One of the Black Templars Sword Brethren slays a foul Ork. The larger Black Templar Crusades contain multiple Fighting Companies, each led by a Sword Brethren of the.Edgar Allan Poe was fluent in several languages and had a very large vocabulary. Many times he used a word because of the way it sounded.
Wondrous Items : : d. This is a catch- all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item (unless specified otherwise in the description). An 0. 1 result indicates the wondrous item is intelligent, 0. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 1. Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (0. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d. DC of 1. 9 (as if the caster had cast nondetection on herself). Anyone who crawls inside finds ten (unlabeled) levers: The device has the following characteristics: hp 2. Spd 2. 0 ft., swim 2. AC 2. 0 (- 1 size, +1. Atk +1. 2 melee (2d. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 9. It holds enough air for a crew of two to survive 1d. When activated, the apparatus looks something like a giant lobster. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 1. Retrieving a specific item from a bag of holding is a move action—unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full- round action. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 1. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 2. The animal serves the character who drew it from the bag for 1. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. Up to ten animals can be drawn from the bag each week. You can throw it up to 6. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th- level monk. This AC bonus functions just like the monk’s AC bonus. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 6. Constitution, and a +2 resistance bonus on saves against poison, spells, or spell- like effects. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 or +6. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. This book is never found as randomly generated treasure with spells already inscribed in it. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 1. A second command word causes it to unfold to a ship 2. Any objects formerly stored in the box now rest inside the boat or ship. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease. The duration of the haste effect need not be consecutive rounds. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times per day for up to 5 minutes per flight. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon monster VI spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain). The owner may designate one person known to him to be keyed to one charm. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 2. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon monster VI spell. If brimstone is added, the elemental is Huge instead of Large, and the brazier works as a summon monster VII spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain). In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell- like ability. A brooch can absorb up to 1. The broom can carry 2. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 3. The broom of flying has a speed of 4. Simply burning the candle generates a favorable aura for the individual so doing if the candle’s alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 3. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn’t interfere with its magical properties. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. It has average maneuverability, but a carpet of flying can still hover. If it is filled with incense and lit, summoning words spoken over it summon forth a Large air elemental. The summoning words require 1 full round to speak. In all ways the censer functions as the summon monster VI spell. If incense of meditation is burned within the censer, the air elemental is an elder air elemental instead (as if summon monster IX had just been cast).
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