Just for Fun
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-Gauntlets of Faith and Fire(Gloves)
Item Properties:- Ability Bonus: Strength +2.
- Cast Spell Bless Weapon (10) 1 Use/Day.
- Cast Spell Hammer of the Gods (12) 1 Use/Day.
- Immunity: Miscellaneous Level/Ability Drain.
- Skill Bonus Discipline +5.
- Use Limitation: Alignment Group Good.
7)Use Limitation: Class Champion of Torm. - Use Limitation: Alignment Group Neutral.
Item Description:
This shield, etched with oddly-shaped symbols and runes, is odd to the touch, feeling at once cool and metallic, yet possessing a quality unlike any metal commonly found among the races of Faerun. The origin of the shield is unknown; however, elven forces fleeing Myth Drannor's destruction discovered it, and the shield likely proved instrumental in enabling them to reach safety. It has since found use among a myriad of elven and human defenders in the forests of Cormanthor, though recent rumors suggest the Knights of Myth Drannor lost it inside the fallen city. Wherever its location, the shield proves a potent deterrent against aberrations from beyond this plane.
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Defenders Boon
Ceturies ago on the edge of Lurien a large goblin force attacked a small Temple dedicated to Arvoreen. The attack was recounted by the human bard Arend Fireheart who had sought shelter there the night before.
As the goblins aproched the temple the bell (not used in many years) in the tower began ringing as if a giant was pulling upon the rope. The defenders were woken by the cacopheny to find these sheilds resting at the botom of their beds.
The horde was beaten back by a handfull of defenders and the sheilds handed down to those halflings who served the temple well.
Large sheild.
AC bonus (sheild) +2
Stoneskin once/day
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It is a rare gift that someone possesses the intellect, the devotion, and the coin to practice wizardry.
But sometimes it pays back. After all, in in the ranks of the grandest armies, wizards are high in the pecking order, some even at the very top - but not only in armies, also, the highest nobles in the greatest cities all tend to have at least one wizard on their books.
It is said that the more powerful the house, the more coin, and the more coin, the more free time for a wizard to experiment, and the grander the tasks they can be set to do.
It is said, that a now-forgotten house in times past employed one of the greatest of them all, his noble, the richest man of the times. He was set to a task for his lord, to create an item that would allow its owner to transform into a great black dragon, or a grand fire giant.
But… men being men, there are always complications. it is said that the wizard, an elderly gentlemen, happened to have a rather unwizardly knack with women. And the noble having a fine daughter, well, - the picture doesn't need to be drawn. The wizard was thrown in the dungeon by the noble - but told that he was free to continue his work on the condition that he make this artifact, and should he manage it, he might be forgiven (the lord knowing full well he would kill him there and then should it occur).
The wizard worked for months, and months, pouring his heart and soul into the project, growing thinner and thinner by the day, and then one day, at long last, the noble and all his family were invited to the dungeons.
Lo and behold! The wizard somehow transformed himself inside the dungeon, and expanded to incredible girth! He had managed what many had thought impossible!
The noble had him killed instantly by his archers, and took the Codex for his own.
That night, before every one of the other grand houses of the time, the noble summoned a grand festival, with a view to impressing them all with what would clearly consolidate his ultimate position of respect at the top. He would be less nobility, near monarchy, and woe betide his enemies with this magical artifact!
He hushed them all, gathered them forth, to witness his ultimate triumph. Opening the codex and muttering one of the five small incantations, he felt it begin to happen! His utter JOY etched on his face as he... he.... Began to shrink? And what were these featherrererr..... RRK! rrk rrk rrk!
Something horrible had happened. The wizard must have had one spell prepared to polymorph himself one last time, while planning to create this... this abominable codex all along! He had transmuted into a penguin, and nothing he could do would change him back, perhaps his wizard could have dispelled it, but he was dead! Flopping away as the other nobles laughed at his odd appearance, the noble was never seen again.
But here is his codex - the power disippated over time to make it only temporary, but still potent. And some strange other powers it possess, also.
CODEX OF THE FOOLISH NOBLE
Special power Polymorph 1/day into Penguin/Cow/Oxen
((Probably impossible with the NWN engine but i had fun coming up with the story, lol!))
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Elven Cloak
The cloaks of the elves are legendary for their ability to conceal their wearers from the eyes of others. However, only those of the finest craftsmanship actually help to hide their wearers even when they aren't actively trying to hide.
A number of these cloaks were created for elven rangers patrolling the woodlands of Cormanthor, protecting it from incursions from outside, and from the building evils pouring from Myth Drannor.
–Hide +10, Concealment 10%
((Basically, I see this as a counterpart to elven boots that are +10 move silent and +2 Dex))
Amulet of ESP
A merchant from Mulmaster tired of thieves stealing merchandise, commissioned an amulet to help him to sense things around him, even when he normally could not see or hear them.
Although not widely known, these amulets have become popular among certain groups for their ability to add a "sixth sense" to their wearers, supplementing their normal senses.
--Spot +3, Listen +3, Search +3
--((Amulet of Greater ESP could be +5 to each, if it was also added)) -
-Mercy's Defiance(Robes)
Item Properties:- AC Bonus +1.
- Cast Spell Healing Circle (9) 1 Use/Day.
- Damage Resistance Bludgeoning Resist 5 / -.
- Damage Resistance Piercing Resist 5 / -.
- Damage Resistance Slashing Resist 5 / -.
- Light Normal (15m) White.
- Use Limitation: Alignment Group Good.
- Use Limitation: Class Champion of Torm.
- Use Limitation: Class Cleric.
- Use Limitation: Class Monk.
- Use Limitation: Class Paladin.
Item Description:
These robes glow with a vibrant white light, suffusing the wearer with a sense of optimism and hope. They are inscribed with the holy symbol of Ilmater, and small lettering underneath the symbol reads, "He who brings mercy shall feel not the sting of the defiant tyrant's whip, for in the name of Ilmater does he come, and in the name of Ilmater does he go." The robes may have been possessed by the Ilmateran priest Tomar Sannen, an adventurer in the city of Arabel during the latter part of the Year of Wild Magic, 1372 D.R. Sannen was renowned for wading into the thick of battle to heal fellow adventurers and somehow emerging uncathed, despite wearing only minimal robes as protection. Sannen's eventual fate is unknown, leading many to question whether the robes actually belonged to him, or were merely created as a gift for a young adept sent to Cormyr.
-Shattered Glory(Morningstar)
Item Properties:- Ability Bonus Wisdom +1.
- Damage Bonus Acid 1d6 Damage.
- Damage Resistance Acid Resist 5 / -.
- Damage Vulnerability Divine 10% Damage Vulnerability.
- Enhancement Bonus +1.
Item Description:
This morningstar bears signs of once ornate symbols and runes along its handle and pommel, suggesting a weapon worthy of a noble. Once. The darkened metal that composes the weapon bears small holes and fissures throughout it, from which acid slowly seeps and envelops the morningstar's head. The wielder does not seem to notice the acid running over his hands, and the weapon is still strong and lightly enchanted, making it a potent combat weapon. It was originally commissioned by a young priestess of Siamorphe to enable her to better serve her god with wisdom and power. However, the priestess fell in battle attempting to defend the nobility of Arabel from the orc hordes during the invasion of the city in 1371 D.R. The weapon was seized by the orc hordes and desecrated by their dark priests, the power of Gruumsh defiling the weapon. Its original dedication to Siamorphe, however, still resonates faintly, providing the wielder with a sole weakness: the wrath of the gods.
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Around fifteen years ago, several orc tribes near the western half of the Spine of the World gathered under the leadership of one unusually charismatic orc chieftain. This chieftain had the unexplicable urge to destroy a human barbarian tribe that resided nearby. Massing his orc army, Shackesh surrounded the Mountain Goat clan and marched upon them, confident that his army's sheer numbers would destroy the tribe without trouble. While he was good at leading and joining the orc tribes together, he didn't foresee the zeal with which the cornered humans could fight with. With great loss did the orc army buy it's victory, but even then the job was not completed. The son of the Mountain Goat clan had been away in Luskan, and was still breathing and well.
So Shackesh went himself and snuck into the city and tracked Garec down and confronted him. There they battled long in the dark alleys of Luskan, but in the end the orc's magic gear granted him victory and he thrust his blade in Garec's stomach. Like a true villain, Shackesh told the dying barbarian of his fellow tribesmen's fate. Finding a new store of strength, Garec lifted his greataxe and swung down upon his enemy. Shackesh raised his magical shield, but even it could not stop the desperate and furious barbarians fell stroke and the shield was cloven with a great bang and a blinding flash. The axe smote the orc chieftain's left shoulder and clove him down to his right hip.
With the death of the chieftain, the orc army disbanded and the tribes went back to their usual warring. The axe of Garec and the scimitar and broken shield of Shackesh were buried with Garec's remains. Who buried Garec is as unknown as who robbed his grave. Just as unknown is the reason for the orc's mission to kill every man, woman and child of the Mountain Goat clan, or where Shackesh acquired his sword and shield, for no mere orc could possibly find such a powerful blade.
Diplomat
Description: Around fifteen years ago…/ This is the blade which Shakkesh wielded. It gives the user a great aura of authority and the ability to sway the minds of even great men. It's origins are a mystery, but it bears marks of being forged in Calimshan. For what purpose is also unknown.-Item Type: Scimitar
-Enhancement Bonus: 2
-Ability Bonus: Charisma +2
-Skill Bonus: Intimidate +4
-Skill Bonus: Persuade +5
-Cast Spell: Charm Monster(5)(1 Use/Day) *
-Use Limitation: Alignment Group Neutral
-Use Limitation: Alignment Group EvilBroken Pride**
Description: Around fifteen years ago.../ This is the shield that Garec clove with his last blow, now reforged. Before it's breaking, it supplemented it's partner, Diplomat, the blade Shakkesh wielded, but now it's pride is broken despite it's repairs and it nurses a cold hatred towards humans and fears any weapons designed to break things.Item Type: Large Shield
AC Bonus: +1
AC Bonus vs. Racial Group: Human +3
AC Bonus vs. Alignment Group: Chaotic +2
Damage Reduction +2(Soak 10 damage)
Damage Vulnerability: Bludgeoning (25% Damage Vulnerability)
Decreased Saving Throw: Fear -2Desperation
Description: Around fifteen years ago.../ This is the axe of Garec. While the axe itself is of a fine making, it was not originally magical. Some of the rage and sorrow that allowed Garec to smite his enemy down with his dying breath still resides in his axe.Item Type: Greataxe
Enhancement Bonus vs. Racial Group: Orc (+2)
Massive Criticals: 1d12 Damage
Bonus Feat: Toughness- Charm Person would be more appropriate, but the only caster level options are 2 and 10, which is too low and too high, respectively
** The shield would be in two pieces, and both must be found and brought to a very capable smith to be reforged. Might be an interesting quest.
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Natures virtue.
type - herb.
description: a herb grown by powerful druids, it has poweful healing qualities. It regrows itself over time, and the very scent of it gives vitality to those around.type - herb.
classes : druid and ranger onlyuse once perday : cure serious wounds (13).
use once perday : Aura of vitality (13).EDIT:
idea for implemention into arabel:
given to all druids/rangers at level 10 (perhaps some quest to grow one? =p),
Must have a heal skill of 16 to be eligibal for it,
non droppable.–--
just an interesting herb idea, dont expect nothing to come of it =). -
-Punisher (Diremace)
Item Properties:- Ability Bonus Strength +1.
- Damage Bonus Acid 1d4 Damage.
- Enhancement Bonus +1.
- Keen.
- Massive Criticals 1d4 Damage.
Item Description:
This diremace is made of cold steel, the heads mounted with small spikes that emit a small trail of acid upon contact with an object. The spikes appear sharper than normal, and capable of striking quite deeply into an opponent. The weapon is believed to have been forged for a noble retainer of a lord of Arabel before that city's invasion by orc hordes. The retainer joined the Purple Dragons, and eventually participated in the campaign to retake the city. Separated from his unit, the Dragon engaged in single combat with an orc chieftain, before falling mortally wounded at his feet. Summoning the strength to strike one last blow, the dire mace struck deeply into the chieftain, killing him. The weapon was not found upon his corpse when his unit reached him; whether it was taken by the orcs or some other force is yet unknown.
-Nature's Defender (Club)
Item Properties:- Cast Spell Barkskin (6) 2 Uses/Day.
- Enhancement Bonus +1.
- Skill Bonus Animal Empathy +3.
- Skill Bonus Discipline +3.
- Use Limitation: Class Druid.
- Use Limitation: Class Ranger.
- Use Limitation: Class Shifter.
Item Description:
This delicate-looking club appears at first glance to be a weapon forged entirely from tree bark. However, upon closer examination, it seems to be grown rather than crafted, the grip delicately contoured and the head mounted with delicate looking spikes. The weapon's grip shifts to match its wielder, making it more responsive and powerful. Small runes along the head of the club also grant the ability to shield the wielder in a skin of bark twice a day. The weapon was supposedly found in the Red Glade after an alleged appearance of the god Malar. While some have attributed it to the Beastlord, others believe the grove itself formed the club in response to the Beastlord's entrance into it, to be wielded by one who would defend the grove. Regardless of the weapon's origins and purpose, it bends itself to all who would serve nature.
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Staff of STFU
St. Fu was a mute monk from the far east lands of Kara Tur with a harsh, disciplined outlook on life. He taught a fair number of willing students his ways as he passed through Cormyr in his travels. Some of the former pupils note that he demanded complete excellence and control of those who learned from him and often used a gnarled, old wooden staff to enforce his word. His initials 'STFU' are also crudely carved into the staff's handle.
Item: Quarterstaff
On Hit: Cast Spell: Silence: Unlimited times/day -
And, the requisite follow up to Tricksy's Amazing Post:
Longsword of LoL
A small contingent of knights, bound for Suzail, encountered a single halfling standing in the middle of a road, tapping a rapier against her boot. She walked purposefully up to the leader, thrust her breasts in his face, and tapped him on the side of the head with the weapon, causing him to fall to the ground in a fit of uncontrollable laughter. When it became clear that the blade was responsible, the Knights quickly took her apart with more conventional weaponry. The blade, property of Linda o' Lovelygoods, has been passed down in the Suzail Royal Family as a reminder of small problems quickly getting out of hand. On the hilt is inscribed her initials, LoL.
Longsword
Cast on hit 25%, DC 18 Tasha's Hideous Laughter-Musachi
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The Scepter of the Bloodless Betrayer
This scepter's history is couched within the wide array of common folklore favored by the disperate tribes of the Dragon's Reach, assuming a slightly different form in each specific instance, and only the basic rudaments of the story remaining constant. It is said, in most cases, that a priest of some demonic deity, revealed for his treachery against a prominent chieftain, was brought below the city, and killed by the scepter of the warlord himself. The chieftain washed his hands of the affair, building over the course of the next twenty years a powerful state, and rising to a nearly unchallenged position in the heirarchy of the region, bending the neighboring tribes to his will. Organizing a massive force of transients, slaves, conscripts, and rebel factions, the chieftain made war on vast empires, crushing them beneath his fist, and establishing one of the largest swaths of territory ever realized by man. Seemingly on his death bed, the chieftain called his most trusted advisers into the room with him for his last commands. The next morning, a member of the chieftain's guard entered the tent, to find the bludgeoned corpses of each and every member of the court, save the chieftain himself. For the next twenty years, the empire effectively became a settlement for the damned, as the now fully masterfully manifested brush strokes of the priest's plan came into full view. Having trapped the soul of the chieftain within his intended instrument of death, the priest channeled it to create a powerful polymorphing spell, allowing him to assume the entirety of the warlord's persona when desired. Throught the years of conquest, this priest continued to accrue power and influence with the divine, striking a pact with the demon prince who he so effectively served, and becoming a powerful lich in the process. Placing the vast majority of the empire's inhabitants in camps, he destroyed vast portions of the population through unimaginably horrific tortures, experimenting on them, and using their then-useless husks flesh as food and fuel for his growing undead army. All Faerun trembled at his might, and, were it not for the actions of an organized council of clergy representing myriad faiths, as well as their champion, a humble Paladin of Sune, the outcome would have been even more horrific. When slain, the Paladin was entrusted with the scepter's safekeeping, and, upon his death, the powerful artifact was lost. Its wherebaouts have long been the interest of arcanites, clergy, and warlord's alike, its power, having weakened somewhat upon the death of its creator, said to allow the wielder to assume the form of a powerful chieftain. However, rumor also persists that the spirit of the lich himself still hungers to retrieve his lost scepter, and reassume a terrifying temporal form.
Artifact Type: Scepter (Club)
Enchantment bonus: +2
Tenser's Transformation(14) as spell 1/day
Bluff +4
Visual Affect: The Divine GlowI also have a bit of an idea for a quest surrounding this item, if anyone is interested.
-Musachi
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Bolts of Oil of Impact
On Hit Cast Spell: Fireball [Level 1]
These are bolts tipped with a collapsable upon impact compartment that's filled with with a special alchemic goo that upon contraction explodes.
-Moosh
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Some items converted from an old sourcebook… I toned most of them way down from their official descriptions, and tried to make them better fit with COA.
Potion of Song
_This potion allows the imbiber to emit a powerful singing voice, even if they normally don't have one. The tone and pitch are up to the imbiber, and can be changed during the duration of the potions effect.
These potions are used by bards in times of high pressure performances, or when due to illness or vocal injuries, their voice is not up to standards._
+10 Perform skill. Lasts 1 turn.
Ring of Projection
This ring allows the wearer to throw objects much harder and much farther than normal. The wearer can throw objects they normally wouldn't be able to throw, and are more efficient in throwing objects meant to be thrown.
+2 damage to thrown weapons
(Lesser version gives +1, greater version gives +3)Ring of Twilight
This ring enables a wearer to cloak his form in dusky shadows. Features and clothing are disguised so that a viewer unfamiliar with the wearer's gait, speech, and habits would be unable to identify him. In darkness or gloom, they are likely to pass unnoticed. The wearer is able to see in gloom and darkness as clearly as if there were strong light.
Hide +5, Darkvision
Jhannyl's Wristlet
This item appears to be a dainty bracelet of silvery metal, decorated with a filigree and dangling charms. It's abilities to protect affect only the wearer.
+1 universal saving throws, +1 fort save (for +2 total), cure disease (1/day), cure critical wounds (1/day)
Vest of Shadows
This is a vest, half-cloak, or halter-top of translucent black silk; it appears ragged and piereced by many small tears and holes. When put on looks like the rippling rags of a badly damaged gament.
Immunity to ability drain, immunity to level drain, +3 hide
(If possibly, the garment should only give a save vs drain, but I don't know if that is possible under the engine)Singing Sword
These legendary swords sing constantly and rather loudly when they are drawn. These songs counter many spells such as charms, confusion, and fear, as well as boosting the morale of the wielder and his companions. At times, the sword can be truly inspiring, rivaling the songs of great bards. Sword +1, +1 saves vs. mind affecting spells, Bard song (as 8th level bard 1/day)
(Greater version is sword +2, +2 saves vs. mind affecting spells, and sings as a level 12 bard 1/day) -
-Skullcap of the Loyal Guardian (Helmet)
Item Properties:
- Ability Bonus Strength +1.
- Ability Bonus Wisdom +1.
- Cast Spell See Invisibility (3) 1 Use/Day.
- Skill Bonus Concentration +5.
- Skill Bonus Discipline +5.
- Use Limitation: Alignment Group Good.
- Use Limitation: Class Champion of Torm.
- Use Limitation: Class Cleric.
- Use Limitation: Class Paladin.
Item Description:
This blueish-steeled helmet projects an aura of confidence and strength upon its wearer, fortifying both his mental and physical prowess. Two crystal lenses mounted over the eyeslits are lightly enchanted, enabling the wearer to cast a spell equivalent to see invisibility once a day. The helm is inscribed with the symbol of Torm over the brow.The origins of this helm are not widely known, though it is believed that it was perhaps forged by a dwarven warrior and smith towards the start of 1372 D.R. The helm was a gift to the Tormtar priest Aedon Kilcannon, at the time a formidable champion of his god. Kilcannon went to his death within the depths of Castle Bresk, falling to undead minions as he gave his life to allow his companions to continue. This helm was found shortly thereafter at the edge of the Hullack Forest, the enchantments it now bears in place upon it. Whether the helm was blessed by Torm during Kilcannon's final hour, or is simply a lost artifact of a forgotten Tormtar sect, its ability to focus one's mind and body make it a powerful tool for the righteous.
-Fury's Wrath(Greatsword)
Item Properties:
- Bonus Feat Cleave.
- Damage Bonus Divine 1d4 Damage.
- Enhancement Bonus +1.
- Massive Criticals 1d4 Damage.
- Use Limitation: Alignment Group Good.
Item Description:
This massive greatsword presents a formidable appearance and seems well-balanced for its size. A minor prinprick of light scatters across the sharpened blade, inflicting holy fire upon any the blade strikes. The blade also seems quite suitable for redirecting a blow towards another foe. A small gem at the blade's hilt is inscribed with the holy symbol of Torm, and the words: "The wrath of the Loyal Fury be dealt, and wrongs be righted by his holy guidance."The blade itself is believed to have been forged around 761 D.R. and belonged to the leader of a small band of Tormtar that attempted a crusade against a dark shrine in the depths of the Hullack Forest. None of the Tormtar returned from their mission, and the shattered pieces of the blade were found centuries later by Arabellian adventurers. The blade was reforged as a gift for a powerful Tormtar priest currently in the city of Arabel, though it was lost upon his death. Since its resurfacing, its full powers seem to have returned, enabling the righteous to enact the will of his god with strength and conviction.
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Bales revenge:
Piece of straw
On hit: smoke
Im tired
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The Axe of Mar Gangle
Unfamiliar and lost in the surface world, the Duergar Mar Gangle had a brief and colorful career in the City of Arabel. In the interests of survival, he made deals with a variety of the Arabel underworld powers including becoming one of the most brutal thugs of the necromancer Pyatt Pree.
Mar's end came when he engaged in some verbal sparring over the merits of the rapier as compared to his axe. The noble Kevan Bhaliir defeated him in a duel over this dispute, and months later outright killed him in his estate.
The body of the duergar was dumped in the Bhaliir Dungeon, but some aspect of Mar crept into the treasured and much valued axe. The axe was later discarded into a scrap heap but maintains much of the indomitable spirit of its original wielder.
Dwarven War Axe
Only Useable by: Dwarf, Chaotic, EvilSpell Immunity: Color Spray
+1
Endurance 1/day -
Staff of Compensation
Created by the infamous gnomish illusionist Asmodeus Von Geut, the Staff of Compensation is big. Really big. Historically a proponent of the "It's not the size, it's the way you use it" philosophy, The Geut concluded that while using a small tool with alarming skill was a grand thing, using a large one with equal skill would be better.
After a prolonged affair with a female fire giant, The Geut realized that there were, indeed, places no gnome was meant to go. And so did The Geut and his particularly well-polished staff agree to just be friends, and parted ways amicably.
+1 Enchantment Bonus
Charm Monster 1/day
Combust 1/day
Resist Elements 1/day
Burning Hands 2/day-Cross
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A bunch of items for cowards.
Thief's Apprentice:
Many famous theives and many theif guilds have been known to distribute these boots to the lesser of their ranks to prevent promising newcomers from dying prematurely. These boots have been used to assist the newcomer in running away as well as sneaking. When the boots are activated to allow the thief to run, the boots are spent of all their magical energy and become just another pair of boots.
Thief's Apprentice: Boots
Only usable by: Rogue
+5 Move Silently
Improved Invisibility One UseClaw of the Wererat
When rumour spread that a wererat was haunting the local sewers, a cager named Kerrek saw to the death of this pest. After months of tracking the wererat, he was able to locate the wererat's little hole. There, Kerrek set a very powerful fire trap. When the unsuspecting wererat came home that night, he died a swift death. From the remains, Kerrek took the wererat's claw as a trophey. Though, Kerrek used this claw as a tool to show off to his fellow rangers of his abilities. Rumour has it that part of the spirit of the wererat still remains in that claw, and curses anyone, to the best of his ability, who uses his claw as a piece of pride.
Claw of the Wererat
+2 Persuade
+1 Charisma
-1 ConstitutionFredo's Mask
It is well known that gnomes are easily made fun of in the tall-folk society for various reasons. Though, a gnomish wizard named Fredo wanted to put a stop to this. Fredo got his other wizardly companions to help him in creatng a mask to show the true 'power' that gnomes posess.
Fredo and friends created a fearsome mask that scared the biggest of ogres. Fredo loved his mask, able to invoke fear in the tall-folk so he could be the one cracking the joke on them. Though, one day Fredo looked int he mirror with his mask still equipped, and being the coward he was he discarded the mask to the sewers, hopefully to never be seen again.
Fredo's Mask: Helmet
Only usable by: Gnome
Fear one/day
+5 Intimidate
-2 CharismaLanny's "Legs"
Lanny Lockland, a gnomish wizard, quickly found that when things go bad, it's time to RUN! Though, Lanny aws never quite the runner. He could run for about a minute before falling over, exhausted. Thus, he created a pair of shoes that he called "Lanny's "Legs"" that easily solved that problem. This allowed him to run long distances with much more stamina, and with much more speed. From then on, when it was time to run, Lanny had no trouble being first back to safety.
Lanny's "Legs": Boots
Endurance one/day
Expeditious Retreat one/daySuli's Solace
Suli was a dwarven lad that was, to put it simply, afraid of everything. He was as shy as can be, and hated attention. So, to help reduce the amount of attention he recieved, he made a set of clothes that just looks normal. So normal in fact that it lets him blend in with the world so much that he was much harder to notice.
Suli's Solace: Clothing
Camoflague one/day -
Hamstring Hatchet
Hand-Axe"A leather-wrapped shaft of bone with a solid stone blade tightly affixed to the end. The axe is primitive and barbaric in construction, yet is well balanced and as light as anything from any smith. Strange glyphs and symbols have been carved and burned into the haft and blade; they speak of destruction, hewing, hunting, and sapping."
"The stone-blade is carved in such a way as to accommodate a certain style of fighting in which the opponent's hamstring is severed from below, leaving them disabled and vulnerable to assault."
+1 AB
Bonus Feat: Crippling Strike
Useably only be: ChaoticBush Wrap
Cloak"A strange twiggy cloak that is as much leaf as it is wool and cloth. It is, however, highly magical in nature. Due to the size of the cloak, it can only be used properly by those of properly proportionate size. The enchantments allow one already skilled in hiding to slip into nearby underbrush and resemble a small bush or rock themselves."
Bonus Feat: Hide in Plain Sight (ideally only in forest areas)
Damage Vulnerability Fire: 25%Useably only by: Gnome, Halfling
Useably only by: Ranger, Druid -
Tranquilliser darts
Sir Byron Philos, a known eccentric among Waterdhavian nobility was renowned for his soires and even more renowned for his mansion's extravagant decore, which consisted largely of stuffed dire beasts of all varieties. Many of his envious peers attempted to outmatch him, but none were succesful in replicating his vast collection, let alone their life-like intactness.
His secret method of capturing these monsters was actually extremely simple, and involved the use of mundane darts coated with mild sedative shot through primitive blowpipes. Ironically enough, his hunting days were promptly ended when mercenaries hired by his jealous cohorts beat him within an inch of his life as he returned from one of his weekly safaris.
Darts
On hit: Daze, DC 16 duration 3 rounds 25% chance
On hit: Sleep, DC 14 duration 5 rounds 5 % chance