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- Price (Item Level): 10,000 gp (12th)
- Body Slot: __ (held)
- Caster Level: 9th
- Aura: Moderate (DC 20) conjuration
- Activation: Move or Full-round (manipulation)
- Weight: 5 lbs.
- A small leather sack with gold stitching around the bottom. Even when apparently empty, the sack appears lumpy.
- This bag allows someone reaching into it to withdraw any of a multitude of useful items, at the cost of some control.
- 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.
- 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.
- 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.
- d% - Item
- 01 - Alchemist's Fire
- 02 - Acid
- 03 - Holy Water
- 04 - Tanglefoot Bag
- 05 - Thunderstone
- 06 - Caltrops
- 07 - Ferrous Aqua pellet (Complete Scoundrel)
- 08 - Liquid Sunlight pellet (Complete Scoundrel)
- 09 - Powdered Silver pellet (Complete Scoundrel)
- 11 - Rust Cube (Complete Scoundrel)
- 12 - Flour Pouch (Dungeonscape)
- 13 - Blasting Pellets, 1 bag (Races of Stone)
- 14 - Ditherbomb, Strong (Races of the Dragon)
- 15 - Screaming Flask (Complete Mage)
- 16 - Flash Pellet (Complete Adventurer)
- 17 - Candle
- 18 - Oil
- 19 - Flint & Steel
- 20 - Torch, lit
- 21 - Sunrod
- 22 - Tindertwig
- 23 - Fast Torch (Complete Mage)
- 24 - Smokestick
- 25 - Lantern, Hooded, Full+Lit
- 26 - Antitoxin
- 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.)
- 28 - Healer's Kit (Small, only good for one use)
- 29 - Magnifying Glass
- 30 - Musical Instrument, Common (Roll 1d4 for keyboard, percussion, string, or wind)
- 31 - Scale, Merchant's
- 32 - Thieves' Tools
- 33 - Spyglass
- 34 - Blend Cream (Complete Adventurer)
- 35 - Catstink (Complete Adventurer)
- 36 - Focusing Candle (Complete Adventurer)
- 37 - Fareye Oil (Complete Adventurer)
- 38 - Freeglide (Complete Adventurer)
- 39 - Hawk's Ointment (Complete Adventurer)
- 40 - Healer's Balm (Complete Adventurer)
- 41 - Keenear Powder (Complete Adventurer)
- 42 - Lockslip Grease (Complete Adventurer)
- 43 - Nature's Draught (Complete Adventurer)
- 44 - Softfoot (Complete Adventurer)
- 45 - Suregrip (Complete Adventurer)
- 46 - Balance Pole (Complete Adventurer)
- 47 - Listening Cone (Dungeonscape)
- 48 - Crackle Powder (Complete Mage)
- 49 - Blessed Bandage (Magic Item Compendium)
- 50 - Fishing Net
- 51 - Waterskin, full
- 52 - Ale, Mug
- 53 - Wine, Bottle
- 54 - Clearwater Tablet (Complete Scoundrel)
- 55 - Freeze Powder (Frostburn)
- 56 - Melt Powder (Frostburn)
- 57 - Swimming Goggles (Stormwrack)
- 58 - Holy/Unholy Symbol, Wooden (Either roll for a random faith, generic good/evil, or always attuned to user's faith)
- 59 - Ghostoil (Libris Mortis)
- 60 - Acid Neutralizer (Dungeonscape)
- 61 - Bottled Air (Dungeonscape)
- 62 - Filter Mask (Sandstorm)
- 63 - Grappling Hook & 50 feet of hemp rope
- 64 - Ladder, 10-foot
- 65 - Lock, Average
- 66 - Manacles
- 67 - Spade or Shovel
- 68 - Hacksaw, Superior (Dungeonscape)
- 69 - Ram, Portable
- 70 - Bell
- 71 - Chalk
- 72 - Crowbar
- 73 - Mirror, Small Steel
- 74 - Pole, 10-foot
- 75 - Signal Whistle
- 76 - Sledge
- 77 - Collapsible Pole (Dungeonscape)
- 78 - Drill, Iron (Dungeonscape)
- 79 - Magnet (Dungeonscape)
- 80 - Rubber Ball (Dungeonscape)
- 81-90 - DM's Choice
- 91-00 - Player's Choice
- 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.
- 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.
- Prerequisites: Craft Wondrous Item, Major Creation.
- Cost to Create: 5000 gp, 400 XP, 10 days.
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