Hammer of Deafening
This +2 hammer, when slammed to the earth deafens those within 15 feet. A DC 20 is required to avoid this effect within 5′, a DC 18 for those within 10′ and a DC 16 for those within 15′. Those wielding the hammer are immune to this effect, though they tend to be a bit hard of hearing after a few uses.
Minor Evocation; Craft Magic Arms and Armor, sound burst, caster level 7; 10,000 gold
Posted in Magic Item and tagged sonic, weapon by Stephen Hilderbrand with no comments yet.
Share Pain
Abjuration
Cleric Level 3
Components: V, S, DF
Casting Time: Special
Range: Close (25 ft + 5ft / 2 levels)
Effect: special
Duration: 1 round/level
Saving Throw: none
Spell Resistance: No
This spell creates a link between you and the target summoned creature. One half of all hit point damage dealt to you is instead transfered to the target. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the summoned creature because it is not hit point damage. If your summoned creature dies, the summoning spell ends, or the target summon is removed from your plane of existance the spell ends. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned.
You can cast this spell as a move action as part of a summoning/calling spell. If you cast this spell on a creature that has already been summoned it is a standard action.
Posted in Uncategorized and tagged abjuration, cleric spell level 3 by Adam A. Thompson with no comments yet.
Buckler of Hum
A +1 shield that acts as a pickup/amp for musical instruments, extending their sonic range, and thus the range on bard abilities by 20′ in all directions. Usually bards cannot wield shields; this is an exception.
Only bards receive the special bonuses; other classes only receive the +1 shield bonus.
Posted in Magic Item and tagged armor, shield by Stephen Hilderbrand with no comments yet.
Lyre of Pansafyre
This magical instrument, when played by a bard as someone speaks, will cause the speaker to catch on fire if they utter a lie, dealing 1d6 damage per lie. If the bard stops playing the lyre, the magic flames will immediately cease and no more damage will be taken by the liar.
The lyre was built by a famous woodworker named Geppetto, who had a wooden friend who told too many lies, so he built this instrument to convince him to tell the truth through song. A valuable lesson indeed, especially if you are made of wood! Pansafyre is the name of the pixie that enchanted the item, without Geppetto’s permission, and one time he played it while the boy lied, and he burnt up, sending Geppetto into a deep depression.
Be careful what you wish for!
Moderate divination and evocation; Craft Wondrous Item, detect thoughts, burning hands; 35,000 gold
Posted in Magic Item and tagged instrument, wondrous item by Stephen Hilderbrand with no comments yet.
Wallflowers
“Shyness is nice and shyness can stop you from doing all the things in life you’d like to.”
— A bard named Smith
These flowers that grow in vertical places cause shyness effects in their victims. Though often not encountered directly in combat, these creatures are often placed outside of the residences of the more dominant political players, long hedgerows and entrance walls, as a means of weakening their opponents before a debate, ball, or other event held at their homes.
Wallflowers CR 2
Plant
Neutral Medium plant
Init: +2 Senses: Blindsight 30 ft., Listen +1, Spot +1
Aura: Shyness Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 11 (HD 2d8)
Immune: Sound effects
Fort: +4 Ref: +0 Will: +4
Weakness: Plant affecting magic
MV: 5 ft.
Attack: +2 vine 1d4+1
Full Attack: 4 attacks with +2 vine 1d4+1
Attack Options: None
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +7
Abilities Str 13 Dex 10 Con 10 Int 3 Wis 10 Cha 18
SQ: plant traits
SA: None
Feats: Combat Reflexes
Skills: +4 Move Silently
Possessions: whatever is buried under their roots. Could be anything, but likely nothing.
Blindsight (Ex): Wallflowers have no visual organs but can ascertain all foes within 30 feet using scent, and vibration.
Shyness Radiance (Su): Any living creature within 30′ of a wallflower must succeed on a DC 15 will save or become shy for 1d4x10 minutes once they enter its aura. The Will save is Charisma based.
Plant Traits:
* Low-light vision.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Plants breathe and eat, but do not sleep.
Posted in Creature and tagged plant by Stephen Hilderbrand with no comments yet.
Pouch of Reagents
An offshoot of the bag of holding, this appears as an ornate yet mundane pouch about 15″ by 8″. Most of these pouches have a strap attached, so mages can sling the pouch over their shoulders.
The pouch allows an arcane caster to reach in and grab the specific material component needed for a specific spell as a free action, providing the owner has collected the component in advance, and stored it in the pouch. The mechanics of the pouch act like a bag of holding, but geared toward reagents, and is much smaller in physical size, fitting neatly onto a standard belt. The pouch weighs 5 lb. and holds 15 cubic feet of material.
Just like with a bag of holding, if the pouch is overloaded, or if sharp objects pierce it (from inside or outside), the pouch ruptures and is ruined. All contents are lost forever. If a pouch of reagents is turned inside out, its contents spill out, causing a mess of spell components which could cause a reaction. In addition, the pouch must be put right before it can be used again. If living creatures are placed within the pouch, they can survive for up to 10 minutes, after which time they suffocate.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest, 1,000gp.
Posted in Magic Item and tagged purse by Stephen Hilderbrand with no comments yet.
Sound Domain
Gods: Jimi, Spector, Ulrich
Domain Powers: +2 on all skill checks that involve music or speech.
Domain Spells:
0th: Ghost Sound
1st: Command: One subject obeys selected command for 1 round.
2nd: Enthrall: Captivates all within 100 ft. + 10 ft./level.
Resist Energy, Sound: Ignores 10 (or more) points of damage/attack from specified energy type.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
3rd: Deafness: Makes subject deafened.
Protection from Sound: Absorb 12 points/level of damage from sound energy.
Remove Deafness: Cures normal or magical conditions.
4th: Sending: Delivers short message anywhere, instantly.
Wall of Sound: Creates a wall of sound.
5th: Symbol of Noise M: Triggered rune wracks nearby creatures with sonic pain.
6th: Greater Shout
7th: Power Word Blind
8th: Power Word Stun
9th: Power Word Kill
Posted in Uncategorized and tagged cleric domain, sound domain by Stephen Hilderbrand with no comments yet.
Book of Blindness
A book of blindness looks like a normal tome on some very interesting topic, with the exception that an malicious-looking eye graces the leather cover. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first governs the left eye, the second the right. Failing either of these rolls causes the reader blindness in the associated eye. If both rolls are failed, then both eyes become blinded. To destroy the book, a character must burn it while casting remove curse. If the book is placed with other books, its appearance instantly alters to conform to the look of those other works, with the exception of the malicious eye that etches itself into the cover of the new book.
Moderate enchantment; CL 10th; Craft Wondrous Item, blindness; Price 1,500 gp.
Posted in Magic Item and tagged cursed, tome by Stephen Hilderbrand with no comments yet.
Tweed of Blending
Widely worn throughout the Republic of Esrun, this woven fabric in a twill pattern is both a way for a character to blend in to society of Esrun, but also to
This mundane tweed can be woven into tunics, jackets, leggings, hats, gloves, scarves, and other coverings. The tweed provides a +3 on hide checks when the tweed matches the color scheme and general design of the wearer’s surroundings. In the right parts of Esrun, where the wearer’s tweed matches the local colors and patterns, this tweed provides a +2 circumstance bonus to blending in to the populace. Otherwise tweed is just for looks, a mere fashion statement.
Here are some basic tweed designs to get the costume designer in you all excited!
Posted in Uncategorized and tagged clothing, mundane, special material by Stephen Hilderbrand with no comments yet.





