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Magic Items


Black Armor
This armor is the favorite of the blackguard as it is made of high quality metals, formed into a black alloy, and then buffed to a high polish. These suits of full plate +3 are enhanced and enchanted for those of evil intentions. In addition to its obviously superior defense it is imbued with the spell protection from good. Additionally, the armor grants SR 15 and SR 30 vs spells with the [holy] descriptor. (Statistical values available upon request.)

Dragon Shield
The Dragon Shield is a large mithril shield with a golden dragon depicted on the front. The shield grants +2 enhancement bonus to AC, and +2 to all saves vs. breath weapons. Additionally, three times a day as a standard action, upon a spoken command word [draco-pyrotum] the golden dragon animates and breaths a cone of flame 15’ wide, dealing 8d4 points of fire damage. A successful Reflex save (DC 17) will halve this damage. (Statistical values available upon request.)

Divine Armor of the Faithful*
This armor is crafted from only the finest of metals and is then polished to a high shine. These magical suits of armor are full plate +2 and are made for only the most esteemed paladins and clerics. Most often times these suits of armor are decorated with images and symbols of the deity for whichit was crafted. Once per day the wearer of this suit of armor is able to call upon their deity for aid in combat as per the spell divine favor, which gives them a +4 to attack and damage. Only worshippers of the deity from which the armor was made can call upon this special power. Calling upon the favor of one’s deity is considered a free action. This armor is also imbued with the function of protection from evil/good. (Statistical values available upon request.)

Hide of the Worg
This suit of hide armor carries a +2 enhancement bonus to AC, but has a special ability. Once per day, the wearer can polymorph into a worg for 4 hours. The wearer still has their own mind, but has all the physical abilities of a worg. The armor shrinks or grows to fit any wearer between Small and Large size. (Statistical values available upon request.)
Season
Color
Decoration
Spring
Light Green
Aspen Leaves
Summer
Gold
Sunflowers
Autumn
Burnt Sienna
Oak Leaves
Winter
White
Snowflakes

Leather Armor of Elvenkind
This armor is a suit of leather with a +4 enhancement bonus. Like most armor of elven make it is virtually free of encumbrance, weighing only slightly more than a thick tunic. Its true power is only obvious over the passage of time, or upon entering a city. This armor is enchanted to shift colors with the season. Depending on the color, the decoration elves are so fond of around the collar, grieves, and waist, changes too. The armor grants the wearer a +5 to Hide checks. If the wearer enters into a city or underground, the power ceases to function and it becomes a mottled charcoal gray, losing the Hide bonus, but not the +4 AC bonus. (Statistical values available upon request.)

Liquid Armor
When found, a suit of Liquid Armor will look like a marble of enchanted mithril. The marble is command activated, and will liquefy and spread along the individual’s skin, essentially becoming a second skin of mithril. It even covers over the face, smoothing out facial features so that it resembles a silver mask. In addition, Liquid Armor covers the eyes, creating the illusion that the individual’s eyes are pools of light. The individual can change the color of the light as he or she sees fit. The armor does not effect the wearer's ability to breathe, but the individual cannot perform any other natural bodily functions, like eating, drinking, or going to the bathroom. Liquid Armor adds a +10 armor bonus to AC, and grants spell resistance 30. The armor check penalty is –4, max dex of +4, weighs 20lbs, and has an arcane spell failure chance of 15%. Removal of the armor is also command activated, though the command is different, and a minor curse prevents knowing the remove command with a simple Identify spell. (Statistical values available upon request.)

Plate Mail of the Traveller*
Plate mail of this type consists of a full suit of chain, breastplate, shoulder guards, hip plates, and grieves forged of mythril and decorated by beautiful, inlaid platinum designs. This armor grants a +1 bonus to AC, for a total of +8. These suits are additionally enchanted, however, by priestly magic to make traveling a bit easier on the owner. They are very light weight, so the armor check penalty is only -4. The padding conducts heat in such a manner that the wearer feels as comfortable in freezing weather and desert heat as they would normal temperatures. (Able to withstand temperatures between 0°-110° Fahrenheit.) Owners of these suits even find that they can sleep comfortably with out removing the armor (double the wearer's Constitution for purposes of exhaustion from sleeping in armor). Finally, in the case of swim checks the armor only counts as 25 lb.

The magic quality "of the Traveller" can be applied to any medium or heavy suit of armor consisting of mostly metal, as long as the metal used is mythral with platinum. (Statistical values available upon request.)

Sea Serpent Armor
The suits of aqua-blue scales are made from the scales of a sea serpent. The following abilities are all extraordinary, requiring no magical enhancement. Sea Serpent armor does not have its weight counted when making Swim skill checks, and its Armor Check penalty is halved underwater. It also lowers the DC's for swimming and cold damage in water by 5. Every week, Sea Serpent Armor must be soaked in water for one hour, if not, it takes on the properties of normal scale mail. Shuagin or sea slves are the most common users of Sea Serpent Armor however it is very elastic and may fit humanoids of roughly similar size and shape.

The magic quality "of the Serpent" can be added to any scale armor. (Statistical values available upon request.

Bolas of Shocking Might
These +1 bolas are constructed of fine mithril chain and rare blue diamond stones; a successful appraisal check would value them at well over 10,000gps. Their true worth, however, is their magical properties. On a successful hit, they deal the normal 1d6pts (+1 for magic bonus) of subdual damage, plus 1d8+10pts of electric shock damage. The electric shock is also doubled if a critical hit is scored.

Crystal Sword
This sword is made out of a single piece of highly polished crystal. Enchantment has made this sword weigh the same as a normal steel long sword. The Crystal Sword has a +2 enhancement bonus. The sword has a secret power that can only be revealed by discovery, or by questioning a greater being. When written text is viewed through the blade, it appears to anyone looking through it in a language the character is fluent in, usually their main language. (Statistical values available upon request.)

Dagger Vex*
This magical dagger appears to be normal +1 dagger. When used in combat, however, its bonus increases by +1 per round against the same foe to a maximum of the user’s level or +10. If the wielder switches targets or forgoes an attack for even one round, the bonus drops back to +1. It is not necessary for the wielder to hit each round, merely to attempt to strike the same creature. The dagger carries a curse, however: once the bonus reaches +10, the wielder becomes berserk, as per a sword of cursed berserking. The ancient Archmage Verridan Steeleye crafted this dagger. His hatred and lust for revenge against the assassin who murdered his brother tainted the work. The current whereabouts of the blade is unknown. (Statistical values available upon request.)

Dsloras' God-maul
The God-maul is an intricate design of gold and silver-laced adamantium. Dsloras was a dwarven priestess of Moradin, a role thrust upon her by circumstance rather than choice. She did her job well, however, and as a result, it is said, Moradin himself rewared her with the God-maul. This war maul is heavily enchanted, but carries no innate bonuses to attack or damage beyond the +1 to attack for being a masterwork item, but will bypass damage reduction as though it were a weapon with the [magic] and [good] descriptors. Any cleric or paladin wielding the God-maul can use a Turn Undead attempt to temporarily enchant the weapon with a +1 bonus for every three turning levels. When the God-maul is enchanted in such a way, it also confers a bonus to the users saving throws equal to its enhancement bonus, and spell resistance of 10 + the user’s charisma modifier + cleric/paladin level. These abilities and last for 1 round per cleric or paladin level.

Additionally, when the user attempts to turn undead while brandishing the God-maul, he gains a +4 to both the turning check, and the turning damage rolls. The above abilities work for any follower of a dwarven deity or a deity whose associated domains include War or Destruction.

Lastly, as a full-round action (that does not provoke an attack of opportunity), the wielder can summon an earthquake (as per the 8th level cleric spell) by smashing the ground with the hammer and calling upon Moradin. This earthquake ability works only for followers of a dwarven deity not opposed to Moradin’s reign as head of the dwarven Pantheon.

Eagle Claw*
The sword has a silvery blade etched with eagle designs. The pommel is shaped in the form of an eagle head. Each eye of the eagle head has a small ruby and its feathers are gold leaf inlays. The intelligent sword's ability scores are Int18 Wis15 Cha12 and Ego 18, with a Chaotic Good alignment. The sword is a +2 Bastard Sword, and has the following special abilities:
  • +8 to spot checks. The sword grants the user eagle sight.
  • Speak Avain. When held, the sword grants the ability to speak with all avians.
  • 1/day, the sword can be commanded to polymorph into a giant eagle, and can remain so for up to 8 hours. If the eagle should die, it will revert to its sword form, and cannot polymorph for 1 month.

Once the wielder draws blood from an enemy, it is bonded with him until his death. The sword will not permit the owner from using other intelligent swords. Should the attempt be made, Eagle Claw will transform into an eagle and destroy the competition. This item is very powerful and dangerous, even for its owner, for the eagle is over-protective, and often disobeys if there is risk to the wielder.

Eagle Claw is an artifact from ancient days, when the lands were controlled and protected by the druidic order, the Emerald Rose. In recent times, the sword was used in the War of Rain by the commander of the remnants of the Emerald Rose, The Knights of the Green Rose. The commander fell during the final battle, and the sword was lost in the Plane of Mist. (Statistical values available upon request.)

Gaki's Fang*
Gaki's Fang is a dark, foreboding Katana (Longsword) with a blade of blackened steel. The crosspiece is of a leering vampire's head, sculpted in deep black adamantine. The eyes and fangs are chiseled pieces of ruby. Any non-evil character trying to wield the sword will be plagued with horrible nightmares of shrieking souls and spirits, and although they still gain the magic bonuses of the sword, they attack at –2. Gaki's Fang is a katana +4. On a critical hit the sword gives the target one negative level. Continual use of the blade by a non-evil aligned character results in a Will save (DC 19). A failed save results in a permanent suggestion spell on the wielder, making them act in a manner acceptable to the swords alignment. This effectively changes the wielder's alignment to Chaotic Evil. This heinous blade was crafted by a superb weaponsmith in the lands of Rokugan, though not of his choosing. In spite, he used waters from the Shadowlands in the forging. The resulting blade, though of the finest quality, did not serve well the Crab samurai it was forged for. Gaki struck down the weaponsmith for his trickery, and in turn was banished for his actions. The sword later appeared among the Scorpions, used in numerous assassinations of prestigious Crab leaders. The blade was eventually captured by an Elf from far away. Mysteriously, Gaki's Fang disappeared after that, along with the elf that took it. Many are the Crab warriors who have gone questing for a trace the blade. Those who return found nothing.

Glaveloren*
Glaveloren is a finely crafted glaive that is fashioned out of a lightweight, unbreakable metal that shines constantly, even in complete darkness (equal to a light spell). Glaveloren was created to combat the wicked tanar'ri. The mighty weapon of the virtuous paladin Tiraliance, Glaveloren was forged by the high mage Glindaris. As the tale goes, Tiraliance led a heroic, but ill-fated campaign against the tanar'ri on the world of Eloruana, in an attempt to stultify the hordes. Unfortunately, the blade was forever lost when Tiraliance fell in battle against the tanar'ri lord Blaazenol and his dark minions. It is rumored that the tanar'ri could never claim the glaive, but instead banished it to another plane. In the hands of any good-aligned wielder the weapon is +3, and against Demonkind, forces them to make a fortitude save (DC=15) or they die (or are banished). Glaveloren allows the wielder to use the following spell-like abilities: heal 1/day, bull’s strength 1/day, and detect evil. In addition, the wielder gains all the protective benefits of a Ring of Fire Resistance (Resist Fire 15). Any non-good creature that attempts to wield it finds it to be a –1 weapon without any special powers, but evilly aligned beings that grasp the weapon suffers 4d4 points of damage per round. Glaveloren also acts as a Holy Avenger in the hands of a Paladin. XP Value: 6540 GP Value: 32,700

Glimmerblade
The Glimmerblade is a finely polished shortsword of blueish hue. When drawn in battle the blade glows an iridescent blue, and creates 1d4+4 mirror images of the wielder as the spell mirror image cast by a 12th level sorcerer. The sword carries an enhancement bonus of +2. (Statistical values available upon request.)

Honor's Face*
This greataxe has a handle of blackened oak and a head made from an unknown alloy; its head is a single edged axe. Engraved in dwarven runes on the head are two phrases. One has faded away overtime the other just says "Honor's Face". Normally the axe carries a +2 enhancement bonus, but versus creatures with the 'shapechanger' descriptor, it's +4, and it carries no bonuses (not even for being masterwork) versus dwarves. Anything viewed in the reflective surface of the axe-face is viewed as though under a true seeing spell and if a creature being viewed plans deceit or evil intent, it is revealed as well. (Statistical values available upon request.)

Dart of the Hornet*
The Dart of the Hornet appears quite unwieldy, but confers a +3 bonus to attack and has double the normal range. Once thrown, however, its true powers are revealed - it begins buzzing loudly, and as it speeds towards its target, the dart splits into 8 small hornets. Eight separate attacks are made for each hornet; each hornet does 1 point of damage. Rumors exist that a more powerful version of the dart exists with the hornets being poisonous and even some created with giant hornets. (Statistical values available upon request.)

Jade
Until recently, Jade was in the possession of Peren, a beautiful human adventurer who made a reputation for herself as an extremely reckless and chaotic individual, with questionable sanity. Peren was killed in her sleep, her sword missing. No known curse is associated with Jade, but it has quite a history of violent, seemingly meaningless deaths to its users by people intent on securing the blade. It remains unproven, but the blade fits closely the description of a weapon forged for the God of Shadows in the first age of the world. The blade currently resides within Dundar Manor, a small community near the Snowflake Mountains. Jade is a thin short sword with a blade made of a single piece of carved jade and its hilt is of an ivory colored metal. There is an engraving on the blade which reads "Create Nothing Thieves Desire" in common, though it doesn’t appear to be part of the original crafting. It carries an enhancement bonus of +3. The sword carries several enchantments that become apparent when drawn and held. Jade glows an emerald green when drawn, giving light equal to a torch (30' radius). This glow can be suppressed at the will of the user, but its see invisible ability doesn't function when it is suppressed. Constant: See Invisibility as per the spell, but only to a range of 30'. When taking a full-attack action, Jade grants an extra attack. The extra attack is at the user’s base attack bonus, and takes place at the end of their full-attack sequence. Grants use of the Improved Weapon Hurling Feat, but only with this sword. User can attack with this weapon as though they had the Weapon Finesse [Shortsword] feat. (Statistical values available upon request.)

Kynan's Blade*
This scimitar has an ebony handle engraved with Kynan's crest. The guard and blade are made of blue steel and there is a saffire embedded in the center of the guard. This sword is +2 and gives the user two other abilities 1/day: Protection from Normal Missiles, and Resist Fire/Cold. (Statistical values available upon request.)

Letalus
Letalus is a long, curved, cruel-looking dagger carved from a single bone of a large beast. Obviously ancient, as is evidenced by its yellowed color, it is extremely strong and will not chip or break. The blade is covered with strange and vaguely disturbing runes and symbols, which glow with an eerie light in the presence of the undead (60' radius). The dagger carries a +2 enhancement bonus. Any humanoid creature slain by Letalus will quickly wither and decay, leaving only a blackened skeleton. 1d4 rounds after death, this skeleton will rise and obey the commands of the wielder. Only creatures between Small and Large size are animated from this weapon, using the statistics given in the Monstrous Manual. Every time a new undead is created in this fashion, the wielder must make a wisdom check to see if they retain control of the undead. A failed check results in all undead under the control of the user, not just those created through the dagger, turning upon him. The skeletons created by the dagger attack the wielder exclusively, while other undead will act according to the DM's wishes. Undead created through use of the dagger do not count toward the total number of undead the user can control. Wisdom Check DC's = 12 + number of Hit Dice animated by the dagger. Example: The wielder has animated a total of 5 skeletons, 2 medium (2x1d12), 1 large (2d12), and 2 (2x1/2d12) small. The total DC would be 17 (12+2+2+1). (Statistical values available upon request.)

Revelation
Revelation is an iron longsword of simple make. It's only ornamentation is the large diamond embedded in the hilt. The sword carries a +1 enhancement bonus. Each successful hit causes the target to revert to its true form. Spells such as alter self, change self, any other polymorph spell, are automatically dispelled. When invisible creatures are struck the invisibility is automatically dispelled. Against targets under the influence of spells such as wraithform and arcana form, the sword causes a dispel magic to be cast against the target as cast by a 16th level Sorcerer. Additionally, Revelation will bypass cold iron damage reduction. (Statistical values available upon request.)

Shadow Bow
This short bow scintillates with black and gray colors along its length. Attacks with this weapon are made at +2, but rather than deal damage, the arrows force the target to make a Fortitude save (DC=15) or suffer a negative level. (The DC for after the 24 hours is also 15.) These attacks ignore armor and enhancement bonuses, like a brilliant energy weapon. No ammunition is needed to use the Shadow Bow, but if other arrows are used, the bow's energy drain ability doesn't function. (Statistical values available upon request.)

Sorcersunder
This golden yellow blade and emits a low buzz and glows when in the presence of arcane spellcasters. It has a +1 enhancement bonus but vs arcane spellcasters it acts as a +4 keen longsword of wounding. What mage would create such a device is unknown. (Statistical values available upon request.

The Soul Master
Hit Dice
Attack
Damage
Fort
Ref
Will
1d10 (5hp)
Incorporeal Touch +1
1 Cha
+2
+2
+2
2d10 (11hp)
Incorporeal Touch +2
2 Cha
+3
+3
+3
3d10 (16hp)
Incorporeal Touch +3
1d3 Cha
+3
+3
+3
4d10 (22hp)
Incorporeal Touch +4
1d4 Cha
+4
+4
+4
5d10 (28hp)
Incorporeal Touch +5
1d6 Cha
+4
+4
+4
6d10 (34hp)
Incorporeal Touch +6
1d8 Cha
+5
+5
+5
7d10 (40hp)
Incorporeal Touch +7
2d4 Cha
+5
+5
+5
8d10 (46hp)
Incorporeal Touch +8
1d10 Cha
+6
+6
9d10 (51hp)
Incorporeal Touch +9
1d12
+6
+6
+6
10d10 (56hp)
Incorporeal Touch +10
2d6
+7
+7
+7
Soul Warrior
Medium-sized Undead (Incorporeal)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft, Fly 60ft (Good)
AC: 15 (+3 Dex, +2 deflection)
Attacks: +1 Longsword or Battleaxe
Damage: Longsword or Battleaxe 1d8+1
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Undead Immunities, incorporeal, +2 turn resistance, daylight powerlessness (high noon)
Abilities: Str--, Dex16, Con--, Int14, Wis15, Cha15
Feats: Alertness, Combat Reflexes, Improved Initiative
Soul Master is the bane of undead and the ideal sword for undeadslayers. The Greatsword has a +3 enhancement bonus, and has the ghost touch ability. The sword’s wielder gains the ability to rebuke undead as a paladin of the same level. The sword’s most special ability however, is Soul Trap. Soul Trap can only be used on undead that retain some semblance of their soul from their former life; mindless undead such as skeletons and zombies are immune. On a successful melee attack, the undead target must make a successful Will save (DC=15) or have its soul trapped within the blade. Once a target has successfully saved, it is forever immune to the sword’s Soul Trap ability. Up to 10 souls can be held in this manner. For all practical purposes, this soul is now dead; nothing short of divine intervention will raise it. The energy, gained from stealing the soul can be used to create a Soul Warrior. The Soul Warrior appears similar to a wraith, whose combat statistics directly relate to the number of souls trapped within the blade. A single soul is worth 1d10 Hit Dice.

Ring of Dissent (Ring of Vainglory)
This ring is usually flashy, gold and diamond studded. All seeing it must roll a Will save (DC=22), or fall under its influence. Its presence causes an intense desire to own it; those failing the saving throw find themselves fighting over the ownership of the ring, or even killing for it. Once it is mastered, however, it can be a valuable ally. Anyone who has not mastered his or her desire for the ring may take possession of it, but that person acts as if under a suggestion spell by the rings true owner. In order to master the ring’s power, someone who succeeds the initial Will save must make another against the ring’s ego. The true owner of the ring can suppress the rings greed ability, but at a danger to themselves. For each round the ring is suppressed the owner accumulates a –1 on the DC to control the ring. The check is made once the suppression is released. The owner must maintain concentration to keep the ring’s ego suppressed. (This means they must make a concentration check to cast spells while suppressing.) Should the ring ever not be controlled, it exerts its will to be viewed by as many people as possible. The greed ability is a supernatural mind-influencing, enchantment ability. Int: 17 Wis: 12 Cha: 18 Ego: 20. (Statistical values available upon request.)

Ring of Thieves
This is a simple gold ring with a diamond stone. Carvings on the inner band read in common “Never Create Anything Thieves Desire.” though it doesn’t appear to be part of the original crafting. The diamond of this ring is sharp enough to be used as a razor ring, and carries the following powers:
  • +2 to all Rouge class skills (except craft, and profession skills)
  • +3 deflection bonus to AC
  • The wearer is unable to be surprised while wearing (a weak, but noticeable pulse in the ring alerts the user, enabling him to act in the surprise round as a regular round)
  • 1/day, invisibility, detect thoughts
  • 1/2days blink, alter self
  • constant: detect snares and pits and detect secret doors
  • Int 17 Wis 14 Cha 20 Ego 24

The Ring of Thieves can communicate with its wearer both telepathically and verbally, but prefers telepathy. It can speak Common, Thieves Cant, and, Butan. When worn by any other than a rouge, the ring seeks to wrest control from it's wearer and find it's way into the hands of a rouge with as much power as it has. When worn by a rouge, the ring helps him to achieve wealth and power by the fastest means possible, and if the wearer disagrees as to how that should be done a battle of wills ensues.

The Eldritch Staff
This five and a half foot staff is made of polished cherry wood, ironshod on the bottom. The top has a bronze-worked dragonhead clutching a three-inch diameter crystal sphere within its jaws. The Eldritch Staff acts exactly as a Staff of the Magi, with one exception: it does not have any charges. Thus, this staff cannot perform a retributive strike (the staff can still be broken and rendered useless). In order to activate the powers of the staff, the wielder must focus spell energy into the staff, with the level of the spell focused into the staff equaling the number of charges used. In order for a wizard to use the staff, he simply sacrifices a spell of equal level. Additionally, any arcane spell cast from the users own repertoire while holding the staff gains the benefit of any one Metamagic Feat the user knows, without the increase in level for memorizing/casting it. Only arcane spell casters can use The Eldritch Staff. For example: Rune has a 2nd level spell memorized. She can focus that spell through The Eldritch Staff to get 2 charges with which to cast a lightning bolt from it. Note: All of the spell levels focused into the staff must be used in that round. The wielder cannot focus a 5th level spell into it, hoping to use 2 charges in this round and the other 3 in later rounds, any extra levels not channeled are lost. (Statistical values available upon request.)


The Blood Syphon
This staff is five and a half feet of gnarled, dark cherrywood with an intricately carved skull at its top. The blood syphon staff emits a mighty necromantic aura.

When an arcane spellcaster first holds the Blood Syphon staff, it bonds to him or her, instantly draining one point of permanent Constitution damage unless the spellcaster succeeds a Fortitude save DC 30. Regardless of if the save is successful, there after the staff is bonded to the spellcaster and only that spellcaster can gain the benefits of the staff. All arcane spells cast while holding the staff are cast at +1 caster level. In addition, the staff allows the wielder to voluntarily take nonleathal damage in order to power spells at a rate of 2 damage per spell level. Each time the mage powers a spell in this manner, there is a percent chance equal to the subdual damage that the drain will instead be -1 permanent Constitution damage. The mage may only power known spells using the Blood Syphon.

Amulet of Undead Mastery
The Amulet of Undead Mastery is a shrunken human skull hanging on a black and silver chain. When worn by an evil cleric any undead in the area are under the affects of a desecrate spell, and will stack with the affects of an alter given in the spell's description. Additionally, evil clerics gain a +4 on their rebuke/command, bolster, and dispelling turning checks. Good aligned characters touching the amulet suffer one negative level until it is dropped. (Statistical values available upon request.)

Cold Candle*
These candles were created by Drow mages to allow their warriors normal sight while on the surface. These dark blue candles give off cold instead of heat and radiate darkness instead of light. The darkness extends in a 5’ radius from the user. This light prevents the use of low-light vision, but not darkvision. (Statistical values available upon request.)

Egg Shell of Petrifacation
This decorative egg shell depicts a cockatrice mating battle upon its surface. The user may throw the egg shell up to 20', and it explodes in a cloud of grey gas forcing a Fortitude save (DC=16) to any living characters (up to Large size) within 5'. Failure indicates they were turned to stone. (Statistical values available upon request.)

Dryad Cloak
A dryad cloak appears to shimmer with all the colors of the rainbow, but when worn will adapt itself to its wearer's prefered color scheme. These cloaks are rare due to the required components for making them: dryad blood. As such these cloaks are often only found in the hands of the morally corrupt. Druids and other tree huggers seek to destroy these cloaks; any character with at least 5 ranks in both Knowledge [Arcana] and Knowledge [Nature] will recognize one of these cloaks on sight, as will any creature of the Fey subtype. The cloak grants the wearer a +2 enhancement bonus to charisma and +2 to all saving throws.

Moderate transmutation; Caster Level 6th, Craft Wondrous Item, eagle's splendor, silk soaked in dryad's blood. Price: 8,000 gp; weight 2lb.

Nails of the Shrew*
The Nails of the Shrew were created by the mad mage Caltavaro so he could steal back his dark book of necromancy from a rival. Caltavaro was destroyed in the attempt. These gloves have a furry look to them, and end in small sharp nails. They grant a +10 competence bonus to Open Locks checks, and allow the user to polymorph into a shrew. This ability works just like the spell polymorph (as though cast by a 9th level sorcerer), except that it only allows the user to change into a Shrew (a Fine creature). These gauntlets can only be worn by a creature of Small or Medium size. (Statistical values available upon request.) As a shrew, a character assumes the following changes:
  • +8 Size modifier to AC and attack rolls
  • +12 Size modifier to Hide checks
  • +10 Size modifier to Move Silent checks

The Serpentine Crown
This artifact appears to be a crown in the form of six intertwined serpents, each one made of a different metal. Each of the snakes has a pair of precious gemstones for eyes. The crown’s powers are attuned to each serpent. The Crown can be fully disassembled into six individual snake charms, whose abilities can be used once a day.
Bronze: Water Lung: The wearer benefits from Water Breathing and Free Movement when underwater. This ability is usable a number of times per day equal to the number of pieces of the crown the character possesses, and lasts a number of rounds equal to the weaer's constitution score.
Brass: Skin of Scales: +4 Natural Armor bonus to AC
Copper: Serpent Strike: As a standard action the wearer may make an unarmed melee attack that does not provoke an attack of opportunity, if successful the target must make a Fortitude save (DC 14) or suffer 1d6 points of temporary Dexterity damage. This ability is usable a number of times per day equal to the number of pieces of the crown the character possesses.
Silver: Serpent’s Tongue; The wearer is constantly under the effects of the spell Speak with Animals and Dominate Animal but only pertaining to :eptiles. This ability is usable a number of times per day equal to the number of pieces of the crown the character possesses. The wearer also gains the ability to speak Draconic.
Gold: Serpent’s Speed: For 3 rounds the wearer can take an extra partial action. This ability is usable a number of times per day equal to the number of pieces of the crown the character possesses.
Platinum: Coiled Mind: +2 Intelligence, Wisdom, and Charisma.

Further there are abilities that are gained when the same person possesses certain combinations of charms:
Copper and Gold: Serpent’s Strength: The user gains a +2 to Strength and Constitution, and constrict creatures up to two sizes smaller than it, as per the constrict ability in the monstrous manual.
Brass and Bronze: Serpent’s Body: The user gains immunity to poisons of all kinds, and no longer suffers the affects of again, as per the monk abilities Diamond Body and Timeless Body.
Silver and Platinum: Serpent’s Soul: The user gains spell resistance equal to her level +10, as per the monk ability Diamond Soul.

Though unproven, there exists documents claiming powers for different combinations than those presented above. Once fully assembled the true power of this cursed artifact is release upon the wearer. The users skin is changed to that of scales only the faintest color of green. The scales are barely noticeable except around the eyes, hands, feet, and behind the ears. Once the item is donned, the character loses 4 points of Charisma, unless he makes a Fortitude Save (DC=20) in which case he loses 2. The Charisma loss is avoided in the case of creatures possessing the [Reptilian] descriptor. In either case the character speaks with a lisp now, accenting S’s. Continued use of the crown forces additional Fortitude saves, one each month, but the weaer can willingly fail these saving throws. The following chart sets the DC's and describes the changes the wearer undergoes upon failing the save. The changes completely supersede the wearer's original race, and are permanent. When a color of a charm is listed, the charm's abilities become permanent, even if the charm is removed. Once the final change is made, the user must be in contact with the crown for 1 hour a day, or begin to die. For every day that goes by after the first week without contact, the Lacerta loses one constitution point permanently.
DC
Changes upon Failure
38
Green Scales become more prominent, and spread to be noticeable around the eyes, mouth, hands and feet. Silver
40
Skin tone entirely green. Scales cover 75% of wearer's body. Hair thins. Brass
42
Neck elongates, snout elongates, teeth sharpen, and hair is gone. Scales cover entire body. Webbing grows between fingers and toes. Bronze
43
Lizard-man like appearance complete. Their race is no longer their former one, they are now a Lacerta. They gain claw and bite attacks (Claw 1d4, Bite 1d4), a swim speed (60ft), and the [Reptilian] descriptor. Copper
45
This save is rolled one year after the final change into a Lacerta. The character grows wings and gains a fly speed (60ft) with good maneuverability. The character's eyes glow with a pale green light. Gold, Platinum

This item was originally created by a cult of worshippers of the reptile god. The god blessed the crown and granted it a portion of his own power. The cult used the crown to obtain great power, building an empire of fear. They were eventually brought down by the Brotherhood of the Sun (an order of paladins), and the crown was to be destroyed. On their voyage back to their high temple, the boat they were travelling in was sunk by a mighty storm, but whether this storm was of natural or magical origin is still a matter for debate. The crown is suspected to be in the possession of a sahuagin high priestess, but what she is using it for (or whether she has undergone the transformation described above) is not presently known.

As the legend goes, the possessor of all the pieces of the crown can - through a forgotten ritual - re-awaken an exiled "dragon-like" diety or "The Fater of Dragons." The ritual is lost, but it is known to include a 'sacrifice of the sky and sea' performed by a faithful servant of the exiled god.

For the DM: Of course the faithful servant is killed, as the deity must have a vessel to reside in whilst the god rebuilds its material power, but you needn’t tell any crazy sorcerers who think they’re descended from dragons this. In truth, if the ritual is done, it is not the father of dragons that is reborn, but the Mother of Serpents (Some shmuck translated it wrong, probably mislead by the materials from which the crown is made).

Shadow Robe
The Shadow Robe is crafted from a small piece of the Demi-Plane of Shadow. The robe is not black per say, but is comprised of scintillating darkness. In daylight, the robe is a foggy gray, almost transparent to the eye. As darkness increases, the robe becomes more and more black, till finally in darkness, the robe can not be distinguished from the night. In broad daylight, the robe has a +3 deflection bonus to AC. The wearer is not affected by sunlight, but feels uncomfortable having it on in the open. When the robe is worn in shadows or darkness, the Robe has a +5 displacement AC bonus. The two AC bonuses are never in operation at the same time. The robe also adds +15 to Hide checks. While the robe is worn, the wearer is immune to negative levels and ability drain attacks, though not poisons. (Statistical values available upon request.)

Skeleton Seeds
Skeleton Guard
Medium-sized Undead
Hit Dice: 2d8(10hp
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30ft
AC: 16 (+1 Dex, +2 Natural, +2 Leather Armor, +1 Shield
Attacks: +1 Longsword or Battleaxe
Damage: Longsword or Battleaxe 1d8+1
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Undead Immunities
Saves: Fort+0 Ref+1 Will+2
Abilities: Str12, Dex12, Con--, Int--, Wis10, Cha11
Feats: Improved Initiative
The Skeleton Seeds are small 1-inch silver skull sculptures that will appraise for about 50 silver a piece. The sculptures are more than works of art, however. When thrown at the ground a small cloud of black smoke will erupt from the spot, and when it clears there will be a skeleton guard that is bound to the will of the person that activated the seed. The seeds are found in sets of anywhere from 1-20. Skeletons created with skeleton seeds do not count toward the total number of undead a person can control.


Spectral Cloak
The Spectral Cloak is a powerful protective item against magic. It is a fine cloak woven of that wondrous thistledown material that elves are so widely known for. When the hood is down, the cloak appears as a simple drab gray, but when the hood is on, the spectral cloak changes so that it looks like a twilight sky filled with stars. When worn, the cloak grants a SR of 25. While the hood is up, the user turns Ethereal as per the Ethereal Jaunt spell. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal until a day has passed. (Statistical values available upon request.)

Boots of Spider Jumping
These boots appear as normal black travel boots, with a tuff of course black hair around the top. When identify is cast upon the boots, only their spider climb ability will be revealed. (Statistical values available upon request.) A wearer gains the following abilities:
  • Permenant Spider Climb as cast by a 9th level sorcerer.
  • +20 to jump checks and the maximum distance is not limited by height.
  • +5 to Move Silently checks.
  • Permenant Freedom of Movement as cast by a 9th level sorcerer.Despite these abilities, the wearer does have some drawbacks: · Any spell, magic item, or ability designed to affect monsters, particularly spiders, will also affect the wearer. Use the characters total level to determine HD.
  • Any polymorph spell cast within 30’ of the wearer will affect the user, changing them into a Monstrous Spider of one size larger than their normal size (normal saving throw rules apply).

Sword of Aractos
It is said the demon Aractos inhabits this sword. The Greatsword is fashioned of black adamantine alloy, on either side of the hilt is a black spider whose mouth is pointed towards the blade. A web down both sides of the blade runs from the mouth to the tip. The spiders are made of pure obsidian and the web is of enchanted silver. The sword carries an enhancement bonus of +2. Additionally, the sword grants the following abilities, as though cast by a 12th level Sorcerer, where relevant.
  • +2 to Fortitude saves.
  • Spider Climb at will
  • Web 1/week

Aractos must drain a victim's bodily fluids (just like a spider feeds) to refuel itself or "feed". To do this the owner must impale a victim with the sword and the sword starts draining throughout the blade and into the spider (this in not seen unless Detect Magic spell is employed). Each time the sword strikes, the target must succeed a Fortitude save (DC 15) or lose 1d2 points of temporary constitution. A total of 9 constitution points must be drained by the sword per week or it will permanently lose its magic abilities at the rate of one per day for every day over a week it goes without "feeding". Once the magic abilities are gone, the sword loses its enhancement bonuses next, and then exists only as a masterwork weapon. Re-enchanting the weapon is possible.
Strong transmutation, moderate conjuration; Caster Level 12th, Craft Magic Arms & Armor, resistance, spider climb, vampiric touch, web; Price 50,350 gp; weight 6 lbs.

*The asterisk means something about this item originated with someone other than me. Usually that's just a name, but sometimes it is a concept that I've re-interpreted. Nothing borrowed is (to my knowledge) copyrighted, and if you think I'm ripping you off, feel free to let me know to give you credit.