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Pouch of Many Things

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Mar 22nd, 2012
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  1. Price (Item Level): 10,000 gp (12th)
  2. Body Slot: __ (held)
  3. Caster Level: 9th
  4. Aura: Moderate (DC 20) conjuration
  5. Activation: Move or Full-round (manipulation)
  6. Weight: 5 lbs.
  7.  
  8.  
  9. A small leather sack with gold stitching around the bottom. Even when apparently empty, the sack appears lumpy.
  10.  
  11. This bag allows someone reaching into it to withdraw any of a multitude of useful items, at the cost of some control.
  12.  
  13. As a move action that does not provoke attacks of opportunity, a user may withdraw a random item. The DM should roll on the table below.
  14.  
  15. As a full-round action that provokes attacks of opportunity, a user may search for a specific item from the following table. The DM should roll on the table below and allow the PC to adjust the roll in either direction by an amount up to their ranks in Search.
  16.  
  17. The bag also allows storage of items as if it were a normal sack without interefering with the magical properties of the bag. Some more powerful specimens have been found, acting as bags of holding in addition to the random item generation. DMs using a combination bag, or players wishing to create a combination bag or improve an existing one, should consult the section on improving magic items in the Magic Item Compendium, page 233.
  18.  
  19. d% - Item
  20. 01 - Alchemist's Fire
  21. 02 - Acid
  22. 03 - Holy Water
  23. 04 - Tanglefoot Bag
  24. 05 - Thunderstone
  25. 06 - Caltrops
  26. 07 - Ferrous Aqua pellet (Complete Scoundrel)
  27. 08 - Liquid Sunlight pellet (Complete Scoundrel)
  28. 09 - Powdered Silver pellet (Complete Scoundrel)
  29. 11 - Rust Cube (Complete Scoundrel)
  30. 12 - Flour Pouch (Dungeonscape)
  31. 13 - Blasting Pellets, 1 bag (Races of Stone)
  32. 14 - Ditherbomb, Strong (Races of the Dragon)
  33. 15 - Screaming Flask (Complete Mage)
  34. 16 - Flash Pellet (Complete Adventurer)
  35. 17 - Candle
  36. 18 - Oil
  37. 19 - Flint & Steel
  38. 20 - Torch, lit
  39. 21 - Sunrod
  40. 22 - Tindertwig
  41. 23 - Fast Torch (Complete Mage)
  42. 24 - Smokestick
  43. 25 - Lantern, Hooded, Full+Lit
  44. 26 - Antitoxin
  45. 27 - Disguise Kit (Small, only good for one use. The disguise itself lasts until it is removed, any unused creams and acoutrements disappear when the application of the disguise is finished.)
  46. 28 - Healer's Kit (Small, only good for one use)
  47. 29 - Magnifying Glass
  48. 30 - Musical Instrument, Common (Roll 1d4 for keyboard, percussion, string, or wind)
  49. 31 - Scale, Merchant's
  50. 32 - Thieves' Tools
  51. 33 - Spyglass
  52. 34 - Blend Cream (Complete Adventurer)
  53. 35 - Catstink (Complete Adventurer)
  54. 36 - Focusing Candle (Complete Adventurer)
  55. 37 - Fareye Oil (Complete Adventurer)
  56. 38 - Freeglide (Complete Adventurer)
  57. 39 - Hawk's Ointment (Complete Adventurer)
  58. 40 - Healer's Balm (Complete Adventurer)
  59. 41 - Keenear Powder (Complete Adventurer)
  60. 42 - Lockslip Grease (Complete Adventurer)
  61. 43 - Nature's Draught (Complete Adventurer)
  62. 44 - Softfoot (Complete Adventurer)
  63. 45 - Suregrip (Complete Adventurer)
  64. 46 - Balance Pole (Complete Adventurer)
  65. 47 - Listening Cone (Dungeonscape)
  66. 48 - Crackle Powder (Complete Mage)
  67. 49 - Blessed Bandage (Magic Item Compendium)
  68. 50 - Fishing Net
  69. 51 - Waterskin, full
  70. 52 - Ale, Mug
  71. 53 - Wine, Bottle
  72. 54 - Clearwater Tablet (Complete Scoundrel)
  73. 55 - Freeze Powder (Frostburn)
  74. 56 - Melt Powder (Frostburn)
  75. 57 - Swimming Goggles (Stormwrack)
  76. 58 - Holy/Unholy Symbol, Wooden (Either roll for a random faith, generic good/evil, or always attuned to user's faith)
  77. 59 - Ghostoil (Libris Mortis)
  78. 60 - Acid Neutralizer (Dungeonscape)
  79. 61 - Bottled Air (Dungeonscape)
  80. 62 - Filter Mask (Sandstorm)
  81. 63 - Grappling Hook & 50 feet of hemp rope
  82. 64 - Ladder, 10-foot
  83. 65 - Lock, Average
  84. 66 - Manacles
  85. 67 - Spade or Shovel
  86. 68 - Hacksaw, Superior (Dungeonscape)
  87. 69 - Ram, Portable
  88. 70 - Bell
  89. 71 - Chalk
  90. 72 - Crowbar
  91. 73 - Mirror, Small Steel
  92. 74 - Pole, 10-foot
  93. 75 - Signal Whistle
  94. 76 - Sledge
  95. 77 - Collapsible Pole (Dungeonscape)
  96. 78 - Drill, Iron (Dungeonscape)
  97. 79 - Magnet (Dungeonscape)
  98. 80 - Rubber Ball (Dungeonscape)
  99. 81-90 - DM's Choice
  100. 91-00 - Player's Choice
  101.  
  102. Items drawn out last until they are used and their effect ends, or until the user no longer needs them for that specific task. For instance, if someone pulls out Swimming Goggles, then uses them while swimming, as soon as that character comes out of the water, the goggles will disappear, even if the character would still need to do more swimming later. If an item is not used within five minutes of being drawn from the bag, or if it is given to another creature without being used, it disappears. DMs should use this rule to prevent players from selling items drawn from the bag.
  103.  
  104. DMs looking to expand the list of items may narrow the range of DM's Choice and Player's Choice categories, then add items, perhaps from specific campaign worlds. Additionally, if the campaign uses action points, a DM may allow a player to spend an action point in order to roll twice on the table and take the more desirable result.
  105.  
  106. Prerequisites: Craft Wondrous Item, Major Creation.
  107. Cost to Create: 5000 gp, 400 XP, 10 days.
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