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- Flametreds (Boots)
- Boots of a famed bard who did all of her performances while standing atop burning logs. It's said that the very flames she dances upon consumed her, and all that remains are these boots.
- -AC +5
- -Fire Resist 20/-
- -Damage Vulnerability Cold: 50%
- -Regeneration +1
- -Saving Throw Bonus: Reflex +3
- Shadewrap (Cloak)
- A blackened cloak woven from the essence of dead shades.
- -AC +5
- -Bonus Feat: Sneak Attack +1d6
- -Negative Resist 10/-
- -Positive Resist 10/-
- Shifting Shoes (Boots)
- In a constant state of change, this item currently is in the form of a pair of shoes.
- -AC +5
- -Dexterity +4
- -Strength +4
- -Constitution +4
- -Intelligence +4
- -Wisdom +4
- -Charisma +4
- -Damage Vulnerability Slashing 25%
- -Damage Vulnerability Bludgeoning 25%
- -Damage Vulnerability Piercing 25%
- Ring of Revenge (Ring)
- Anger clouds the mind and impairs actions, but those who harness it find immense strength.
- -Strength +6
- -Regeneration +3
- -Damage Vulnerability (Everything) 10%
- Rainbow Shroud (Cloak)
- Donning this cloak brings a revel of different magical knowledges to one's mind, but it is very easy to get lost in the immense knowledge.
- -Bonus Feat: Spell Focus (All)
- -Bonus Spell Slot Level 9: Cleric, Druid, Wizard, Sorcerer
- -Regeneration +3
- -Spell Resistance 32
- -Decreased Saving Throw: Will -5
- Great Ward (Ring)
- A powerful protective ring, designed to save it's wielder from all manner of attack. Strangely, those who wear this ring end up ill quite often.
- -AC Bonus +5
- -Immunity to Spells by Level: Level 1 and below
- -Improved Saving Throws (All) +1
- -Regeneration +1
- -Decreased Ability Score: Constitution -2
- Crest of Tears (Ring)
- A ring forged from thousands of tears of angels.
- -AC Bonus +5
- -Strength +3
- -Dexterity +3
- -Constitution +3
- -Decreased Saving Throws vs. Fear -3
- -Decreased Skill Modifier: Discipline -3
- -Decreased Saving Throws vs. Mind Affecting -3
- Crest of Joy (Ring)
- After a thousand years of sorrow, come a thousand years of revel.
- -Wisdom +4
- -Intelligence +4
- -Charisma +4
- Scoundrel's Locket (Amulet)
- Beloved by thieves and assassins from all places. This amulet is said to bear a terrible curse, bound to kill all who wear it for foul deeds.
- -AC Bonus +5
- -Dexterity +6
- -Improved Skill: Hide +9
- -Improved Skill: Move Silently +9
- -Decreased Saving Throws (All) -3
- Corrupt Heart (Amulet)
- A corrupted version of Lliira's Heart. Long ages in the hells have turned this once blessed necklace into a tool of evil.
- -AC Bonus +5
- -Only Useable By: Evil
- -Resist Negative 20/-
- -Resist Slashing 5/-
- -Resist Bludgeoning 5/-
- -Resist Piercing 5/-
- -Damage Vulnerability: Positive 100%
- -Cast Spell: Blood Frenzy 1/day
- -Decreased Ability Score: Charisma -3
- Lliira's Heart (Amulet)
- Lliira, Goddess of Joy, blessed these necklaces herselves. They were meant to defend her clergy from the forces of evil, but many have since escaped the church.
- -AC Bonus +5
- -Only Useable By: Good, Neutral
- -Resist Negative 10/-
- -Charisma +3
- -Wisdom +3
- -Intelligence +3
- Hempen Sash (Belt)
- A simple belt for a simple life, imbued with the prayers of simple monks.
- -AC +5
- -Only Useable by: Lawful
- -Wisdom +4
- -Dexterity +4
- -Cast Spell: Haste (3/day)
- -Regeneration +1
- -Decreased Ability Score: Intelligence & Charisma -2
- -Decreased Saving Throw (All) -1
- Abyss Bind (Belt)
- Despite its appearance, this belt was designed to bind creatures of the abyss, preventing them from causing harm--not the opposite.
- -AC +2
- -AC vs. Evil +6
- -Charisma +4
- -Saving Throws vs. Evil +4
- -Cast Spell: Greater Planar Binding 1/day
- Nether Clasps
- Hellish shackles meant to hold prisoners of great worth. It must have taken a great act of magic to change the enchantments meant to weaken prisoners into ones that defend them.
- -AC +6
- -Bludgeoning/Slashing/Piercing Resist 5/-
- -Saving Throws (All) +1
- -Damage Vulnerability: Fire 25%
- Bladed Cuffs (Bracers)
- Designed by the monk blacksmith Grohn, these simple looking cuffs contain a spring mechanism that releases curved blades from their sides. These blades were used to make even glancing blows deadly, and were used to devastating effect against his rival monastery.
- -AC Bonus +5
- -Wisdom +2
- -Dexterity +2
- -Strength +4
- -Cast Spell: Death Armor 1/day
- -Decreased Constitution -4
- Shield Cuffs (Bracers)
- As a desperate measure against Grohn's Bladed Cuffs, these shield cuffs were commissioned from a talented Waterdhavian blacksmith. When the weilder twists his hand inward, a small buckler folds out from its sides. They proved moderately effective, returning the two monasteries to a deadlock.
- -AC Bonus (Shield Type) +4
- -Wisdom +4
- -Dexterity +4
- Scarlet Shroud (Helmet)
- Scarlet hoods of a band of women-thieves. It is said that they seduced their targets, and when they were at their weakest, stole all their belongings.
- -Charisma +4
- -Intelligence +4
- -Wisdom +4
- -Bonus Level 9 Spell Slot: Clr/Wiz/Sor
- -Hide +5
- -Move Silently +5
- -Decreased Will -2
- Crown of Warding (Helmet)
- Helm of a great and paranoid king. He crafted this crown and his ring as a means to protect his life from assassins, but he ended up victim to disease instead.
- -AC +5
- -Bludgeoning/Slashing/Piercing Resist 5/-
- -Immunity: Poison
- -Regeneration +1
- -Saving Throws (All) +1
- -Constitution -2
- Weapons
- Eclipse (Bastard Sword)
- A black blade wielded by warriors of an ancient moon cult. It's said that they were all but destroyed by a rival sunlight cult.
- -Enhancement +5
- -Fire Damage +1d10
- -Negative Damage +1d10
- Solar Flare (Longsword)
- A white blade wielded by warriors of an ancient sun cult. They are credited with destroying an 'evil' cult of the moon, but were later annihilated by a single remaining member of that same moon cult.
- The sun rises, and it sets.
- -Enhancement +5
- -Fire Damage +1d10
- -Positive Damage +1d10
- Rimerend (Battleaxe)
- A once ordinary battleaxe that was weilded into battle against a white dragon. While the warrior wielding it perished, it is said that his frozen blood slowly seeped into this blade, granting it it's powers.
- -Enhancement +5
- -Cold Damage +1d10
- -Slashing Damage +1d6
- -Keen
- Deciever (Dagger)
- A thin blade belonging to a thief who's name has been lost to time. He and his companions--two warriors and a magister--set off to slay a white dragon. When he saw the dragon, he knew that they would fail and perish, so he made a deal with the dragon in secret. In exchange for his life, he would help the dragon slay his companions. In return, the dragon blessed his blade, which has fallen through many hands over the centuries.
- -Enhancement +5
- -Negative Damage +1d8
- -Dexterity +2
- -Keen
- -Massive Criticals +1d6
- -On Hit: Wounding DC 26
- Dragonsbane (Dwarvern Waraxe)
- A dwarvern waraxe wielded by the dwarvern hero Gawan. He slew many dragons in his time, but fell not to one of his prey, but to the hands of one of his trusted companions.
- -Enhancement +5
- -Slashing Damage +1d10
- -Damage vs. Dragons +2d10
- Wishing Pole (Short Spear)
- This stave-spear is best known as the avenger of Gawan, for it was used to strike down the traitorous Paical after his betrayal.
- -Enhancement +5
- -Magic Damage +1d8
- -Bonus Spell Slot (Wiz/Sor/Clr) level 7
- -On Hit: Lesser Dispelling (DC 26)
- Frostfire (Double Scimitar)
- One of two weapons crafted at the inspiration of a two-headed deity. Visions of frozen fire brought this blade to life.
- -Enhancement +5
- -Fire Damage +1d8
- -Cold Damage +1d8
- -Keen
- -Regeneration +1
- Earth & Sky (Two-Bladed Sword)
- One of two weapons crafted at the inspiration of a two-headed deity. It is said the smith experienced a thousand years on the earth and a thousand years in the sky in a single moment.
- -Enhancement +5
- -Acid Damage +1d8
- -Electrical Damage +1d8
- -Keen
- -Regeneration +1
- Tranquility (Gauntlets)
- All things must be at peace, for peace is the state in which they improve. Conflict only slows transcendence.
- -Attack Bonus +5
- -Damage Bonus: Acid +1d4
- -Damage Bonus: Cold +1d4
- -Damage Bonus: Fire +1d4
- -Damage Bonus: Electrical +1d4
- -On Hit: Blindness (DC 26, 50%/2 Rounds)
- -On Hit: Deafness (DC 26, 50%/2 Rounds)
- Reap (Kama)
- Peace is a lie. Peace only begets lax body and mind. War is the only way to true enlightenment, and through trial by combat shall the worthy be proven.
- -Enhancement Bonus +5
- -Magical Damage +1d8
- -Negative Damage +1d10
- -Keen
- Toothpick (Rapier)
- "What do you get when you put a toothpick in a chest in the middle of your lair? Dinner; and entertainment"
- - A dragon to an unfortunate party of adventurers.
- -Enhancement Bonus +5
- -Acid Damage +1d4
- -Piercing Damage +1d12
- -Keen
- -Massive Criticals +1d4
- Gemblade (Greatsword)
- It is said that Lord of the Diamond Keep enjoyed swinging this sword whenever he got bored. While this seems like a very poor reason to flail a dangerous weapon around, nobody was willing to get close enough to him to let him know.
- -Enhancement Bonus +5
- -Keen
- -Massive Criticals +1d10
- -Slashing Damage +1d8
- The Great Axe (Greataxe)
- A masterwork of an axe, crafted with intricate detail and sharpened to perfection. When used, the only comment that the wielders have is how great of an axe this is.
- It is also very large.
- -Enhancement Bonus +6
- -Piercing/Bludgeoning/Slashing Damage +1d4
- Wave Blade (Katana)
- The wave blade is one of a set of four curved swords crafted by elven master smith Haranil. Haranil crafted each one of these blades for his daughters. The wave blade went to his eldest daughter, and symbolized her wisdom.
- -Enhancement +5
- -Wisdom +2
- -Cold Damage +1d10
- -Slashing Damage +1d8
- Bolt Blade (Kukri)
- The bolt blade is one of a set of four curved swords crafted by elven master smith Haranil. Haranil crafted each one of these blades for his daughters. The bolt blade went to his third eldest daughter, and symbolized her wanderlust.
- -Enhancement +5
- -Dexterity +2
- -Electrical Damage +1d10
- -Slashing Damage +1d8
- Earthen Blade (Scimitar)
- The earthen blade is one of a set of four curved swords crafted by elven master smith Haranil. Haranil crafted each one of these blades for his daughters. The earthen blade went to his second eldest daughter, and symbolized her steadfast devotion.
- -Enhancement +5
- -Constitution +2
- -Acid Damage +1d10
- -Slashing Damage +1d8
- Flame Blade (Scythe)
- The flame blade is one of a set of four curved swords crafted by elven master smith Haranil. Haranil crafted each one of these blades for his daughters. The flame blade went to his youngest daughter, and symbolized her burning passion.
- -Enhancement +5
- -Strength +2
- -Fire Damage +1d10
- -Slashing Damage +1d8
- Seastone (One-Handed Trident)
- Trident wielded by the soldiers of the Dark Tide, an ancient group of seafaring humans blessed by dark gods of the sea and able to breathe underwater. They fought with a trident and a sword, and were eventually wiped out by the Seaguard.
- -Enhancement +5
- -Cold Damage +1d10
- -Electrical Damage +1d10
- Shark Tooth (Short sword)
- Short Sword wielded by the soldiers of the Dark Tide, an ancient group of seafaring humans blessed by dark gods of the sea and able to breathe underwater. They fought with a trident and a sword, and were eventually wiped out by the Seaguard.
- -Enhancement +5
- -Cold Damage +1d10
- -Electrical Damage +1d10
- Seaspine (Spear)
- A spear wielded by the group of aquatic elves known as the Seaguard. The Seaguard was an ancient group, formed to help stop aquatic piracy. They eventually fell out of favor and disbanded, but not before taking out numerous piracy operations.
- -Enhancement +5
- -Cold Damage +1d8
- -Piercing Damage +1d8
- -Cold and Electrical Resist 5/-
- Animabane (Mace)
- The first of four maces, designed to stop the northern mechanical advance.
- Long ago a group of construct-savvy arcanists banded together to try to conquer the lands with their constructions. This mace was the first design, created hastily in reaction to the sudden attacks. It embodies the smith's fear.
- -Enhancement +5
- -Bludgeoning Damage +1d10
- -Magical Damage +1d10
- Screaming Swath (Light Flail)
- The second of four maces, designed to stop the northern mechanical advance.
- Long ago a group of construct-savvy arcanists banded together to try to conquer the lands with their constructions. This flail was the first design, created to carefully strike at the construct's weaknesses. It embodies the smith's determination.
- -Enhancement Bonus +5
- -Strength +2
- -Sonic Damage +1d8
- -Bludgeoning Damage +1d10
- Shatter (Warhammer)
- The third of four maces, designed to stop the northern mechanical advance.
- Long ago a group of construct-savvy arcanists banded together to try to conquer the lands with their constructions. This hammer was the third design, designed to shatter the delicate insides of constructs. It embodies the smith's skill.
- -Enhancement +5
- -Sonic Damage +2d6
- -Bludgeoning Damage +1d4
- -On Hit: Slay Construct (DC 26)
- Crying Soul (Morning Star)
- The last of four maces, designed to stop the northern mechanical advance.
- Long ago a group of construct-savvy arcanists banded together to try to conquer the lands with their constructions. This morning star was the last design, created after the smith's own wife was killed. It embodies his vengeance.
- -Enhancement +5
- -Bludgeoning Damage +1d8
- -Negative Damage +1d8
- -On Hit: Slay Construct (DC 26)
- Shields
- Warding Bulwark (Tower Shield)
- A shield crafted long ago by a paranoid king. His fear of assassinations led to the creation of a great number of powerful defensive items. In the end, the man fell to disease instead.
- -AC +1
- -Immunity: Sneak Attack
- -Spell Resistance +36
- -Decreased Saving Throws vs. Disease -5
- -Constitution -2
- -Dexterity -2
- Reflective Shield (Tower Shield)
- A tower shield rumored to be able to reflect magic back at the caster. It is unclear whether the march of time has eroded away this ability, or if it was simply an exaggeration. Regardless, the shield is still very powerful against magical attacks. It's weight is not something to ignore, however.
- -AC +2
- -Immunity: Spells of 1st level or lower
- -Damage Resistance (All non-physical) 10/-
- -Spell Resistance +50
- -Reflex -4
- -Dexterity -2
- -Weight Increase +100 lbs
- Trollsbane Shield (Tower Shield)
- A tower shied enhanced with an array of vicious spikes on its front. These acid-imbued spikes wreak havoc on attackers and are said to have once been used in a great war against ancient trolls. Like all tower shields, it is quite heavy and unwieldy.
- -AC +5
- -AC vs. Giants +8
- -On Hit: Acid Splash
- -Cast Spell: Death Armor 3/day
- -Dexterity -2
- Arcanist's Greatshield (Tower Shield)
- A tower shield created by a strange group of magical blacksmiths who created only shields. These blacksmith's shields used the wielder's inner energy to draw forth a defensive wall. Virtually weightless, this shield is both easy to use and effective and blocking attacks.
- -AC +6
- -Base Item Weight Reduction (10% of original weight)
- -Bonus Spell Slot of Level 3 (Clr/Sor/Wiz)
- -Magical Resistance 5/-
- -Regeneration +1
- -Constitution -2
- Halfling's Greatshield (Large Shield)
- A tower shield only to the smaller race. The shield was designed for Halfling hands and magically imbued by the smith Matsuyan with the intent of protecting even better than human tower shields, with half the weight.
- -AC +6
- -Only Useable By: Halfling
- -Only Useable By: Gnome
- -Weight Increase +10 lbs
- -Regeneration +2
- -Dexterity -2
- Darkshield (Large Shield)
- A midnight black shield that has been imbued with dark powers. This shield likely belonged to one of various blackguards, powerful warriors of darkness. But when dealing with fiends, who really is in control; the man or the fiend?
- -AC +5
- -Only Useable By: Evil
- -Cast Spell: Greater Planar Binding 1/Day
- -Strength +2
- -Regeneration +1
- -Will -3
- Devouring Shield (Large Shield)
- A strange shield likely devised for evil purposes. It eats at the inner essence of wielders to boost its own strength. Some say that the shield itself is alive; a demon trapped, forever cursed to feel the pain of those who would harm its wielder.
- -AC +5
- -Strength +2
- -Dexterity +2
- -Constitution +2
- -Wisdom +2
- -Intelligence +2
- -Charisma +2
- -Will -5
- -Fortitude -5
- -Reflex -5
- Blessed Bulwark (Large Shield)
- Blessed by clergy of Helm, these shields were never meant to escape the church. However, numerous raids on temples by agents of evil deities have since brought many on to the black market.
- -AC +5
- -Wisdom +2
- -Regeneration +1
- -Immunity to Damage Type: Divine 25%
- Arcanist's Shield (Large Shield)
- A large shield created by a strange group of magical blacksmiths who created only shields. These blacksmith's shields used the wielder's inner energy to draw forth a defensive wall. Virtually weightless, this shield is both easy to use and effective and blocking attacks.
- -AC +6
- -Base Item Weight Reduction (10% of original weight)
- -Bonus Spell Slot of Level 4 (Clr/Sor/Wiz)
- -Magical Resistance 5/-
- -Regeneration +1
- -Constitution -2
- Arcanist's Buckler (Small Shield)
- A small shield created by a strange group of magical blacksmiths who created only shields. These blacksmith's shields used the wielder's inner energy to draw forth a defensive wall. Virtually weightless, this shield is both easy to use and effective and blocking attacks.
- -AC +6
- -Base Item Weight Reduction (10% of original weight)
- -Bonus Spell Slot of Level 5 (Clr/Sor/Wiz)
- -Magical Resistance 5/-
- -Regeneration +1
- -Constitution -2
- -Dexterity +2
- Punching Shield (Small Shield)
- A small shield designed entirely around offense instead of defense. It is shaped into a long spike that can be used to strike at unaware enemies.
- -Dexterity +4
- -Strength +4
- -Cast Spell: Wounding Whispers 1/day
- -On Hit Cast Spell: Magic Missile (Level 1)
- -Regeneration +3
- Stone Shield (Small Shield)
- A long, flat, magic imbued stone that has had straps crafted on to it so it may function as a shield. Abnormally heavy for a shield, but very effective. Its been claimed that this is a shard of a primal earth elemental, but such claims have little proof.
- -AC +5
- -Constitution +2
- -Cast Spell: Stoneskin 1/day
- -Bludgeoning/Piercing/Slashing Resist 5/-
- -Reflex -2
- -Weight Increase +30 lbs.
- Armor
- Warding Mail (Full Plate)
- An ancient suit of armor imbued with an abundance of protective spells. This armor was designed by King Jeremiah, a ruler who was so paranoid of assassins that he commissioned defenses with all of the kingdom's gold. In the end he died of disease, rather than a blade.
- -AC +6
- -Immunity to All Physical Damage 5%
- -Constitution -2
- -Regeneration +1
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