[1] Candied Blood-Drop Blade
Sharp magical
dagger that deals 1d4 damage when used as a weapon. After a
successful hit, the dagger creates a single large drop of blood from
the victim which hardens into a candy-sphere that can be sucked and
act as a ration. Attacks that deal 1 damage don't create a drop big
enough to be used as a ration, 2-3 damage creates 1 ration, and a
roll of 4 creates an extra thick candy drop that counts as 2 rations
that can be sucked on and saved for later.
This blade can
create rations from self inflicted wounds, but diseases a creature
has will be transferred to those who eat its blood candy. Creatures
with regular red blood have cherry flavored candy, giant bugs with
green blood make apple flavored candy when sliced, and so on.
[2]
Wyrmwood Wand
This
wand has the power to twist objects. By waving it and spending a
single combat round you can; twist up the wings of a flying creature
to ground it, twist up the legs or arms of humanoid creatures, twist
a guard's head backwards so he can't see you, twist up the branches
of a tree to make a bridge or twist a stone column to make it easy to
climb. All things that twist groan and feel some pain from it if they
are alive, but it deals no damage and comes undone in 1d6 turns for
living creatures and 2d6 for nonliving materials. It does not cut off
bloodflow or restrict breathing for living things.
The
wand has 3 charges that refresh each dawn and dusk.
[3] Sweeping Axe
This
axe is designed to sweep through smaller groups of enemies and is
enormously powerful in the hands of a strong warrior. Acts as a
normal 1d8 Great Axe but if you take a full round to charge up a
swing, your next swing hits all enemies in front of you in a 15 foot
cone and knocks enemies smaller then you to the side. Requires both
hands to use.
Deals
full damage to swarm, even to swarms of very small creatures like
spiders or snakes. This weapon was originally used as a one handed
axe by a giant to cut the straw roofs off of huts he suspected
villagers were hiding in, so he could stick in a hand to gobble them
up.
[4]
Zeebo's Incredible Leggings
These
leggings grant +1 AC and the stripes on these leggings grant them an
almost illusion effect while moving. Attacks aimed at the legs; such
as bolas, arrows, entangling vines or grappling monsters get confused
and unable to correctly target the legs. These leggings also make the
wearer's kick attacks count as magic; letting them kick ghosts but
dealing only regular unarmed damage.
The
leggings were created from a ceremonial design by a culture that used
them for mesmerizing dances and feats of agility. The design was
later stolen and armored to be used as equipment for warriors, but
it's patterns can still only be created by masterful fabric dyers of
these people.
[5]
Helm of the Arachnid
This
helm grants +1 to your Dexterity modifier in addition to regular AC
bonuses from Armor. It also grants improved vision in the darkness,
letting you see twice as far in low light as normal, but does not
help you in absolute darkness.
The longer you wear the helmet, the harder it becomes to remove it and the more spider-like you become. Eventually you will grow multiple eyes, have an irrational fear of sunlight, and desire to trap creatures in your webs of traps. If you cannot spin webs, since most creatures can't, you'll resort to using regular traps and ropes instead. At this stage the helmet cannot be removed without killing you but the metallic spider limbs on the helmet can be used as improvised weapons +1 to hit against adjacent foes, and can be used to climb and hold up your body weight for a maximum of 1 turn per day, since you're too heavy to carry around all the time.
[6] Glinting-Charm Crossbow
This
crossbow deals 1d8 damage and can once per day stifle all wind to
line up a shot. Ignore all penalties for shooting in a storm and
ignore mages with shields of air that protect them from arrow fire.
Gain +2 to hit for this one shot.
The
glinting-charms of this crossbow are constantly dangling and lightly
chiming. Only when its ability is activated do the charms stay silent
to line up a perfect shot.
[7]
Perilous Puzzlebox
Instead
of casting a spell, a spellcaster can give up a spell slot to conjure
creature(s) inside the box with HD total equal to the spell level
spent. The creatures can fit in the box regardless of size but once
the box is opened or thrown, the creatures explode out of it and use
a single attack, ability, or spell on all nearby targets. Then, the
creatures disappear and the box must be charged again to be used.
Multiple
turns of charging the box with spells can be done to fill the
puzzlebox with more and more deadly creatures. But each round you
hold the box it has a 1 in 6 chance of springing open prematurely,
which means the creatures exit at your location and will attack you
and whoever is nearby instead.
[8]
Duelists Crystallabra
This
matching cauldron + bracer set grants +1 AC. If you defeat an enemy
made of magical energy or light, you can draw that enemy into the
armor set. By facing a foe directly while the set is charged it casts
out blinding light with each of your attacks giving them -2 AC and -2
to hit when they attack you. This only works against enemy's in front
of you while turned towards them, and has no effect on flanking
enemies or ranged enemies. The Crystallabra armor can also be used to
create soft, multicolored light at any time while in darkness at the
caster's will.
Once
absorbed, the spiritual essence of the absorbed creature can create
light for you both in combat and in dungeons for 1 day per HD of the
absorbed creature.
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