Just for Fun
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Torm's Might
This Holy Longsword was Rumored to be forged by a smith and blessed by a Preist of Torm for a Paladin of Torm as a reward for saving a small village near Cormyr from a necromancer, it was rumored to be loss when this Paladin was slained in his final battle fighting against a few hundred orcs attacking the village that he has saved in the past, this Longsword was blessed to Fight Evil and Undeads.
Torm's Might, Holy Longsword
1d8, Critical 19-20
Enchantment Bonus + 1
Attack Bonus vs Alignment Group Evil + 1
Damage Bonus vs Racial Type Undead + 1d8 Positive Energy
Damage Resistance Negative Energy Resist 10 / -
This Holy Longsword can only be wielded by Paladins of Torm, Clerics of Torm and Champions of Torm.
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Royal Scout Cloak
All members of the King's Messengers and other high ranking members of the Royal Scouts are issued these handy and versatile cloaks to assist in their various duties. Similar in construction to the War Wizard's Weather Cloaks, these cloaks are full cut, black cloaks, hanging to mid-boot on humans. They are cut to overlap completely across the chest and arms, and have a pull-over hood. They are embroidered with the royal crest of Cormyr on both collars and on the back (which can be seen when the hood is worn down).
These cloaks assist the King's Messengers in fulfilling their duties of reliably transporting messages across vast expanses of territories, while remaining unseen and unhindered by enemy forces.
When the hood is pulled up, the material changes to match the wearer's surroundings, effectively hiding them in the equivalent of a camoflage spell. The heavy material provides warmth as well as protection from precipitation, easily shrugging off even the heaviest downpour.
The neck clasp is similar to that of the War Wizard's Weathercloak, in that it allows the sending of a brief message, across distances, to anyone wearing a Weathercloak or Royal Scout's Cloak.
The cloak's smooth material allows the wearer to slip through terrain and other restrictions, including webs and other similar substances as if under the spell freedom.
The cloak has two pockets built into it. The first, similar to the Weathercloak, but less flexible, transports the wearer back to his headquarters of origin after he has completed his message delivery or other mission, thus preventing the messenger's capture by enemy forces, if and when all other methods fail.
The second pocket allows the wearer to make himself invisible two times per day, to allow him to pass where conventional stealth may fail.
Hide +8
Cold Resist 5
Teleport (to garrison only)
Camoflage 3/day
Invis 2/day
Freedom((A cloak such as this is mentioned a couple times in the final book of the Cormyr series, Death of the Dragon. In it, the princesses husband, a Royal Scout, wears a Royal Scout Cloak. The only powers I remember specifically from memory, was the similar clasp at the throat that allows the sending of a message (per spell: magical sending) and I believe it had the escape pocket power of the War Wizard Weathercloak as well.
The rest I added based on similarities to the Weathercloak, as well as what I think would make sense for a scout, vs. some things that made more sense for War Wizards.
Scouts would need to be able to hide well, remain unseen, avoid capture, etc.))
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Devil-Tail Whip
These cruel whips, braided from strips of flesh flayed from a living barbed devil, often show up in the hands of Succubi. It is not known who, or what, made the first of these, but it is likely a product of the blood wars. Since then, many more have been made and are often employed by interogators to help coax every last drop of information, and blood, from their victims.
Useable only be Evil
1d4 Slashing damage
+1 enhancement bonus
Skill bonus: Intmidate +3 -
Contraption of Befudling
Miscellaneous Object
Onuse : Cast Spell, Confuse 1use/dayCreated by a lonely and crazed Gnomish scientist who accidentally locked himself in his basement with a bad invention, the Contraption of Befuddling is so strange and oddly built that it confuses all who look at it, trying to figure out how something so strange was ever built. Many years later after the scientist was long gone, a group of adventurers found a way into the scientist's basement during a search for kobolds. They took the item with them because it intrigued them so, and so they took it out of the building and were immediately killed by a band of kobolds. The kobolds then proceeded to kill each other to own the object, and it was not until a flood came by and swept the object away was it rediscovered.
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Rod of Fugly Doom
Quarter Staff
AB: +3
Damage Bonus: +15
Only Usable By: Gnomes
Special Properties: On Hit 50% Chance to lose 1 ChaThis seemingly-innocuous quarter staff carries with it the sordid baggage which one might imagine only to be able to be assembled and packed by a mind as twisted as one which might spring from Gnomish loins. During his now-somewhat-legendary adventures (often referred to as the Tour de Force 1324: And You Will Know Us By Our Trail Of Emptied Flagons) with the questionably sentient Paladin Bernard de Roneaux, Asmodeus Van Geut searched in vain for a suitable companion to his compatriot's steel retinue. Upon the near-completion of a successful night of ambiguous "wenching", the Geut managed to mistakenly wrap his then-meaty claws around a nearby staff (which he later claimed to be "twitching with anticipation"), leaving him with a disappointed bed-mate and a feeling of satisfaction from finally grasping a legitimately stiff piece of wood. Unfortunately for The Geut, his repeated assaults upon the wildlife of a nearby grove with said staff proved too much for some easily offended minor diety, who, after much wreching, deemed him "too ugly to live". While having the good fortune of wealthy companions who, perhaps somewhat mistakenly, took an interest in his resurrection, the Geut never fully recovered from what he often describes as "my first, my last, and my only".
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Cloak of Shadows
These seemingly innocuous black cloaks weigh next to nothing and seem to cling to whatever touches them. Their true nature, however, does not reveal itself until they have been wrapped around a living creature. Coming from the plane of shadow, these cloaks are actually living beings similar to a leech. They attach themselves to the living and feed on their hosts. Little energy is required from the host however, and they will continue to live their normal life-span. However, the cloak can never be removed, and once it has bonded to a host, it can never leave. For it does not bond simply with the flesh, but with the very soul of those who wear them.
Once donned, the cloak loses its material form and becomes ethereal, allowing all mater to simply pass through. Soon the wearer gains a sickly pallor as his very life is absorbed by the cloak. Having a vested interest in keeping it's host alive, it imparts some small affinity with shadow upon him, allowing him to vanish from sight at will. Thus, making for easy escapes from what otherwise might be a deadly situation.
Attributes:
Bonus Feat: Hide in plain sight
Constitution: -2
Skill Bonus: Hide +3
Weight Reduction: 10% of weight
Undroppable
Cursed (Dunno if this can be done, but once it's equipped, it can't be unequipped.) -
Whip of the Mistress
The first of these whips, a variant of the Crop of the Mistress used in more than a few festhalls, was made specifically for Phaerilda SeLangstra. Enchanted by a priest of Loviatar (one of Phaerilda's many lovers/customers) the whip is made from the flayed skin of a succubus, tanned into leather, and woven into a whip. The pommel is a female hand carved from ivory, with spots of a red dye on the fingertips, and bound to the whip. Phaerilda is a Skindancer Bard who follows Loviatar, she delights in causing pain and suffering. This whip, while having uses in her trade, is also a potent weapon in her hands.
Attributes:
Ability Bonus: CHA (+2)
Bonus Feat: Disarm (whip)
Cast Spell: Dominate Person[7] (3 uses/day) -
Boots of Spleed
Strength -2
Constitution -2
Dexterity -2On Use: Cast spell: Slow 2/day
Going on an expedition to earn their manhood, a group of halflings went in search of the famous Boots of Speed, deep in the unchartered caves of an unchartered island in an uncharted plane, which convieniently had a two way portal between the town hall. It was rumored that when the Boots of Speed were finally taken through the portal back into the town hall, the portal would be closed forevermore.
However, once the young halflings made it through the portal they found that the famous Boots of Speed were missing, and in their place, were the Boots of Spleed!
It is believed that by the slight changing of the name of the boots inscribed on the sole, the gods did not notice the change and forgot to close the portal!
The truth was a thief had found his way through the portal in the middle of the night with an elaborate plan so no one would ever know he had been there for years!
The halflings, sadly, did not ever find out that their boots were truly cursed, and simply thought they did not know how to use it properly. They ended up dying many years later near the woods around the City of Arabel to a troll, who then used the boots to wear, who was then killed by an adventurer, who was then mugged, who was then thrown in jail and had his items confiscated, where the boots were stolen once again, and then the holder was struck down by a bolt of lightning by the gods, and finally, the boots found their way by a wandering beggar who placed it in his special hiding place. And congratulations, you have found it.
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"The Hood of the Conspirator"
"This helm was used by a powerful magician who was tired of sneaky spies listening in to all of his plotting and planning. The old magician was half-blind and near deaf, and was so unaware that he gave the orders for his rival's assassination just as this same rival happened to walk past. Later in exile, the old conspirator designed this helm so that he'd always be aware of who else might be listening to his whispered schemes."
Spot + 10
Listen + 10
Use 1 Day: See Invisibility
Use 1 Day: Clairaudience -
Still won't let you see those lovely Greater Sanctuary'd folks, eh? :wink:
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Pree,
Might want to bump that to +15 if you want some longevity from it :)
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Katapewlt
Light Crossbow
Dis lite krossbew wus takun frem a bunja Goblens, oo fewt dat it were a mightee zeige wepun, onz axount of de damuj itz did, an de way de n.m.e spellz allays mizzed.
Sum scho - schu - smartz peepul thinks it wus also cos de krossbuw makez de uzer reeely, reely, stoopid.
+1 Attack Bonus
+2d6 Massive Criticals
10 Spell Resistance
-3 IntelligenceArm of the Arch-Necromancer
Wizard's Stave
This bone-white staff is revered amongst the clergy of Velsharoon, partially for it's powers, but mostly for the legend which states that the higher portion of the stave is made from the actual arm of the Arch-Necromancer himself, taken from his body on his raising to dietyhood.
The history of this symbol has been something of a curiosity, as one might expect of an item which inherently causes mistrust amongst the majority. It is not old, yet it has been speculated that the soul of each of it's victims - the wielders, as well as those it has hurt - resides within it's quietly warm facade.
Nevertheless, the staff seems to be drawn to death and the energy released - in the aftermaths of war, it often seems to be found, whether because the wielder was drawn by the easy availiability of fresh fodder for their necromantic work, or some other, stranger means.
Cast Spell - Animate Dead 2/Day
+d6 Negative Energy damage per hit
+1 Vampiric Regeneration
No combat damage
-2 Constitution
Light - Dim, Green
Use only by: Evil
Use only by: ClericPinprick of Flame
Spear
The metal of the flame-shaped spear is warm to the touch, coming to a painful heat at the dull red point of the spear. On each impact, the spear writes in the hands of the wielder, and chills briefly, as the heat flows forward into the target.
It's theorised that the spear comes from the Plane of Fire itself, and wishes to go home - each strike, a futile attempt to open a gate and return. Who knows, perhaps one day, it will succeed.
+1 Enhancement
25% Cold Vulnerability
On hit Cast Spell: Combust, level 1Prey's Tread
Leather armor
This dull brown suit of leathers instills it's wearer with the sharp, startled feelings of the prey animals hunted and skinned to create it. The sharp reflex of the deer, the fleet flight of the rabbit … this armor offers all this and more. Unfortunately, the panicked feelings it creates can distract and weaken it's wearer to the point where these abilities of stealth and protection are put to the test,
Rumor has it that the armor was presented to a chosen figure by a cult of Malarites before they chose to hunt him. Taking the armor was a conscious choice and decision - the wearer chose to pit himself against the Hunt, to better attune himself with it in future chases - assuming he survived.
+2 Dexterity
+2 AC
Calmoflauge 2/day
+2 Reflex Save
-2 Will Save
-2 Fortitude Save -
A quick note: You need to cast Combust at 3rd level.
Pipe of the Ineffable
It is said that, when the world was young, there lived an old man on a distant mountain who knew the secrets of the earth. Kings and emperors would travel great distances to pay him homage, and hear of his wisdom. While many would cross the forsaken wastes, and brave the perilous climb up to his perch…few returned with the answers they sought. Those who returned claimed that the man merely sat, smoked his pipe, and asked that they accompany him in contemplation of their question. This is his pipe.
Abilities:
Owl's Wisdom (3) (1/day)
Cloud of Bewilderment (3) (1/day)-Cross
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Danton's Exquisite Silk Shirt (tunic AC=0)
+10 persuade
+1 CharismaJean Danton was an obscure noble from many years ago. His most famous story would have to be the story of the coming of his custom tailored silk shirt imported all the way from Tsingtao in Kara-tur.
The mayor of Danton's city was celebrating his 20th anniversary, and invited all the most influential people at the time to a party. Danton was surprised that someone of his status was invited, but he knew the consequences if he showed up at the ball in his current condition. Danton was not a rich noble and was by far poorer than others. Of course, he tried his best to keep this fact a secret and decided to dress himself as richly as he could. He rushed to have himself made the "finest tunic the city ever laid eyes on".
When the night of the ball finally came, Danton was dressed every bit as extravagant as he had envisioned the weeks before. He was the center of attention, and even the most distinguished lords took notice of Danton's presence and spoke to him as if they were equal in power and wealth.
This suit was so effective that Danton wore it almost all the time. He was convinced that it gave him some sort of "magic charm". Skeptics said it was only because the suit was so beautifully tailored that it brought out the best in all the people Danton dealt with. Whether Danton's claims were true or not, its a known fact that he began rising quickly in the social ladder, and had so many profitable business deals that his wealth increased tenfold compared to the time before he had his suit made.
He eventually died of old age and left no heir. The suit he so loved was donated to the local Tymoran church (as Danton himself was a Tymoran), along with a generous amount of money. The full suit was lost over the years due to neglect, until the church finally recognized the symbolic importance of the item and kept the silk shirt (all that was left) safe, and declared it a historical artifact. No one knows whether anyone has ever worn it since Danton's death, and whether it really had the "magic charm" he was talking about…
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Civic's Duty
Horn (instrument)
Charged with :
Blagarn's Iron Horn (1 use/day)The great Lord Hyonda used this horn whenever he went to battle. The resounding blast could knock armies on their knees and could be heard from farmlands miles away.
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Vigilance
Item Type: Bastard Sword
Properties: Keen, Holy Damage (1D6)
Only Useable By: Any Lawful
Description:
It was said, many moons ago, that devote Helmite priests sought to create a weapon of similar stature to their lord Helm's fabled blade, Ever Watchful. Attempt after attempt was made, but try as they might, they could not forge a blade strong enough to accept the enchantments they attempted to bestow. Out of all the failed attempts, only one had some limited success. While not even a fraction as powerful as Helms blade, Vigilance is still a blade to be reckoned with. Those who wield it say that no matter what it strikes, the blade remains razor sharp.
((Changed the description slightly because it sucked before, although this ones not much better :oops: ))
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Ah this is a fun thread, read through most of it and saw some very cool ideas (and some over the top ones ;))
Here's mine.
Dumathoin's splendor
Type: Dwarven Waraxe
Dmg: 1d10 + 1 (+1 enhancement)
extra: Blessed- + 1d6 vs. undead
+2 to hit against undead
Stoneskin 1 use per day
strength + 1Story:
It was said that a great Thain of the Mithrill Halls once carried this axe as a gift from Dumathoin himself to battle undead hordes created by an evil Necromancer. Upon seeing that this mage had started to create undead from the dwarfs living in the mountain he forged this mighty axe.
The thain during a heated battle against the undead managed to get inside the necromancer's liar and found out that the necromancer actually was a duergar once cast away from the mountain and filled with anger decided to take revenge on the dwarfs, which he called ugly creatures, which was why he embraced necromancy, and aimed, and eventually became a Lich. Dumathoin, hearing this duergar defile the beauty of Moradin's creations, bestowed strength and blessing on the Thain and the Thain lifted the Axe to slay the duergar. Being alone in there gave the duergar an excellent plan, he cast his final spell before the axe chopped his head in twain and caused the room to crumble and fall in on itself, killing the Thain and burying the axe deep within the mountain.
That which is hidden is precious and that which is precious be hidden were the last words of the Thain. -
The Old Reaper
"The Old Reaper was a gnarled old farmer who had very unorthodox views of the proper way to tend to a field. When the Druids and Priests of Chauntea came to offer their blessings and wisdom, he spat in their faces and set his hounds upon them. They cursed him for it, and doomed his land to fallowness and infertility.
It was then that the sons and daughters of the more prosperous farms around began to go missing. And it was noticed that the Old Reaper's farm begin to bloom and blossom, and his harvests grew ever greater than his neighbors.
A young lad spied the Old Reaper, one moonless night, practicing his new, highly effective techniques. The grizzled farmer would take the sobbing body of his young victim, and lop off the head with a single careful strike of his scythe. The corpse would then be firmly grasped around the ankles, and twirled around so that the spouting blood would cover his land. Where every cursed drop fell, the farmer's crops would grow in splendid size.
The Old Reaper was murdered by a mob, but he exists still. He wanders his blighted land now as a ghostly and moaning figure holding his enormous scythe. He desires above all else to water his land with the blood of his victims, but if defeated the powers of his scythe would be available to any conquerer sufficiently depraved to consider using it."
Scythe:
+1 enhancement
Keen
Negative Energy 1-3 ((or however much is needed for the evil red glow))
Ghostly Visage 3/day
Only Useable by Evil((Edit: in the event that a DM decides to make this, I do have a fairly simple but hopefully fun quest idea for it.))
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Aftermath of the Unlife
Once belonging to a brave young hunter, this blade lost its owner in a bit of a skirmmish between the living and the unliving. The fight ended in nothing but piles of bones and blood; the owner of this blade walking away from that battle with a terribly injured shoulder. The blade remains in the middle of the corpses of unlife, where the owner left it.
The blade had been at rest for many years in the dusty old tomb where it was discovered. It's been said that the spirits of the dead began walking the blade, just as they walked the walls and shadows in the tomb. Who knows what secrets the spirts of the lost have left within this blade?
Rapier:
+1 Enhancement
+2 Enhancement VS Undead
Keen
Bonus Feat: Weapon Finesse
Useable by any non-evil.((Edit: If a DM decides to make this, I WANT! Uh, I mean, I have an idea for a quest behind it. Oh, and uh.. I want.))
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Arc of Darkness
Light Crossbow
No Weapon Damage
Negative Energy Ray (3) Unlimited/DayThese crossbows are rumored to be Drow weapons, and the unhealthy sheen of the dark wood only serves to pass this rumor along. No groove for the bolt, only a single rod of what looks like polished bone, etched with unwholesome symbols of necromantic power.
Undeath's Foil
Rapier
Bonus Feat: Weapon Finesse
Cast Spell: Bless Weapon (5) 3/DayThis slender weapon is as bright as the day it was forged, and balances on a single finger at the hilt. Lathander's marks are visible on the grip, gold on black, which seems odd, as the rapier seems to carry no enchantments. When the runes traced in the presence of undead, however, the blade burns brightly, disrupting the spells which hold them.
The weapon was forged for Sariad, an atheletic priest of the Dawn who believed skill, grace and excellent were the keys to success. Against the undead, though, skill could only carry one so far, before raw strength was needed to crush the bones and dismember the flesh of the cursed. So, this weapon was forged, to aid Sariad in her unusual quest, and to serve as an inspiration to others who believe, as she did, that raw strength will, every time, fall second to wit, grace, and skill.