Weapons
Qualities
Extended
The
extended weapon property allows its user to make ranged attacks
by focusing spiritual power through thier weapon.
Instead
of making a melee attack, you may make a ranged
attack with a range increment of 10' with an extended
weapon. The damage dealt is equal to that the
weapon would normally do.
Moderate
Transmutation; CL 7th; Craft Magic Arms and Armor,
telekinesis; Price: +2 bonus |
|
Holy of the God
A
Holy of the God weapon is attuned to the will of the deity
whose power was used to create it, dealing additional damage
against non-believers.
Against
recusants of the god, a Holy of the God weapon
grants an additional +1 sacred bonus to attack
deals an additional 1d6 holy damage.
Against
enemies of the god, a Holy of the God weapon grants
a +2 sacred bonus to attack and deals an additional
2d6 holy damage.
Against
non-allies, a Holy of the God weapon deals an
additional 1 holy damage.
Strong
(no school); CL 3rd; Craft Arms and Armor, deific
smiting; Price +2 bonus. |
|
Kindred
Kindred weapons are identical weapons bound together by
magic so that they share their enhancements with one another.
Kindred weapons usually have identical markings, or give off
a soft, almost imperceptible hum when in close proximity to
one another.
The
kindred weapon quality may only be placed on two
weapons of the same type and size. When both weapons
are wielded by a character with the Two-Weapon
Fighting Feat, the special qualities (such as
flaming or keen) of one weapon is applied to both.
Example:
A +1 flaming, kindred short sword and its twin
a +2, keen, kindred short sword are treated as
a +1, flaming, keen, kindred short sword and a
+2, flaming, keen, kindred short sword respectively.
A
kindred weapon may only have a total enhancement
bonus of +5 instead of +10.
Weak
Enchantment; CL3; Craft Magic Arms and Armor;
Price: +1 bonus |
|
Specific
Weapons
Mageslayer
Rifle
Carried by the most elite scouts and assassins, Mageslayer
Rifles were originally designed to aide Rizeni coast guards
against raiding mages from Mon Sulus Kime. Mageslayer Rifles
are usually sport mithral barrels and ebony stocks, inscribed
around the trigger and hammer with arcane runes.
Mageslayer
Rifles are +1 long rifles. Twice a day, the wielder
can speak a command word to gain the benefit of
a lesser globe of invulnerability spell as cast
by a 7th level wizard.
Minor
abjuration; CL 7th; Craft Arms and Armor, lesser
globe of invulnerability; Price 22,500gp
Weight 4lb. |
|
Shotgun
of Baneful Force
Favored by outlaws for the shear intimidation factor and
by adventurers for stopping power against a variety of monsters,
the Shotgun of Baneful Force is banned in most major cities.
This weapon appears as a shotgun with its barrel made to look
like a humanoid arm ending in a balled fist.
Shotguns
of Baneful Force are +1 vicious rifles. Attacks
with a Shotgun of baneful force can score a critical
hit against undead and constructs.
Moderate
necromancy; CL 11th; Craft Magic Arms and Armor,
destruction; Price 23,400 Weight 5lb. |
|
Sword
of All Souls
Swords of all souls appear to be ordinary, rusted long
swords with tarnished, scrolled hilts. They are often made
by high ranking members of Bardic Colleges as rewards for
special jobs. When wielded by a character with a positive
Charisma modifier, the blade of a sword of all souls gleams
brilliantly until it seems to be made purely from light, shedding
light as per the light spell.
A
Sword of all Souls is a +2 long sword. Any character
wielding it uses their Charisma modifier instead
of their Strength modifier for melee attack and
damage rolls with the sword of all souls.
Additionally,
if the wielder has the Bardic Music special ability,
as a free action he may use one of his uses of
Bardic Music to add +1d6 to damage dealt by all
his attacks with the sword of all souls for one
round.
Moderate
transmutation; CL 7th; Craft Arms and Armor, Creator
must have the Bardic music class ability, eagle’s
splendor; heroism; Price 32,000 gp |
|
Armor
Qualities
Form-shifting
Form
shifting armor is able to be transformed on the
mental command of its wearer, changing its own
appearance (though it still resembles armor of
its type) or becoming mundane clothes of the wearer’s
choice. If the armor has been transformed into
clothes, it no longer provides any of the advantages
or disadvantages to wearing armor of its type,
including armor bonus to AC, armor check penalties,
or arcane spell failure. It still however provides
the benefit of and magical qualities granted by
the armor.
Changing
the appearance of the armor or changing the armor
into clothes is a free action. Changing the armor
from clothes form to armor is a move equivalent
action.
Moderate
transmutation; CL 4th; Craft Arms and Armor, shapeshifting
II; Price 3,000gp |
|
Winged
Originally designed and distributed by Trestrolm Norry to
guards on his airships, winged armor has become a much for
adventurers traveling in treacherous, high altitude conditions.
The original winged armors were worked with platinum and embossed
with images of dragons and sprouted draconic wings, but successive
crafters have added their own flare, adding avian, bats, demonic
and even insectile wings.
On
command, winged armor sprouts wings appropriate
to the size of the wearer, allowing them to fly
as per the winged flight spell.
Weak
transmutation; CL 1st; Craft Wondrous Item, winged
flight; Price 2,000 gp |
|
Specific
Armors
Genmidi
Powered Armor
The dwarven Steamjack organization outfits its elite guards
with unique magical armor that not only protects but enhances
their combat ability. Dubbed powered armor, these +1 light
fortification half plate suits are forged in dark, dull
metal and feature networks of hoses and wires that channel
the arcane fluids and energies that make the suit operate.
While
worn, a set of Genmidi powered armor provides
the following benefits: +4 bonus to Strength and
Constitution, +10 bonus to base land speed and
a +5 enhancement bonus to jump and climb checks
(along with the bonus the Strength, these bonuses
negate the armor check penalty to these skills).
Additionally,
the wearer of the armor can use the following
spells three times per day (CL1); jump, light,
resistance, and shield.
Moderate
Transmutation; CL13; Craft Arms and Armor, Craft
Magical Aide, bear’s endurance, bull’s
strength, expeditious retreat, jump, light, limited
wish, resistance, shield; Price 40,300gp;
Weight 50lb. |
|
Slave
Dragon Chain
This +2 mithral chain shirt is worked with the visage
of a dragon’s head upon the breast with onyx eyes. A
pair of heavy iron chains drape around the arms of the wearer
and twitch slightly at all times. Legend has it that these
armors were first made from the chains of a vanquished To’jin’kai.
While
wearing a set of slave dragon chain, a character
can make two slam attacks at their highest base
attack bonus (1d6+4 x3 bludgeoning) as a full
attack action. These slam attacks have a 15ft
reach and can attack adjacent foes.
Weak
Necromancy; CL1; Craft Arms and Armor, animate
objects; Price 10,100gp; Weight 10lb |
|
Shields
Qualities
Retractable
Shields by their very nature are conspicuous and cumbersome.
It was only a matter of time for some ingenious mage to develop
a method of concealing and compacting shields that are not
in use – the retractable shield.
On
command, a retractable shield folds into itself
along previously hidden seams and collapses flat
against the wearer’s arm, resembling a slightly
bulky bracer. In its collapsed form, the shield
provides no AC bonus, but also imposes no armor
check penalty or arcane spell failure. Additionally,
a collapsed shield effectively weighs half its
normal weight. Returning a shield to its normal
form is a move action.
Moderate
transmutation; CL 4th; Craft Arms and Armor, shapeshifting
II; Price +1,500gp |
|
Rings
Ring
of Legerdemain
These silver rings with amber settings were originally created
as symbols of rank among honor students of a now defunct bardic
college. Since that time, they have found immense popularity
not only among bards, but among even non-spellcasting adventurers
who see them as handy utility items.
A
ring of legerdemain allows its wearer to cast
dancing lights, formless knife, ghost sound,
prestidigitation and voice amplification
three times a day. All of these spells are activated
by turning the ring one full circle around the
user’s finger.
Weak
illusion and transmutation; CL 4th; Forge Ring,
dancing lights, formless knife, ghost sound,
prestidigitation, voice amplification ; Price
4,000gp |
|
Succubus
Ring
These obsidian and silver rings were originally
created by Cors Malchave, Demon Lord of Genmide during Draconic
Control as a reward to female followers that pleased him.
His successors improved on the design so that all their followers
could use them.
The
wearer of this ring gains a +2 profane bonus to
Charisma and may utter a command word to cast
charm person 2/day.
Moderate
transmutation; CL 7th; Forge Ring, charm person,
eagle’s splendor; Price 7,640 gp |
|
Rods
God’s
Gaze Arsenal
The first God’s Gaze weapons were created by the wizard
Zorna after the hailene war for heroes protecting refugees
fleeing the Age of tragedies that gripped the East. Seven
varieties of God’s gaze weapons exist, each made in
the likeness of a specific type of weapon.
Demigaan
Tiberian, the Sword of Cold and Dark
Demigaan Tiberian is an eighteen inch long, four
inch thick device shaped to look like an overly stylized
sword handle worked with silver with an emerald pommel.
On
command, Demigaan Tiberian transforms
into a +1 frost greatsword. The blade extends
into a full sized greatsword blade made of black
force, wreathed in a freezing blue fog that glows
softly, illuminating the square Demigaan Tiberian
occupies with shadowy illumination. This blade
is composed of force and cannot be sundered or
otherwise damaged. In addition to the cold damage
from its frost property, Demigaan Tiberian
deals an additional 1d6 negative energy damage
on a successful hit.
Moderate
conjuration; CL 10th; Craft Arms and Armor, Craft
Rod, cone of cold, inflict moderate wounds,
wall of force; Price: 20,000gp |
|
Go-san
Domidan, the Doomspiral Scythe
Measuring six feet long, Go-san Domidan is constructed
of a twisting, curved length of copper capped with a solid
silver skull with eyes made of onyx.
On
command, a pale white blade of force emerges from
the skull’s mouth and Go-san Domidan
becomes a +1 keen, mighty cleaving scythe. The
blade is made of force and thus cannot be sundered
or otherwise damaged. Creatures damaged by Go-san
Domidan must succeed in a will saving throw
(DC 16), or become shaken as long as they are
within 30ft of a creature wielding Go-san
Domidan in its active form this is a mind
affecting fear effect.
Moderate
necromancy; CL 10th; Craft Arms and Armor, Craft
Rod, bull’s strength, fear, keen edge,
wall of force; Price: 36,000gp |
|
Goma
Suura and Tama Suura, the Twin Swords of the Whirlwind
The Suura, as they are called, are always found
as a single unit; a foot long metal rod wrapped in leather
with an opal set in either end. A ring of adamantine encircles
the exact center of the rod.
When
the command word is said, the rod splits in half
at the adamantine ring and a gentle breeze begins
to blow, partially revealing the transparent blades
of force that extend from the opals. In this form,
Goma Suura and Tama Suura are
+1 keen shortswords. The blades of both weapons
are made of force and thus cannot be sundered
or otherwise damaged. The wielder of the Suura
gains the Spring Attack feat even if he does not
qualify for it.
The
swords only function together. If one half is
lost, both swords stop functioning.
Moderate
conjuration; CL 10th; Craft Arms and Armor, Craft
Rod, cat’s grace, keen edge, wall of
force; Price: 17,000gp |
|
Rankukogetsu,
the Spear of Hope
In its dormant form, Rankukogetsu is an ornate, four foot
long shaft of ebony with silver and orihalcon tracery and
a brilliant diamond set into one end.
On
command, a two foot long blade of white, piercing
light springs forth, and Rankukogetsu
becomes a +1 glaive of speed. The blade illuminates
a 20ft radius with bright light. The area within
30ft of Rankukogetsu in its active form
is effected as if by a prayer spell cast by a
10th level cleric. The blade created by Rankukogetsu
is composed of force and thus cannot be sundered
or otherwise damaged.
Moderate
conjuration; CL 10th; Craft Arms and Armor, Craft
Rod, haste, prayer, wall of force; Price:
80,000gp |
|
Seraia
Reinda, the Whip of Flame
Seraia Reinda appears as a thin, six inch long
lacquered wooden handle, inlayed with gold. Set into its
tip, is a ruby the size of the thumbnail, surrounded by
gold runes.
On
command, Seraia Reinda transforms into
a +1 flaming burst whip. The ruby glows, extending
into a long, brilliant red ribbon of light that
sheds bright light in a 20ft radius. This ribbon
is a thing of pure force and cannot be sundered
or otherwise damaged. Trip attacks made with Seraia
Reinda are made with a +4 enhancement bonus.
Moderate
transmutation; CL 10th; Craft Arms and Armor,
Craft Rod, entangle, fireball, wall of force;
Price: 15,000gp |
|
Vasivan
Meguura, the Sword of the Thunderbolt
Vasivan Meguura is an eight inch long rod shaped
like a sword hilt formed of orihalcon with a pair of sapphire
studs pressed into the notch where the blade would normally
be set.
On
command, Vasivan Meguura unleashes a
gout of cracking electricity in the vague shape
of a blade. In this form, it is a +1 extended,
shock longsword. This blade is made of intangible
lightning and thus cannot be sundered or otherwise
damaged.
Moderate
conjuration; CL 10th; Craft Arms and Armor, Craft
Rod, lightning bolt, telekinesis, wall of
force; Price: 34,000gp |
|
Zai-unga,
the Bow of the Brilliant Dawn
In its dormant form, Zai-unga is little more than
a shapeless stick of white wood, six inches long, ending
in sharp edges that taper down into shallow impressions
lined with polished iron. The center of the stick is thin
enough to wrap one’s hand around.
On
command, the indentations expel planes of force
which create the shape of a long bow and Zai-unga
transforms into a brilliant bow of light which
illuminates a 30ft radius around Zai-unga
with bright light. In this form, Zai-unga
is a +2 longbow of distance. Zai-unga
forms its own arrows and is unable to fire any
ammunition but that which it generates. The bow
itself is made of intangible light and thus cannot
be sundered or otherwise damaged.
Once
per day, as a full round action, Zai-unga
can fire a sunbeam, as the spell cast by a 14th
level druid.
Moderate
conjuration; CL 14th; Craft Arms and Armor, Craft
Rod, clairaudience/clairvoyance, fell-light
bow, sunbeam, wall of force; Price: 51,280gp |
|
Wands
Alternative Wands
While most wands resemble sticks, this is only due to portability
issues. Wands come in many shapes, often tied to the spell
they contain. For example, a wand of identify may take the
form of a small platform onto which the item to be identified
is placed, a wand of mount may take the form of a set of reigns,
and wand of prestidigitation may take the form of a colorful
handkerchief.
Alternative
wands cannot be used in conjunction with overwands.
Wondrous
Boots
of Leaping and Landing
Specially crafted for adventurers who spend a
lot of time mountainous terrain, these rugged, brown leather
boots are most often found for sale in Genmide.
While
wearing Boots of Leaping and Landing, a character
gains a +5 enhancement bonus to Jump checks. In
addition, the character may ignore the first 30ft
of a fall when calculating damage.
Weak
Transmutation; CL 1st; Craft Wondrous Item, jump,
feather fall, Price 3500gp |
|
Dice
of Pandemos
These items are considered sacred to the god
Pandemos and are created by clerics of his faith as gifts
for their friends and allies.
The
dice grant their owner the ability to use guidance
three times per day.
Weak
Divination; CL1; Craft Wondrous Item, guidance;
Price 600gp; Weight 1/2lb |
|
Extra-dimensional
House
Extra-dimensional houses are somewhat of a convenience
item among the continent’s financial elite. While the
extra-dimensional houses contained within aren’t as
impressive as mansions, their portability makes them quite
useful for wealthy travelers.
Placing
the intricate amulet that serves as a key against
a solid surface conjures into being a doorway
leading into an extra-dimensional space that takes
the form of a mid-sized house. This house can
have any floor plan the item’s creator chooses
as long as it does not exceed 120 cubic feet.
The house has running water and is normally 70
degrees, but the owner is able to alter the temperature
between 0 and 100 degrees as a free action.
Activating
the door to an extra-dimensional house takes 1
minute. The doorway created by the key remains
in place as long as the owner of the item wills
it, though it cannot be removed as long as the
door remains open or the owner and the key are
inside the extra-dimensional house. Only one doorway
can be created at a time. The door is protected
by an arcane lock spell.
Upon
creation, the house is unfurnished; the owner
of the key must provide furnishing. A extra-dimensional
key found as treasure has furnishing worth 1d6x100gp.
Moderate
Conjuration; CL10; Craft Wondrous Item, secure
shelter; Price 42,000gp; Weight 1lb |
|
Glasses
of Arcane Revelation
Standard equipment for higher ranking scholars and bards,
these heavy rimmed glasses allow the wearer to quickly assess
the magical properties of items they encounter. Those who
use glasses of arcane revelation and need glasses, often have
the lenses ground to match their normal lenses and wear the
magical glasses as their normal glasses.
Anyone
wearing Glasses of Arcane Revelation can detect
magic as the spell cast by a first level caster
once per hour. Once per day, the wearer of the
glasses can cast identify as the spell
except with a casting time of ten minutes.
Weak
Divination; CL 1st; Craft Wondrous Item, detect
magic, identify; Price 10,900gp |
|
Mantle
of Impact
This plain grey cloak was designed as a protective measure
against potentially crippling falls for certain adventurers
who find themselves negotiating the canyons of northeastern
Novrom and southern Vini Tresolm. It eventually became a tool
for daring thieves in large cities with tall buildings.
The
cloak negates 4 points of falling damage for every
10ft a character falls beyond the first and deals
an equal amount of damage to the surface he lands
on (maximum 40).
Moderate
Abjuration; CL 5; Craft Wondrous Item, featherfall,
shield other; Price 900gp; Weight 4lb |
|
Overwand
An overwand is a powerful magic item, typically used as siege
weaponry or as mounted weaponry on vehicles. As such, most
appear as long, thick cylinders with a finely ground crystal
ball at one end and a recessed slot for insertion of wands
in the other. They often feature harnesses and rotating or
tilting mounts to keep crew in place and allow them to easily
choose targets.
To
use an overwand, a character inserts a wand with
at least 1 charge into the recessed slot. While
the wand still has remaining charges, a character
who can use the wand can use the overwand as if
it was the wand, pointing it at targets and activating
it as if it were the inserted wand. The overwand
augments all spells cast from the wand with the
effect listed.
When
a wand’s charges are spent, it is destroyed.
Inserting or removing a wand is a move action
that provokes an attack of opportunity. |
|
Not all
Overwands are weaponized. Some are used for other purposes
and often provide other effects, or limit their effects to
certain schools of magic.
Heavy
Battery
Heavy batteries as the most powerful and largest of the
overwands, measuring fifteen feet long and three feet and
diameter. They are most often stationary, with an operator’s
seat.
The
effects of wands used in conjunction with a heavy
battery are effected as per the Maximize Spell
feat.
Strong
(no school); CL 17th; Craft Wondrous Item, Maximize
Spell; Price 32,400 gp Weight 900lbs. |
|
High-speed
Battery
A high speed battery is the lightest type of overwand, roughly
five feet long and one foot in diameter. High-speed batteries
are set on rotating platforms to provide a wide range of
fire. They rarely feature any form of harness or seat.
High-speed
batteries can be activated twice in succession
each round as a full round action.
Strong
(no school); CL 17th; Craft Wondrous Item, Quicken
Spell; Price 45,000 gp Weight 150lbs. |
|
Long
Range Battery
Long Range batteries are first strike weapons that have
little use once combat is engaged. Long range batteries
are usually around ten feet long and one foot in diameter.
They are often fixed in a forward facing position.
The
effects of wands used in conjunction with a heavy
battery are effected as per the Enlarge Spell
feat.
Strong
(no school); CL 17th; Craft Wondrous Item, Enlarge
Spell; Price 6600 gp Weight 500lbs. |
|
Percussion
Battery
Percussion batteries are the most common overwands, spanning
seven feet long and one and a half feet in diameter. These
weapons feature harnesses for crew members and are set on
platforms with a 180 degree firing arc.
The
effects of wands used in conjunction with a percussion
battery are effected as per the Empower Spell
feat.
Strong
(no school); CL 17th; Craft Wondrous Item, Empower
Spell; Price 19,500 gp Weight 300lbs. |
|
Phasemaster's
Belt
These
relatively inconspicuous leather belts were first created
by Minde Formeian thieves as fantastic means of breaking into
homes. They quickly fell into disuse as mages profited from
spells to block them until adventurers recognized their obvious
combat uses.
The
wearer of a Phasemaster's Belt can use dimension
door once per round as an 8th level caster
except they do so with a range of 100ft. They
may act immediately after teleporting.
Strong
Conjuration; CL 8th; Craft Wonderous Item, dimension
door, Price: 50,000 gp |
|
Sandals
of the Running Battle
These ordinary looking wooden sandals are prized
by the Calleni warriors as they grant them greater speed in
battle, allowing them to match mounted warriors on the field.
A
character wearing sandals of the Running Battle
gains a +30 enhancement bonus to speed. The boots
take their toll however, fatiguing the character
as if they were performing a forced march should
they wear them for more than one hour each day.
Weak
Transmutation; CL 1st; Craft Wondrous Item, expeditious
retreat, Price 2000gp |
|
Magical
Aides
Beast
Handler’s Goad
This long, pointed, wooden staff is tipped with an ivory
bear head and its prod end is shaped like a spider with its
legs extended below it. It is treasured by those who care
for or use more difficult beasts such as monstrous spiders
and trulls.
When
used to train an animal, vermin or magical beast,
the beast handler’s goad grants a +5 enhancement
bonus to handle animal checks. When used to ride
an untrained creature, it grants a +5 enhancement
bonus to ride checks.
Weak
Enchantment; CL 1st; Craft Magical Aide, charm
animal; Price 1,000 gp; Weight 5 lb. |
|
Norry’s
Treatise on Magical Phenomena
Sold in almost every magic shop on the continent, Norry’s
Treatise is known as the famous mage’s first well received
works – both in spellcrafting and in discourse on magic.
Simply
reading the book all the way through (which takes
four days), grants the user a permanent +1 bonus
to Spellcraft checks. When using the book as part
of research, the book grants a +5 enhancement
bonus to knowledge (arcana) checks.
Weak
Transmutation; CL 3rd; Craft Magical Aide, fox’s
cunning; Price 750gp; Weight 2 lb. |
|
Black
Dragon Thieves’ Kit
Rumored to have been developed by the famed black dragon gentleman
thief, Erbus’slythe, it is more likely this mahogany
box containing lock picks, probes, and machine tools were
created by those trying to emulate him.
Using
the tools contained within this kit grants a +5
bonus to pick locks and disable device checks.
Weak
Transmutation; CL 1st; Craft Magical Aide, knock;
Price 5000gp; Weight 2 lb. |
|
Slippers
of the Skulker
These black felt boots are gifted to those loyal to Dey who
need to use stealth to accomplish their duty. They come in
two variants, the more powerful type reserved for those who
have proven themselves in service of Dey.
Slippers
of the Skulker come in minor (+5) and major (+10)
versions that grant an enhancement bonus to move
silently.
Weak
Transmutation; CL 3rd; Craft Magical Aid, cat’s
grace, Price: minor (+5) 1,250gp; major (+10)
5,000gp |
|
Spellcaster’s
Boon
This black or white silk bandana was once available only to
valued members of bardic colleges, but in the past few years,
it has become widely available. Most bards and more than a
few inborn casters make it a special point to gain access
to one as soon as possible, even if it is a minor one.
Spellcaster’s
Boons come in minor (+2), major (+5) and superior
(+10) versions. All provide an enhancement bonus
to Concentration.
Weak
transmutation; CL 3rd; Craft Magical Aide, bear’s
endurance; Price minor (+2) 400gp, major
(+5) 2500gp, superior (+10) 10,000gp; Weight 1/2lb |
|
|