Saturday, May 2, 2015

The Axe of the Dwarvish Lords

This short handled axe appears quite normal, but on close inspection a dwarf will realize that the metal it is made from is quite alien and unlike any they have seen before. Dwarven runes are interwoven within the fabric of the metal, lining its handle. The blade, though simple, is the finest to be found and never needs sharpening. The axe is always warm to the touch but not hot. The wielder of the axe need never sleep or eat as long as the axe has been involved in honorable battle within the last two days.


Powers: +3 bonus to Hit +6 to Damage, When in the hands of the Champion, for every successful hit the champion strikes all dwarves in the same battle receive a +1 bonus on Hit/Damage cumulative to a total of+7. The Champion's bonus is added to the original +3! Immunity to the Elements-any elemental creature struck three times by the weapon is sent back to its own elemental plane, never to return. Acts as an Axe of Hurling and can return 2 times/round up to 180ft. The Champion is benefited as if by a ring of wizardry; doubling his allotment of spells in every level he is capable of casting. Any Dwarf that passes within 50 feet of the axe will be surrounded in a dark globe if they are unfaithful to the Dwarven deities. Immune to the following spells or spell like affects: Darkness, Fairie Fire, Protection from Good, Curses, Geas, Quest spells, Charm spells, Energy Drain, illusions of 3rd level or less.

Source: Gordzilla

Wednesday, April 29, 2015

Tome of Amulets

Appearance: The cover of this tome is manufactured of enchanted glass that has been painted black.
The enchantment keeps the cover from breaking under common circumstances but any direct attack with a weapon will destroy. The glass is connected to a metal frame. The 300 pages within are all of plain paper.
Spells: None

Special Features: Penned by expert craftsmen in the Onaglym, or The House of Gems in Myth Drannor. This book catalogs hundreds of amulets, magical and otherwise, including information on mythic and unique amulets such as the Amulet of Nasadra. A small section of the book presents sketches and notes regarding the construction of magical amulets. Consulting the tome before crafting an amulet confers Crafter’s Fortune toward the creation of the amulet once per day. 

Monday, April 13, 2015

Lorestealer

Yorik the half-ogre
Lorestealer is an excellently balanced throwing axe with stylized mithril handle and a crystalline curved blade on which arcane and divine runes have been carved.

Lorestealer (throwing axe +1)
Price: 2,308 gp  
Weight: 2 lbs
Slot: none
CL: 5th 
Aura: faint enchantment
Omen: Runes begin to cycle across the blade if magic scrolls are within 10 feet.
When wielding Lorestealer, the wielder can attempt Use Magic Device checks untrained.

Legacy Abilities:
Decipher Scrolls (Su): Starting at 5th level you decipher any magic scroll as if you benefited from a read magic spell.
Locate Scrolls (Su): Starting at 5th level you detect magic scrolls within 60 feet as if using the detect magic spell.

History:
Yorik was not witty, nor insightful, nor sociable, but the half ogre Yorik was fanatically loyal to his employer, the Oracle of Lore Drendar Wands. For a seemingly quiet member of the aristocracy, Drendar had many enemies. Yorik protected him with life and limb, though he came close to death on more than one occasion. If a wizard threatened Drendar or made an attempt on his life, Yorik took the brunt of whatever damage the spellcaster could deal out, giving Drendar a chance to finish off the foe. Drendar returned Yorik’s loyalty in full and forged a weapon of great power for him—an axe known as Lorestealer.

Unfortunately, it became apparent to Drendar that Yorik was not equipped for the magical conflicts he habitually sought out. Drendar’s ambitions waited for nobody. Because Yorik had no spell casting skill, Drendar constructed Lorestealer to compensate for this shortcoming and to shore up his own offensive power. With the throwing axe, Yorik could use a scroll by cleaving its parchment, thereby releasing the stored magic.  

When Drendar gave Yorik Lorestealer, the warrior unlocked within the weapon the potential to use scrolls of the highest order, but he had no ability to do so wisely. Such an occasion arose during an altercation at court when daemons were summoned to the foil a critical treasury vote. The battle was won, but Drendar succumbed to a bleeding wound. Devoted to his master, Yorik had kept a wish scroll tucked away for just this possibility. Using Lorestealer Yorik utilized the wish in an attempt to restore life to his master.

Requirements:

No spellcasting ability, base attack bonus of at least +3. 

Divine Spark (Scarab)

Tragen Gundwynd
Divine Spark is a silver holy symbol sculpted to resemble a shining sun and is small enough to be gripped in one hand.

Divine Spark (silver holy symbol of resistance +1)
Price: 1,550 gp  
Weight: 1 lb
Slot: none
CL: 5th 
Aura: faint abjuration
Omen: Divine Spark transforms into your preferred holy symbol while you possess it.

Legacy Abilities:
Endure Evil (Su): enjoy the constant effect of a protection from evil spell.

History:
The Divine Spark was created when a great Army of Darkness threatened to overrun the world and extinguish all human life. Goblins, giants, and drow formed unholy pacts, creating armies of ghouls, skeletons, wights, and zombies that wiped out entire regions, adding the slain to their numbers. Church leaders in the Dalelands could not afford to let bickering and religious differences come between them any longer. One man united them— Tragen Gundwynd. Tragen did not believe in any deity, for what god would allow so many people to suffer at the hands of rabid, amoral creatures that made feasts out of human flesh? Tragen did believe in something greater than himself, however—the resilience of humanity. To him, nothing was more divine than this one truth.

As territories fell to the Army of Darkness, fleeing populations were pushed farther and farther inland, into Cormanthor and the Dalelands. They were being herded against the Thunder Peaks, over which they could not climb fast enough to escape their pursuers. Tragen knew this. He rode out to each pocket of dalesmen and urged them to combine forces rather than face extinction—they could not refuse aid, and they were too few in number to make a stand alone. Everyone Tragen spoke to agreed. When the leaders finally met, the Divine Spark was able to decipher the language of each, but only from the one who held the silver symbol to listeners. As a result, those who did not share common tongues could be heard only when one held Divine Spark while the others listened, allowing each person to speak in turn.

In the span of one night, strategies were concocted, forming first, second, and third lines of defense, always keeping the mountains at the united army’s back. Tragen gathered all the holy persons around him the next morning and meditated before battle. When the Army of Darkness arrived, Divine Spark became the focal point for every consecrated person present, allowing them to channel their abilities through Tragen and raise his power by a degree based on all who remained in their circle. They were unstoppable together, cutting a swath through the undead wherever they moved. That day, the tide of battle shifted without any divine intervention. The dalesmen survived by saving themselves. Tragen Gundwynd disappeared into obscurity shortly thereafter, but he has long been remembered as the man who single-handedly, though only briefly, united all the dales.  

Requirements:

Ability to cast 1st-level divine spells, 2 skill ranks in Diplomacy, be of nonevil alignment and have the ability to turn undead. 

Scarab of Nasadra

Prince Dalwyn Irithyl
The Scarab of Nasadra is a webstone medallion shaped like a stylized ankheg ringed with arcane
runes.

Scarab of Nasadra (amulet of resistance +1)
Price: 1,500 gp
Weight: -
Slot: neck
CL: 5th 
Aura: faint abjuration 
Omen: If you are capable of casting arcane spells and wear the scarab for at least 1 hour, it grows warm and the ankheg occasionally twitches and chirps (audible only to the wearer).

Legacy Abilities:
Arcane Health (Su): Starting at 5th level you gain 10 temporary hit points each day. You also gain a +1 bonus on caster level checks made to dispel or counter a spell.

History: 
In the time before the Weeping War in the ancient days of Myth Drannor during the First Age of Magic, several mighty clans of elves battled each other for supremacy over territories in Cormanthor. One of these great elven houses was a drow clan named Nasadra. As the dominion of Nasadra grew strong and influential neighboring territories of Tangled Trees and the Elven Court began to worry the drow house was gaining strength too quickly. Other elf clans started to fear that the magically inclined scions of Nasadra wished to expand their influence more significantly and at the expense of other elf territories.

Perhaps this fear was justified, because when the Army of Darkness finally descended from the north and the Weeping War began the Scarab of Nasadra was secretly forged and given to a spy, an agent of the crown—the prince himself Prince Dalwyn Irithyl, who was charged by the elven crown with reconnoitering the surrounding dales. Prince Dalwyn was known as an accomplished magus, despite his relative youth and was secretly in love with a drow, a taboo among elves.

When he journeyed forth from Myth Drannor, he did so in the company of magical familiars and under the cloak of a sorcerous guise, one that would protect him from notice by those he wished to observe. However, despite the secrecy of his quest and the supernatural disguises he created, Dalwyn's enemies discovered the prince’s quest and engineered an ambush.

When Prince Dalwyn next arrived at his destination, a magical conflagration slew everyone in his company, but the protective forces of the Scarab of Nasadra saved him. The prince barely escaped, burned but alive, all alone in a territory alerted to his presence and certain of his evil intent. Dalwyn was overcome despite several heroic stands, including the Clash at Helmgrove, the Battle of Burnt Ridge, and the Siege of Shadow. The Scarab of Nasadra was lost and its power forgotten.

Requirements: 
Ability to cast 2nd level arcane spells and 3 ranks in Knowledge (arcana). 

Webstone: The ornamental stone known commonly as webstone is more properly called spiderweb obsidian. Webstone is an obsidian variety in which small pieces of the stone have been cemented together by heat and pressure in an irregular mass; the joints show as irregular, weblike lines. It is usually black with whitish lines, but webstone of brown, reddish brown, and rust-red hues with lighter webbing has been found.

Sunday, April 12, 2015

Bright Evening Star

Iramine Amatar
Bright Evening Star is a star-metal ring set with a large diamond surrounded by a circle of alternating sapphires and rubies. These gems gleam brightly in even the dullest light. An inscription on the inside of the band reads simply “for Iramine” in Elven.

Bright Evening Star (ring of protection +1)
Price: 2,000 gp
Weight: -
Slot: ring
CL: 5th 
Aura: faint abjuration 
Omen: Although the ring fits any hand, Elves find it sizes perfectly.

Legacy Abilities:
Starbright (Su): At 5th level the wearer gains low-light vision as long as starlight is visible. If you already have innate low-light vision, the range of your sight triples in starlight.

Starbright (Su): You gain low-light vision as long as starlight is visible. If you already have innate low-light vision, the range of your sight triples in starlight.

Fire of the Heart (Sp): At 6th level and higher, at will on command, you can evoke a burst of magical starlight, which works as a faerie fire spell. The light created is blue. Caster level 5th.


Enthralling Lights (Sp): Starting at 7th level, three times per day on command, you can create an area of dancing stars and glowing dust, duplicating the effect of a hypnotic pattern spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th.

History: 
Bright Evening Star is of high-elf craftsmanship. The name “Iramine” is a reference to the eldritch knight Iramine Amatar, a legendary elf hero from Myth Drannor. She was born in Myth Drannor, and at a young age, she entered one of the elves’ many spell casting academies the Irithlium. When her studies were completed, she joined up with an adventuring troupe along with, Eldarniel.
Iramine was the lover of the wizard Eldarniel Raiserik, court magician to the powerful elven king Eltargrim. Since Eldarniel was a legendary crafter of magic items, especially rings, it seems likely that he created Bright Evening Star for Iramine, perhaps to aid and protect her on her travels.

Together they explored ancient ruins and plumbed arcane secrets, but their chief passion was finding and cataloging the mystical properties of moonlight, starlight and constellation magic. Some lore masters credit them with discovering silver’s effects on lycanthropes and crafting the first ring of shooting stars.

Iramine continued adventuring for two hundred years after Eldarniel decided to retire, teaming up with Drendar Wands and Tragen Gundwynd for a time. When the Weeping War began Iramine returned to Myth Drannor, where she learned Eldarniel was killed when one of his magical experiments backfired and destroyed his entire lab after than texts fail to mention the eldritch knight again.  

Requirements: 
Ability to cast 1st level arcane spells, 3 skill ranks in Knowledge (arcana), and be of nonevil alignment.

Personal Cost: As a toll the wearer takes a -4 penalty to saving throws against all blindness and dazzle spells and/or conditions at night.or in low-light conditions. 

Tuesday, April 7, 2015

The Shield of Vladik

Appearance: This is a three foot by two foot book built of leather, steel, and wood, with 100

parchment pages between the two sturdy covers and with two leather straps on the back cover. The front cover has a silver shield symbol set into it, with a ring of twelve emeralds orbiting the shield design.
Spells: Blank.

Special Features: Upon speaking the command word this heavy book solidifies, the covers locking closed. The book cannot be opened again until the second command word is spoken. The Shield of Vladik is a shield and, when used as one, is treated like a small steel shield and capable of housing a shield augmentation crystal. 

The Codex of Arnlaug

Appearance: This book has a wooden cover wrapped in leather with the image of a gauntlet stamped into the front. The interior pages are rough paper that has yellowed with age, the outer edges torn and showing light water damage. Each page of the book, when it is opened, exhibits further signs of water damage with the ink smeared in places and none of the pages lying flat.
Special Features: Once per day, on command, this book shifts form and becomes a single metal gauntlet. The book remains in this shape for a period of five minutes and may be worn by any medium-sized humanoid (the gauntlet’s exact shape adjusts to fit that of the wearer). During this period the Strength of the wearer is increased by 2 and the wearer may cast burning hands once per minute as a full round action.

Monday, April 6, 2015

Quicksilver Gloves

Price: 7,000
Weight: 1 lb.
Slot: hands
CL: 5th
Aura: faint transmutation

These tight-fitting gloves have silver tips at the end of each finger. When worn, the silver spreads to cover the gloves so they appear to be covered in liquid metal.


Once per day, the gloves’ wearer can make an extra attack with a melee weapon as if using a speed weapon. This benefit does not stack with similar effects, such as a haste spell.
Construction Requirements Craft Wondrous Item, haste, versatile weapon.  Cost: 3,500 gp.


Source: Paizo PZO9547 

Gossiper’s Gourd

Price: 12,500
Weight: 1 lb.
Slot: none
CL: 3rd
Aura: faint divination

This drinking gourd has a slender neck capped with a tethered cork, as well as a leather strap so it can be hung from a belt or pack. Once per day, the gossiper’s gourd can be filled with water from a village well or other local water source, becoming attuned to that source as long as the gourd is full of water. The bearer gains a +2 insight bonus on any Knowledge (local) checks she attempts within a 1-mile radius of the water source, and can speak and understand (though not read or write) the dominant local language in that area. These effects persist as long as the attuned gourd is full.
By drinking all the local water from a gossiper’s gourd, the imbiber gains a +5 insight bonus on all Bluff, Diplomacy, Knowledge (local), and Sense Motive checks within a 1-mile radius of the water source for 1 hour. In addition, during that hour, the user can plant an idea or suspicion in the mind of one local person within 30 feet by whispering the idea into the empty gourd. This effect functions as sow thought, except the target must be from the local area. A successful DC 12 Will save negates the effect.
A gossiper’s gourd can’t become attuned to a water source more than once per day. For example, if the owner fills the gourd from a well at the beginning of the day, then drinks the water, she must wait until the beginning of the next day to benefit from the gourd again.
Construction Requirements Craft Wondrous Item, share languageAPG, sowthoughtARG, creator must have at least 5 ranks in Knowledge (local). Cost: 6,250 gp.

Source: Paizo PZO9547