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spells currently affecting the target. Treat this effect as a targeted dispel magic that affects only illusion spells.

Strong conjuration; CL 9th; Craft Magic Arms and Armor, dispel magic, plane shift; Price 51,821 gp; Cost 26,068 gp + 2,061 XP

RavageR

Description: Only one of these powerful greataxes is known to exist. The weapon's blade possesses two rows of diamond-tipped teeth arranged in a manner similar to that found in sharks' mouths.

Powers: Ravager is a +3 greataxe of severity**. Once per day, its wielder may invoke its ravaging power as a free action, gaining the benefits of the Whirlwind Attack feat for 5 rounds. The wielder gains this benefit even if he doesn't meet the feat's prerequisites.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, keen edge, heroism; Price 56,320 gp; Cost 28,320 gp + 2,240 XP

RockpoundeR

Description: This massive club appears to be made of a series of stones melded together, with spiked chunks of rock scattered liberally across the surface. Although crude in appearance, a rockpounder is flexible, and does not suffer from the fragility of most stone weapons.

Powers: A rockpounder is a +2 elemental bane greatclub. When used against a creature of the earth subtype, or any construct made of stone (such as a stone golem), it acts as a +3 elemental bane stunning greatclub. The target is not immune to this stunning effect, regardless of its type's special rules.

Strong enchantment and conjuration; CL 13 th; Bash, Craft Magic Arms and Armor, creator must have the ability to summon elementals; Price 50,305 gp; Cost 25,305 gp + 2,000 XP

Tal'KieRthan Songblade

Description: These smooth, curved blades were crafted centuries ago by the legendary night elven priest Tal'Kierthan, who employed special songs in their construction. As a result, the sword constantly chants in a barely audible elven voice that rises in timbre as the blade engages in combat. A songblade is an elegant weapon and a joy to wield, but, sadly, few have survived over the years.

Powers: A Tal'Kierthan songblade is a +3 scimitar that emits a buoying elven song when wielded in battle. The wielder and allies within 30 feet who hear the music and understand Darnassian receive a +1 morale bonus on attack and damage rolls for as long as they hear the song. If the songblade is in the wielder's hand when combat begins, she gains a +4 bonus on her initiative check.

In addition, the weapon deals additional damage on a hit depending on which of its maker's songs is currently active. This damage is 1d6 points of fire, acid, electricity or cold damage. Roll 1d4 at the start of combat to see which of these four effects is in place. The effect remains unchanged for 1 minute, after which the song changes randomly (or stays the same); roll the d4 again.

Strong enchantment; CL 12th; Craft Magic Arms and Armor, acid splash, bless, blizzard, burning hands, lesser lightning strike*, creator must have at least 8 ranks in Perform (singing); Price 54,315 gp; Cost 27,315 gp + 2,160 XP

TaRan IcebReakeR

Description: This heavy flail looks like three balls of blazing blue fire held on the ends of black iron chains. The weapon is not hot to the touch, however. These weapons were originally employed in the far northern reaches of Azeroth for use against cold-based creatures, but are also quite useful against those who employ frost magic.

Powers: A Taran icebreaker is a +2 fiery burst heavy flail. Against creatures with the cold subtype, its enhancement bonus increases to +4 and it deals an additional +2d6 points of damage. Three times per day, the wielder can cast scorch* as a 9th-level caster.

Strong evocation; CL 13 th; Craft Magic Arms and Armor, scorch*, caster must have the ability to summon at least one creature with the cold subtype; Price 80,487 gp; Cost 40,401 gp + 3,007 XP

Tooth of GRanikus

Description: These axes were reportedly crafted from the salvaged teeth of the great Eranikus, a fierce black dragon. At least six such weapons are known to exist. The axe has a steel haft, but the head is made of dark iron. The petrified tooth of a black dragon is imbedded directly through the head, so that damage this weapon deals is piercing, not slashing.

Any dragon that sees this weapon knows immediately that a black dragon's tooth is embedded in its surface.

Powers: The tooth of Eranikus is a dark iron +5 heroic** greataxe that adds a +4 enhancement bonus to Strength when wielded.

Strong enchantment; CL 15th; Craft Magic Arms and Armor, bull's strength, greater heroism; Price 182,320 gp; Cost 142,320 gp + 6,080 XP

Potions and Oiis

A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.

Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect — the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

The person applying an oil is the effective caster, but the object is the target. To randomly determine a potion, roll d% and consult Table 4-15: Potions and Oils.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.

Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory — for example, the last time she tasted a liquid that reminded her of peppermint, it turned out to be a potion of arcane intellect.

Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.

A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.

Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature's throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).

Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.

A character can effectively wear only two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings. (Some races have special additional body slots; see "Magic Items on the Body," above.)

Physical Description: Rings have no appreciable weight. Most rings are forged from metal — usually precious metals such as gold, silver and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25.

Activation: Usually, a ring's ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.

Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02-31 indicates that something (a design, inscription or the like) provides a clue to its function, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes w o

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