Just for Fun
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Raven's Tail _A long, meancing whip with a spiked barb on the end of it, this weapon was formerly attached to the hindquarters of one of the most feared members of Arabel's underworld, Raven. Known for her brutal manner, tiefling blood, and natural inclinations towards the dark, these aspects of her seems to have passed into the whip itself, which strengthens anyone brave or depraved enough to use it to these ends.
Weapon Type Exotic : Whip
Enchantment : +1
Acid Damage : 1d6
Immunity : Charm/Dominate
Hide : +3
Move Silently : +3_ -
Watchers Sword
Bastard Sword.
enchantment Bonus +1
Damage bonus vs. Chaotic 1d4 sonic damage.
Damage bonus vs. Evil 1d4 sonic damage
Skill bonus: search +2
(Visual effect: Sonic)
Only usuable by: Lawful
Only usuable by class: Cleric, paladinThese swords where first created by the senior clergy in Helmshold, to be used against the invaders who tried to force their entry. the legend says that the voice of Helm will hit anyone who tries to force entry against a place that is guarded by his followers. According to the legend these swords where lost after an attack of Banites during the time of trouble. The essence of the sword will only let devoted followers of law use them. These legendary swords are now sought by followers of Helm to once again be used against on their ever lasting watch.
crafting costs: 7214
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Jergal's Tome
These dusty, lifeless tomes are often created and used by heads of the Jergalite clergy to aid with the continual accounting and recording of the grimly business that is death.
Sometimes infused with divine magic, these books have been known to reverse what was in their purview an untimely end, or even to return some lifeless vessels as undead guardians.
Book
Cast: Animate Dead 1/Day
Cast: Raise Dead 1/Day
Cast: Stone Bones 1/Day
Only usable by: Lawful
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Arrk's Cursed Greatsword
Previously belonging to the famous troll mercenary known as Arrk, this sword bears an inexpicable curse drawback: it perpetually drips blood when unsheathed, which gives it an unnerving appearance. The feeling of peculiarity is reinforced when one actually hefts the blade, as it is much heavier than it seems, almost unnaturallly so.
Greatsword
+2 Enchantment
+1 Negative energy damage
-2 Strength
-2 Dexterity
Visual effect: Evil
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Is it possible that any of these would be inplemented ingame?
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Aniaths Wings
These wings once belonging to the great avariel Aniath were brutally cut off and stitched together to form a cloak by the powerful wizard Malindindo, whos jelousy of the ability to fly naturally drove him to madness.
While the slipstream of these once beautiful wings helps one to move gracefully, their appearance and manner in which they have been attainted may have a negative affect on the people you encounter.
Cloak
+2 Dexterity
+5 Reflex
-2 Charisma
-5 Pursuade -
Is it possible that any of these would be inplemented ingame?
flame, flames, FLAMES on the side of my face, breathing, breathle…heaving breaths, heaving....
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I think that's a "yes but only the sensible ones" :)
or Mol's just having a heart attack :P. Maybe he'll say when he's finished dieing of shock.
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I think that's a "yes but only the sensible ones" :)
or Mol's just having a heart attack :P. Maybe he'll say when he's finished dieing of shock.
No, that's just Moloch confessing that he did in fact, Kill Yvette; as well as the fact that he hated her so much. Also, in my infinite intelligence, I found a sound clip of it: http://161.58.5.90/clue/flames.wav
To actually answer your question Dond (which was actually answered around page 6 of this very thread) Yes, some of them have been seen IG.
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Is it possible that any of these would be inplemented ingame?
flame, flames, FLAMES on the side of my face, breathing, breathle…heaving breaths, heaving....
Stand back folks! He's gonna blow!
Brain of Confusion
Description: A young man was a rules official for a local youth gaming league. In an attempt to spice up the games he implemented many unique rules that weren't facially confusing. However, he was repeatedly bombarded by questions from players in his league that were facially stupid. One day a he was pestered by a youth who was actually a Selunite priest in disguise. The Selunite asked him so many stupid questions that the official started to cry from madness, and he took a dull spoon and actually managed to kill himself by removing his own brain.
Attributes:
Confusion: 1/day
Lesser Mind Blank: 1/day
Clarity: 1/day -
Armour of the Winter Wolf.
This Hide armour is fashioned from one of the arctic creatures known as a "winter wolf" and carries some of it's abilities from when the creature was alive, having been enchanted to release the enviroment from which the wolf lived in.
The armour is adorned with claws and teeth of the wolf, which may be thrown at the wearers enemies. There are four large canine teeth which act as throwing darts and claws which may also be thrown. Finally, using most of the armour's power, the wearer may cloud ice and snow out of the gloves of the armour as a massive cone, freezing many things to the spot.
Base Item: Hide armour
AC Bonus +2
Damage resistance Cold 30/-
Damage vunerability fire 100%
Cast Spell: Cone of Cold 1/day
Cast Spell: Ice Dagger 4/day
Cast Spell: Ray of Frost 4/day
Bonus Feat: Alertness -
Shocking Hide
This hide armour is made of many small piece of animal hide, much like someone making armour out of badgers. The hides are sewn together to produce a full set of armour, using about 20 or so in total. The origional animal was a Shocker Lizard, a small creature known to eminate natural ammounts of electricity to shock it's prey to death, dangerous in packs but weak alone.
The armour still tingles and sparks with the once alive lizard's energy. This can be called forth during the day to harm those the sparks hit. The armour itself grants the wearer resistance to any shocks he would recieve from the armour or other sources. Though harmful to anyone that the sparks hit, the bolts of lightning called forth by the armour are somewhat unpredictable, and will potentially travel through anyone within range.
Base item: Hide armour
AC bonus +2
Damage resistance: Electricity 30/-
Cast spell: Electric Jolt 4/day
Cast spell: Chain Lightning [11] 1/day -
Armour of the Nightmare
This stunning yet dark and disconcerting armour is made from a once alive Nightmare. This creature is a horse, by look, but a most evil beast at that, with a firey mane and smoking hooves from the deepest hells which they come.
The armour burns at the shoulders like two small torches. The hide is very thick and difficult to pierce with any weapon, making it a prized piece for those who can wear it. Unfortunately due to the creatures evil intents, the armour can only be worn by those who act as the Nightmare acted. With great intent to kill mame and destroy.
The armour allows the wearer to produce a cloud of smoke and fire which can temporarily blind and daze those in the way, but this is not the only thing a nightmare could do. Second, the horse had the ability to fade away entirely, taking up it's position on the Ethereal plane for safety, and also, to get into a better position to attack it's enemy. The mind of the armour is partially connected to the mind of the creature, drawing upon the minds of the weak and those sleeping, to haunt their dreams with thoughts of death and mayhem
Hide Armour (black and red)
AC Bonus +3
Colour spray 1/day (cone of smoke)
Greater Sanctuary 1/day (etherealness)
Mass Charm 1/day
Expedious Retreat 1/day
Only Useable by EvilHide of the Unicorn
Made from the most graceful creatures known as the unicorn, this armour was produced to honor a great unicorn during it's life, by the wishes of the creature itself, to carry on doing good. The hide carries most of the abilities of the unicorn, from it's permanent natural resistance to evil creatures, to it's healing abilities, keeping the wearer safe. The armour only functions for those of pure heart, like the unicorn, but this is a prized possession and those who knew of the unicorns would never dare sell such a belonging.
Base Armour: Hide
AC bonus +2
Cast spell: Cure Light Wounds 3/day
Cast spell: Cure Moderate Wounds 1/day
Cast spell: Neutralise Poison 1/day
Cast spell: Protection from Evil Unlimited/day
Spell Immunity: Charm Monster
Spell Immunity: Charm Person
Spell Immunity: Charm Person/animal
Spell Immunity: Hold Person
Spell Immunity: Hold Animal
Spell Immunity: Hold Monster
Immunity: Poison
Only Useable by Goodsidenote: charm/hold immunities to spells are not as powerful as "Immunity: mindspells" which also grants immunities to stun/dominate/dazes, or freedom, which is also immune to slows and so on, which a unicorn does not possess
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Slap
Evendur was a minor noble in Suzail who was considered an excellent swordsman. He won every dueling contest he participated in until he duelled with the King himself, where he was bested. Incapable of accepting that he was not the best duelist, he put his sword on the shelf forever and instead took up a more pacifistic lifestyle. In case he would be drawn into combat again, he had these gloves made, which would leave any opponent in a weeping heap on the ground. Evendur didn't foresee the burning vengeance anyone bested by the use of these gloves could harbor, and he soon found himself murdered by men who preferred sturdy swords.
Item Type: Gauntlet
Skill Bonus: Taunt +10
Feat: Improved Unarmed Attack
On Hit: Ability Drain(DC=18)(Charisma)
Not Usable By: Monk(Usable By: Everything Else, that is) -
Mercurial Sword (coughs I didn't just make a poor attempt at translating a mundane exotic weapon)
This sword has a channel inside the blade. When the sword is swung the purpose of this channel is revealed; quicksilver is stored in a bulb in the handle of the sword and when swung the dense liquid flows out into the channel, adding more weight to the swing. Unfortuantly, this sudden shift in the blades balance makes the sword difficult to swing accurately
Weapon Type: Exotic (Bastard Sword)
Damage Bonus: 1d6 Slashing
Massive Criticals: 1d6 Damage
Decreased Attack Modifier: -2 -
Twilight Threads
Unidentified Description
The fabrics used in this outfit do not resemble anything familiar. Some shimmer with an faint irridescence, while others seem almost non-existent.Identified Description
Bards tell the tale of halfling tailor, Ludgrin Tinkermoon, who was renowned for his ability to weave extraodinary properties into his clothing. Ludgrin was captured by a bandit lord who wanted him to use his exceptional skills to create uniforms for the his men. Ludgrin flatly refused, and was locked in the tower of the bandits' castle to consider his fate.For thirty-four days, Ludgrin was left to suffer in that tower, given only bread and water to survive on. A small hole in the wall was Ludgrin's only means of looking upon the outside world. On the thirty-fifth day, the bandit lord went to visit his prisoner, only to find the tower empty.
Exactly how he escaped is uncertain. But legend states that, during his confinement, Ludgrin tailored this outfit out of moonlight, his own shadow, and the night wind, and wore it to slip away right under the noses of his guards. Whether the tale is true or not, the garb does seem enhance the wearer's stealth skills to blend perfectly into the darkness and carry the sound of the wearer's footsteps away on the breeze.
However, the Twilight Threads also provide about as much protection and warmth as the shadow and wind, leaving the wearer somewhat vulnerable.
Properties
Bonus Feat: Hide in Plain Sight
Decreased AC: AC Armor Modifier -3
Damage Vulnerability: Cold 10% Damage Vulnerability
Decreased Saving Throws: Cold -3
Use Limitation: Bard
Use Limitation: Ranger
Use Limitation: Rogue -
Zonkau's miniature
An extremely playful gnome bard, Zonkau loved to play practical jokes and pranks on others, especially taller people. Even though few truly appreciated his art, fewer expected the retaliation of a passer-by wizard to be as severe as to turn little Zonkau into a doll-like apparition for setting a snare in his path.
It still glints with life-like mischief reminiscent of the impish bard.
Doll
Cast: Grease 1/Day
Cast: Tasha's Hideous Laughter 1/Day
Cast: Balagarn's Iron Horn 1/Day
Cast: Web 1/Day
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-The Sentry's Signet (Ring)
Item Description:
These steel bands are well-crafted and comfortable on the finger. When equipped, the wearer notices his senses become more acute, and his eyesight in low-light areas vastly improved. The command word "Watch" also activates a minor enchantment on the ring to protect the wearer from any potential mind-affecting influence.
A lesser noble in the city of Arabel, paranoid about his competition using magic to subvert his retainers, issued each of them a ring of this type. When the orcish horde overran the city, the retainers' enhanced protection against intangible threats did little to save them from the massed axes of the orc force that burned the noble's home to the ground. When Myrmeen Lhal's force retook the city, the noble's now-skeletal form was found in the shattered remains of his manor, still clutching one of these rings.
Item Properties:
- Bonus Feat: Alertness
- Cast Spell: Clarity (3) 1 Use/Day
- Darkvision
-Chalice of Song (Miscellaneous Thin; iit_thinmisc_045)
Item Description:
A lesser artifact from the city of Myth Drannor, this cup is enchanted to grant any liquid poured into it the power to cure supernatural ailings, once per day. It is inscribed with the symbol of Corellon Larethian.
Item Properties:
- Cast Spell: Restoration (7) 1 Use/Day
-Minotaur's Horn (Miscellaneous Thin; iit_thinmisc_015)
Item Description:
This curved, ivory horn was taken from the head of a fallen Minotaur. A wizard has enchanted it with a minor spell, mimicing the Minotaur's ability to shock its foes with its ferocious tactics.
Item Properties:
- Cast Spell: Balagarn's Iron Horn (7) 1 Use/Day
-Star's End (Longsword)
Item Description:
This ornate, heavily gilded longsword appears at once both a work of art and a powerful tool of war. The blade is sharp and thrums with pulses of light that resemble the flickering shining of stars in the night sky. The hilt bears two diamonds in the shape of stars at either end, and in the middle of the hilt lies an ornate harp made from star sapphires, set against a diamond moon. Engraved in the pommel is the inscription: "Until the stars end, their light shines upon the Harp and Moon."
The blade itself was forged shortly before the Time of Troubles by an elven smith in the service of a Harper cell in the Western Heartlands. The blade was originally crafted for ceremonial purposes, but the dawn of the Avatar Crisis upon Faerun necessitated that its power be used in the effort to stop the growing chaos that had engulfed the Realms. Several Harpers and heroes carried the blade into a multitude of battles, before it was lost near the city of Arabel when Tymora prevented its destruction. With the ensuing chaos and close of the Avatar Crisis, the blade was largely forgotten. A few bards still remember the blade, however, and pass the tale on to members of the Harpers in the hope of one day recovering it.
Item Properties:
- Damage Bonus: Divine 1d4 Damage
- Enhancement Bonus +2
- Light Dim (5m) White
- Spell Resistance 12
- Use Limitation: Alignment Group: Good
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And now for something completely different.
Malar's Call
Misc
This curved horn seems made of hard ivory, beautifully carved to depict spears and axemen battling wolves and bears. When lips are put to the mouthpiece, it takes a great effort to blow, but the horn's sound is deep and foreboding, a clear call for the Hunt.
War Cry 1/Day
Talos' Strike
Spear
This black longspear certainly has all the attributes one would expect of a weapon associated with the Stormlord. Grim in appearence, with a jagged tip and a slick, cold feel to the haft.
+1 attack bonus
+1 damage (electrical)
1/day Lightning Bolt -
Boots of Firm Footing
Tired of losing battles due to being tripped up by do-gooders, an angry and unpopular villain commissioned the creation of these non-magical boots. Through a complicated system of spikes and steel braces, they make it nearly impossible to dislodge someone once they get their footing. Unfortunately, they also make it rather hard to move, besides being quite loud. Most people who have seen the boots say the benefits can't possibly outweigh the difficulties.
Properties
Immunity: Knockdown
Decreased Skill Modifier: Move Silently [-4]
Decreased Skill Modifier: Tumble [-2]
Decreased Ability Score: Desterity [-1]