yet.
Kard Bad-Dorum
Raised in Orkrun and trained in swordsmanship by Chief Da-rumm himself, Kard set off to adventure as an adolescent. The only orc to have ever killed a metallic dragon, his name traveled far and wide throughout Orkrun. Upon recently returning to his tribe when the Chief fell ill, he was awarded his master’s sword in exchange for the remainder of his family’s land. He now travels the lands in search of further adventures.
Kard Bad-Dorum
Medium-size Male Orc
Fighter 8 Blackguard 6
HD: (8d10)+(6d10)+56
HP: 167
Init: +6
Speed: Walk 20 ft.
AC: 20 (flatfooted 18, touch 13)
Attacks: *Da-rumm’s Sword +4 (Bastard/Unholy) +26/+21/+16; ;
Damage: *Da-rumm’s Sword +4 (Bastard/Unholy) 1d10+16; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Aura of Despair (Su), Aura of Evil (Ex), Dark Blessing (Su), Detect Good (Sp), Fiendish Servant, Light Sensitivity- Orcs are dazzled in bright sunlight or within the radius of a daylight spell., Poison Use, Rebuke Undead (Su) 0/day (turn level 4) (turn damage 2d6+4), Smite Good (Su) 2/day, Sneak Attack +1d6
Saves: Fortitude: +15, Reflex: +6, Will: +5
Abilities: STR 25 (+7), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 13 (+1), CHA 10 (+0)
Skills: Appraise 0; Balance -1; Bluff 0; Climb 5; Concentration 11; Craft (Untrained) 0; Craft (Weaponsmithing) 1; Diplomacy 0; Disguise 0; Escape Artist -1; Forgery 0; Gather Information 0; Heal 1; Hide 5; Intimidate 4; Jump -1; Knowledge (Religion) 3; Listen 1; Move Silently -1; Ride 5; Search 0; Sense Motive 1; Spot 1; Survival 1; Swim 2;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Leadership, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Bastard)), Weapon Specialization (Sword (Bastard))
Challenge Rating: 14
Alignment: Neutral Evil
Possessions: Boots of the Winterlands; Gauntlets of Ogre Power; Breastplate +2; Da-rumm’s Sword +4 (Bastard/Unholy); Ring of Protection +1;
Spells:
Spells per Day: (0/2/1/1/0/0/0/0/0/ DC:11+spell level)
Blackguard – Known:
Level 1: Cause Fear, Corrupt Weapon, Cure Light Wounds, Doom, Inflict Light Wounds, Magic Weapon, Summon Monster I
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.