Just for Fun
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Manard was a budding young mage. He would spend countless hours in his studies, always working and striving towards true perfection. One day he began to undertake the difficult act of creating a magic ring for himself to further his talent. For years, Manard would spend hour after hour reading and studying, learning and trying to understand the complicated motions needed to complete the task. He was getting close to completing it when he heard a noise outside. Stirring to the window he looked below, The streets were in chaos as people were running all over scattered like ants washed in the rain. "Orcs are attacking the walls!" He heard one guard yell out. "The citizens are pleaded to help repel this invasion! Women and children take cover, old and the meek hide yourself inside your homes and do not come out!" he yelled. Feeling a great sense of pride in his work, and a self confidence he knew this would be the time to shine and to show some of his true power to the senior magi. Looking back down, he knew wasent quite done with his ring, but he doned it nonetheless. Rushing down his stairs and out into the streets he made his way to the wall. Orcs were breaching it, some were climbing…people all over were doing their best to defend the city. Manard rushed to the side and began to cast a fireball spell. But suddenly he couldnt remember the words...frantic he looked at an orc who just slipped over the wall and had his eyes on Manard. Quickly started to cast a hold person spell at the orc but found nothing came out of his mouth. The orc was grinning and had a dead lock on Manard. The ring was empowered with raw magics what was going on he thought. The orc drew very near. Manard decided escape was the best route for survival. He needed to go invisible! Trying for a third time he soon found himself failing yet again, and frozen in place, stuck, unable to move. Looking down at the ring, his heart began to beat wildly-he knew he should have finished it! Looking back up he was inches from the orcs grinning face..the horrible smell that came from the orcs mouth as he raised his axe was Manards last experience as he closed his eyes anticipating his death.....
Manards Disappointment:
Ring:
Bonus Feats: Empower Spell, Maximize Spell,
Bonus Spell Slots 1-6lvl spells
15% Chance Int Decrease 1d4 on Caster
15% Chance Silence Caster 1d6 Rounds
5% Chance Stun Caster 1d6 Rounds -
fan of the west winds
1 use gust of wind (5)
or
mallet of healing
1d4 damage crit 20
on hit cast cure minor wounds
god I am bad…but wait theres more these are table top items that some of my charcters had at one time
bracers of the monkey
+5 to tumbling
-2 int
+1 ac
pendant of the lone wolf
this pendent is a Beautfully etched silver wolf worn by "the human disaster area" she used it each night she could sleep at night with a dog...the only non-follower too have one
1 uses/day summon animal III (4) summon a dire wolf give to only loyal follwers
and my personal favorite
Goblin smacker the history is unknow but whoever wielded this enjoyed smacking goblins
greatsword 2d6 crit 19-20 x2
No damage
Vorpal DC 16
Staff of the flowers this staff carried by the "human disaster area" maybellina abord it confimes at the least she was a passivist
+1 ac
no damage
3 uses/day heal minor wounds
1 uses/day tangling vines
Predator & Pray (hunter used these in table top FYI)
Twin mithral swords with metal vines growing on them
this twin swords was made by Elmaire "hunter" gilmore's wife winderfal being a half dryad with drudic power she enchanted these blade for he husband shortly before being murderedPredator
Longsword 1d8 crit 19-20x2
+3
keen
1 uses/day flame lash (2)
Pray
Longsword 1d8 crit 19-20x2
+1
on hit cast slow
1 uses/day tangle vines (3)
boot of the brute
+2 strength
-2 charisma
(cursed)effect wearer slow
well how did you like each is a part of my characters table top past I hope you enjoyed a few of them
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Oliver's fantastic reversible hiding cloak:
This non-magical cloak is finely made by a not-so-famous scout, with a oversized hood. The cloak is made to reach to just above the ankles when the wearer is fully erect, and has plenty of extra material about the front, allowing it to fully overwrap the front flaps. This allows the wearer to fully contain his person within the cloak, when in the slight slouch that is used for stealthy movement.
The cloak itself is weather-resistant, heavy enough to provide some warmth, and reversible. One side has a pattern of browns and greens, while the opposite is of grays and blacks. The first pattern suitable for forest, the other more suited for urban surroundings and caves.
Cloak
+3 hide
5% resistant to cold
-2 to search, spot, and listen (due to large sized hood)100% weight increase (heavy material and reversible)
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Oliver's fantastic sneaking boots:
These non-magical, but well crafted leather boots, created by a not-so-famous scout, are fashioned without a typical hard sole. The uppers are of soft leather, dyed to a dark gray color. The bottoms are thin layers of cured leather, sewn together with cloth padding between them. This process makes the wearer's footsteps much quieter than normal. The downside is that the wearer is not protected very well from puncture wounds to the feet, such as sharp rocks and caltrops, a serious problem within underground environments. The thin material of the boots also makes them poorly suited for wet or cold environments.
Boots
+3 Move Silent
5% damage increase piercing
5% damage resistance bludgeoning (padding)
5% damage increase cold -
Oliver's fantastic listening ears
This non-magical leather skullcap was created by a not-so-famous scout. The helmet has large fluted openings about the ears, which funnel surrounding noise into the wearers ears. This allows the wearer to hear sounds he otherwise would miss, due to the amplification of the apertures.
The down side to it, of course, is that the helm, being a mundane device, cannot differentiate "good" noise, from "bad" noise. It also has the affect of making the wearer look quite ridiculous, with the large ear openings.
Helm
+3 Listen
5% damage increase sonic
-1 Charisma -
Oliver's fantastic tracking kit
This non-magical kit consists of a large sturdy box filled with various mechanical items. The kit was developed by a not-so-famous scout and is secured in a box with precisely-sized cut-outs for each item.
The items inside consist of a set of various sized lenses for detailed examination, measuring devices for footprint size and depth, a series of metal templates of various boot designs and foot sizes, and several handbooks of notes.
The handbooks, the most valuable resource of the kit, detail foot size and shape of various common and uncommon creatures within the area around Arabel within Cormyr. Also included are notes on things such as how rapidly the coloration passes from a leaf, by season, once broken from its host tree.
Having and using the kits allows even a novice tracker, some ability to deduce some useful information from evidence left by a creature's passing. A skilled tracker will find that the information included will greatly enhance their ability to define precise details about their quarry.
The biggest downsides of the kit are its large size and bulk, and the time required to utilize the various tools within it.
Box
+3 Spot (Tracking tied to spot, unfortunately)
Add feat tracking (on use, would function as tracking device used by rangers. Difference would be that it takes 4 times as long to gain results compared to Ranger tracking)
Weight 15 lbs. (heavy box with all the lenses, tools, and books) -
okay heres my next one…yes you can flame it for me if you wish....it's evil
The love heroines Fuku (for those that don't know what a fuku is just watch one episode of sailor moon...it's what they are wearing when the tranform)
this odd and revealing outfit has been imbued with magic powers the taste of the make is questionable
+1 AC
+2 tumble
+2 to perform
1 uses/day Eagles splendor (5)
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The Eye of Savras
Misc. Small (Crystal Ball)
[extended]Legend Lore (40) 1 use/day
On use -4 charisma; -4 wisdom; -4 intel for 336 rounds (not restorable)
Will save DC 30 for no damage
Will save DC 20 for half damageIf a the roll is equal to any number below 10, the following abilities will recieve a permanent curse of -1: Intelligence, Wisdom, Charisma. This curse can only be cured by a diety.
Savras is known as The All-Seeing, The Lord of Divination. This crystal ball is a manifestation of the power of Savras. It was rumored that during the time of troubles this crystal was created by Savras. The one who gazes into The Eye of Savras has the ability to learn of untold secrets thousands of years old. Using this object is manipulating the power of Savras, the power of a god. This act is very costly for a mortal and even those that consider themselves strong of mind will find their minds greatly damaged and possibly permanently weakened.
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Loviatar's Lash
A young priest of Loviatar, blessed with beauty nearing the divine and the charms and malice of Loviatar herself to accompany it, Maheve spent much of her time twirling lustful young nobles around her fingers.
She tired of these would-be lovers quickly, and often before they themselves realized it. They did, however, quickly find out once she changed the whip she used during their escapades, but they fell silent after a few lashes.
Maheve was discovered eventually, found standing over a frozen, yet still bleeding, noble by a simple housemaid.
Whip
Damage Bonus: Cold [1d4 damage]
Enhancement Bonus: [+1]
OnHit: Wounding [DC=14]
Skill Bonus: Intimidate [+3]
Skill Penalty: Spot [-3]
Skill Penalty: Listen [-3] -
{just a note - stuff you propose here is more likely to get in without complex stuff that requires scripting. basic stuff you can make in the toolset is the order of the day. or at least thats what i was lead to believe}
The Song of Silence
item: harp
properties: cast silence (3) 3/day
usable by: BardThis harp was created by a small, unimposing musician who could never manage to keep his audiences still and quiet enough to hear him play. The harp would sit on a stand and at the commencement of a performance, and a few of its strings would be plucked to silence the crowd. Unfortunately, the bard, a smallish pixie who played a flute, could hardly generate enough volume to overcome the magical silence, and soon grew frustrated with his creation and left the profession altogether.
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Pyatt Pree. The name rings loud and clear to the entire population of Arabel. Rumors still abound about whether the man himself is down and out or not. Some say yes others no. Yet as late, small viles of what appear to contain small amounts the blood from the veins of the man himself have surfaced. Only one has been taken in for intense study, but a few other adventurers claim to have found traces of broken viles around the grave to the south. The vile is thin and long. With a deep ruddish almost maroon color to it. Its contents are very thick, like a syrup. The vile has a cold, almost haunting touch to it, with the glass being the cleanest material around no "unsanitary blemishes or hairs"….as if it cannot be tarnished no matter what. Is it Pree's blood? IF it is, did HE create it? Why? How many? What do they do? Why were they created? This newest mystery seems to take root in many, good or bad, much the way the infamous Pyatt Pree did himself. As in death like in life, the soul of a man named Pyatt Pree continues to survive...even if there is no body for it to live in.
Pree's Blood:
Potion:
Affects: "X" Left for you, DM's(and morganx3) to instill based on his charc himself. The idea of a vile(looking like dragons blood) called Pree's Blood was just my suggestion as to something that would add some good RP, esp to those who interacted with Pree alot, retaining a great villians past fused in current RP along with a new magic item that most people can identify with. The affects? You decide:) -
Throughout Arabel, there has been a strong stuggle between good and evil. The flow ebbs back and forth, control going to one side or the other. During the Zhent invasion, there is rumor of a Trumpet created by the jewler himself, infused with the blessing of one powerfull paladin…..
The jewler? Why would he make the trumpet? The story, as much as can be ascertained, is as follows.
The name of the paladin, is unclear, but he walked into the jewlers store one afternoon. Requesting a ring of purity for the love he had been courting for a long time. Something of beauty. Raw beauty. Pleading his case to the jewler about the love of his life, they sat there for 14hours talking. 14hours. After many exchanges, the jewler promised the paladin he would craft the remarkable piece of jewlery. For six months, he spent toiling on the artifact. Shaving here, fine splicing there, crafting the platinum ring to the liking of the paladins request. The paladin returned frequently but was turned away time and time again, as the jewler wanted it to be perfect-perfect like the paladins love. Then the Zhent invasion came. The city was turned upside down. Many a good folk was slain, some forgotten some still remembered to this day. Fires began. The smell of death and frustration filled the air. This unfortunate incident affected the paladin, his bethrothed, and the jewler drastically.
The jewler took every precaution to lock his shop up and retain his business which he did. Frantically removing anything of value and finishing up last minute preparations, he walked towards the door ready to head home, to barricade himself within until later. Just then a Zhent fighter walked in, Hell bent on ravaging the mans store for his own gain. The jewler not a fighting type looked around frantically for anything to use as a weapon. There it sat. The trumpet. Given to him from up the street by a good friend who also was closing her shop. Grabbing the blunt instrument, he swung it with all his might and to both the Zhent and the jewlers surprise, he landid his blow--with deadly accuracy, dropping the maurader instantly. Not a second later the paladin stormed in with a cleric en route to the north. Checking on his friend the jewler, and looking at the dropped Zhent, they rushed outside. The paladin insisted on walking the jewler back to his house for safety. As they walked outside, there in the gutters lay thr paladins love. Struck dead with an arrow through the neck. She aparently had been rushing after him in hopes of keeping him at home with her for she did not want to lose her love. There was an awkward silence as the killer was nowhere to be seen. The jewler looked into the tear fillled eyes of the paladin and handed him the ring and the trumpet. Saying he should have both. Now according to the jewler, the cleric began to chant. Strange colors began to fly and fill the streets. Shafts of light began to descend from above. Sounds unheard of began to fill their ears. Like Angels playing Trumpets. The paladin stood there with white knuckles and heavy breathing and a pain in his heart. The trumpet began to glow an irredescent white. In the hands of the paladin the instrument began to hum. It resounded with an endless soothing song. One of triumph. Looking at the other two the paladin, could only muster a weak thank you to the jewler and proded the cleric along to the way to the north. Kneeling down he kissed his loves hand, then stood up. The jewler said he would make it home okay..and paused as the paladin turned with a determination of revenege in his eyes. With a hurried pace they walked off to the frontlines. The jewler made it home and continues to work his shop in Arabel this day, but the paladin, his love, and the cleric were not seen or heard from again, presumed dead in that horrible struggle. Or so........this is how the story goes....or so....Trumpet of the Lords:
Trumpet(Misc Item)
Cast War Cry(lvl8) Once per Day
Cast Battletide(lvl8) Once per Day
Cast Death Ward(lvl8) Once per Day
Only Usable by Good. -
Kobglik was a goblin shamon. He earned quite a bit of respect amoung his own kind for his ability to heal minor cuts and wounds and to also cast basic spells. Out on the East Roads is where he used to roam. Some even saw him running through the shadows of the ogres when bands of adventurers would make their way out there. Though his raiding parties would prey on travelers on the East Road, he began to make friends with a powerfull Druid who would frequent the Red Glade. In fact Kobglik would frequent the Glade himself alot. The Druid befriended him because he had a sense about himself that seperated him from the rest of his kind, though the act of theft she couldnt dissuade from him. Though they disagreed on their tactics, the two became quick friends. Kobglik continued to plunder and the Druid continued to stop him from plundering. Until as the day was bound to happen, the two friends yet at the same time enemies faced each other in one of Kobgliks raids.
A small elf was the prey. Kobglik uncloaked himself and began his routine. Surprise, harm, kill, plunder. But this time the Druid was there, in wait. Countering his spells and walking boldly to him, demanding he stop these foolish acts. The two old friends, now enemies, began to banter and argue. Kobglik would stomp his feet and rage and the Druid would wave her hands and argue with an intensity that the entire wood could hear. During the twos squabble, the elven thief found his mark of oppertunity. Thrusting his blade deep in the spine of Kobglik while he was in an arguement with the Druid. Kobglik's eyes widened with disbelief, and dropped to his knees. Blood poured from his mouth. The Druid screemed loud! "What are you doing!" As Kobglik dropped and fell face down, he released his hold on his staff. Dead on the spot. The Druid in a tyrant rage, and in one blow, killed the elf for what he had done. Dropping to her knees herself, the Druid looked at Kobglik and the dead elf. She picked her friend up in a teary mess and slung him over her shoulder, and placing his staff in her free hand. She started to make her way back to the Glade, but according to the animals there, the Druid never made it back that afternoon, and has not been seen since.The Goblin Stick:
Staff
1d6 Bludge Dmg.
Cast Protection from Elements once per day(lvl5)
Cast Spell Resistence Once per Day(lvl 5)
Usable only by Druid or Wizard -
I do not know if it could work in the engine but. +1/+2 vorpal blade of paladin slaying. no other extras, only usuable by lawful evil ( maybe only blackguard?).
It would be the deepest of dark black hilt with silver pommel and guard. the blade would be silver but would draw light into it not reflect making it look beatiful but to be feared at all times. the only marking would be etched on the blade," look long into the pit of evil with no fear", in small ancient writing that one would have to study the blade to read. ( the person weilding the blade would fit the rest of the phrase.
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Throughout Arabel there have been many a guard member. They come and go. Some retire(a great few if any) and most die in the lines of duty–always ensuring the safety of the citizens. This is the tale of the Guard that Cheated his post. Molkisus was part of the city Guard He went through the typical training. Molkisus showed much resolve even when he was told he didnt have what it took to become a full Guard. He would stay up late into the night, training, sacrificing sleep to further his skills. He would patrol and deal with minor altercations as most the Guards do. Much of it was mundane. Then on a regular patrol he happened upon a human woman crying about a halfling stealing her possessions and running off. Giving the description Molkisus took note of every detail trying with all his might to calm the shaken woman. He promised to find the guilty party. Months passed. There were a number of incidents that occured subsequently and still, not guilty party had been produced. Molkisus began to become frustrated. How can one halfling escape all of the eyes of the city looking for him? And further, how is he possibly getting away with more robberies? 6moths passed. Still more of the same. Beginning to feel out of his league, and somewhat forgetting about the halfling he was patrolling the slums. To his surprise there on the floor was a half-elven man on his deathbed. Standing over him was a halfling dressed in black. His face shrouded and cloaked. Yelling for the halfling to halt and running towards him, Molkisus pushed with all his speed. But it was to no avail. The halfling seemed to...disappear. Right in front of his eyes and in plain sight. This was no wizardry no. It wasent even godly intervention. "How the Hell did he get away!!" And right in front of me Molkisus wondered. Taking the half-elf to the Temple. Molkisus stopped. A man, a priest who longed for the love of his life was inside that day as Molkisus brought the half-elf there for treatment. Molkisus told the story of what had happened. The man, still talking about a Julie, yet still listening paused. He offered something to the Guard. He told Molkisus that during his adventuring days before he settled down, and before he was in deep love with Julie, that he had stumbled upon an item. Something that should aid him. He motioned for Molkisus to follow. Taking him to his personal quarters, the man opened a chest. Reaching inside the numerous contents he pulled out a set of gloves. "Here. Take this." Molkisus took te gloves and put them on. They seemed normal and nothing out of the ordinary happened. "Thanks........" Molkisus stated as he left the Temple. Two days later another incident occured only this time, it happened right in front of Molkisus! Well about 50 yards away but his keen eye saw the whole thing...or was ithis keen eye? The halfling was quickly caught and arrested. Trial was quick and decisseve and the halfling was hung the very next day. During the time Molkisus spent on patrol, crime subsided. Molkisus retired an honorable Guard and died alone. The gloves he wore and coveted were supposedily burried with him...he was actually wearing them on the day of his funeral.......rumors however persist of them being seen, or not seen...noone is quite sure...but they do have a remarkable quality to seperate them form most other forms of gloves....they are a deep rich green, laced with tiger gems and on the knuckles.small diamonds can be seen.
Molkisus's Gloves:
Gloves
Skill Bonus +2 Spot
Skill Bonus +2 Search
Skill Bonus +2 Listen
Cast spell True Seeing once per day(lvl7) -
Vahker, Short sword of the
Kelithon Mistrunner was a Ranger with a personal vendetta against all Goblin kind, hunting and eliminating all manner of their ilk until he finally met his match in the form of a horde of Bugbears. The blade cut many of them down, and several fled when the Ranger let forth an ear splitting yaulp of anger, his hatred and anguish forming itself in the steel blade that you bear now. Kelithon fell amidst of all those who faced him, yet it wasn't by any blade, but by the many poisoned black feathered arrows protruding from him.
Short Sword +1(+3 vs Goblinoids)
1/day Howl of Fear (Frightens all enemies within a 20 foot radius)
-1 Fortiude Save
"Short Sword of the Guardian"
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"Kindness"
Stories tell that this stick was created by a priest of Chauntea(some say Ilmater. Neither has been proven) who had the bright idea that the best way to fight the servants of Talona, Chauntea's(or Ilmater's) most hated enemy, was not with violence but with kindness. So he created this staff and set out to kill the Talonians with friendship. The staff offers some protection against diseases and is quick to deflect any harmful blades, but it is very reluctant to hit anything.
While the staff protects the wielder from diseases, our friendly priest was brought down by random kobolds who preferred to use poison. Since then, it has not been heard of, maybe because it looks so much like an ordinary staff that it might actually have been in circulation for a while and used as a simple walking stick, the wielder being none the wiser.Quarterstaff
AC +1
Enhancement Penalty -2
Cure Light wounds 2/day
Remove Disease 1/Day
Saving Throw vs Disease +3
Only Useable by Good -
Slebbeog is a man that has been seen and perhaps not as much heard in the city. He travels in the company of some powerfull people, who seem to…tolerate at best, his outburts of ramblings and sometimes his seemingly vastless and useless amount of trivia that noone cares to even hear. As he was walking the shoreline along the river searching for something as he was instructed by the Mistress, he came upon a spear. The spear was clutched inside the grip of a dead human. The man had been dead for some time as animals and bacteria had already half eaten away at him. Now the day was absolutely beautifull and sunny. Placing one of his boots on the dead mans chest as a brace, he pushed against the skeleton and removed the spear from the hands. Looking it over it was plain and smoothe. The shaft was of a simple maple and the head was very plain indeed. Yet along it ran some odd symbols that almost resembled teeth marks by rats or the like. Sizing the spear, Slebbeog began to thrust it around in the air. Pretending to be some mighty giant. He was fully aware that veering from the task at hand would bring retribution yet Slebbeog didnt care. Twirling the spear around in circles he was making much of a fool of himself. On the surface of the water a huge fish swirled to eat something on top. Slebbeog decided to try to spear the fish. With horrible misdirection he thrusted it out towards the ripples completely missing the fish. The spear floated on the surface with its head only sinking just bellow the surface. Carried by the current it went downstream. Snapping his fingers about missing the fish, Slebbeog continued on his quest for the Mistress he so did not want to disappoint, and walked off leaving the dead man, the spear, and the fish lost in the empty vastness of the day.
Slebbeog's Waste
Spear:
Spear +1
Damage Resistence 5/- Piercing
Skill Bonus Discipline +3 -
Jol'leth was searching in the cellar for a lost piece of jewlery. A ring. His party was of sizable stature yet he alone had the task of seeing what lay ahead. The elf was cautious. With a gracefull step, he would peer just barely around each stone wall. With a gracefull step, that elevs alone can onle possess, we walked in perfect silence. The calls for what was going on ahead by his companions faded as he came to a caved in wall in the corner. Kneeling down amidst the pile of stones he saw a shaft of wood sticking out. Laying his bow down he began to dig wth his bare hands. Tearing into the rubble he carved the outline of what appeared to be a torch. Blowing the dust off he lifted the treasure up in his hands, standing at the same time. He was just beginning to look at his find, when from around the corner came a huge, a giant spider. The digging noises had alarmed the arachnid to his location and Jol'leths lack of alertness led him to his death. His eyes widened and reaching for where his bow should have been slung accross his back there was nothing; only air. Looking back to the ground he saw his bow laying there. Then looking up all he saw was the jaws of the spider dripping with a toxic venom. Screaming, his friends came running to aid him but it was too late. Carrying his corpse and moving ahead the newly unearthed torch lay there on the floor underneath the curled up carcass of the spider slain by poor Jol'eths companions.
The Beacon
Torch:
Cast Light Once per Day(lvl5)
Cast Continual Flame Once per Day(lvl5) -
Durdyn's Purposeful Step
Legend has it that Durdyn, a powerful barbarian warrior, was repeatedly employed as a scout, to the exclusion of more "traditionally skilled" practicioners of the trade. By making use of his demi-god like ability to withstand damage, Durdyn provided his companions with a clear path through which to tread safely, albeit at some cost to his physical appearance. These seemingly simple boots were often favored by him, and, over time, grew in strength from mere proximity to his considerable constitution. They are now highly sought after by adventurers, due to their ability to bolster one's capacity for withstanding the horrid torrents of elemental, bladed, and divine damage thrown at them on dangerous journeys. Strangely, they also seem to provide the wearer with the physical affections of constant trap springing suffered by Durdyn, giving them a tattered hide found detestable by most common standards, although quite attractive by errant bands of barbarians.
Magical Boots
Innate Properties:
Reflex Save +2
Charisma -2
Bluff +4 vs. BarbariansSpecial Properties:
Cast Protection from Elements (5) Once/day
Cast Protection from Negative Energy (5) Once/day
Cast Lesser Restoration (2) Once/day