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  1. New Items:
  2. Soulblade's Edge
  3. Price: Varies
  4. Body Slot: Hands
  5. Manifester Level: 7th
  6. Aura: Moderate, DC 17 Enchantment
  7. Weight: 1/2
  8. This shard of crystal feels cool in your hand. Your psionic ability feels a bit better with this.
  9.  
  10. This small shard of rectangular crystal is useless to anyone but a Soulknife. When a Soulknife wielding a Soulblade's Edge manifests their weapon,
  11. it is treated as being made out of special materials, depending on the edge wielded. When a weapon is not manifested, the Edge takes the form of a small sliver
  12. of crystal embedded in the palm of the Soulknife that does not impede the Soulknife in any way.
  13. Price: 270GP (Silver), 500gp (Cold Iron), 3,000GP (Alltype), 4,500GP (Adamantine)
  14. Note: Cold Iron Edges are usually a shade of green, Silver Edges are a shade of silver, Alltypes are a shade of yellow, and Adamantine edges are a shade of brown.
  15.  
  16. Sniper's Specs
  17. Price: 17,620
  18. Body Slot: Face
  19. Caster Level: 3rd
  20. Aura: Faint, Enchantment
  21. Activation: None & Swift (Mental)
  22. Weight: -
  23. The world seems a bit more clearer while wearing these goggles. Everything, even the minute details, pop out more.
  24. While wearing these goggles, you gain the benefit of both the Far Shot and Point Blank Shot feat. This is a continuous
  25. effect, requiring no activation
  26. Three Times a Day, you may activate the goggles to gain the effect of the spell 'Sniper's Shot.' This effect can only be activated once a round.
  27.  
  28. New Weapon Properties:
  29. ALLTYPE
  30. Price: +1 Bonus
  31. Property: Weapon
  32. Caster Level: 7th
  33. Aura: Moderate (DC 17) Enchantment
  34. Activation: --
  35.  
  36. Though it appears no different, swinging the weapon around in your hand, you feel as if the weapon's
  37. weight is changing constantly
  38.  
  39. Any damage done by an Alltype weapon is considered Slashing, Bludgeoning, and Piercing
  40. for purposes of overcoming Damage Reduction only.
  41. Ranged weapons bestow this enchantment on any ammunition they fire
  42.  
  43. Prerquisites: Craft Magic Arms and Armor, Keen Edge
  44. Cost to Create: Varies
  45.  
  46. SHADOWKILL
  47. Price: +3 Bonus
  48. Property: Melee Weapon
  49. Caster Level: 13th
  50. Aura: Moderate (DC 19) Necromancy
  51. Activation: --
  52.  
  53. Stained black, the weapon feels like it would snuff the life out of you as you grip the hilt
  54.  
  55. A Shadowkill weapon, upon a critical hit, kills the target. Targets immune to Negative Energy Damage or Drain and Death Effects
  56. are immune to shadowkill's effect.
  57. A weapon enchanted with Shadowkill is destroyed completly if it comes into contact with Sunlight.
  58. Prerequisites: Craft Magic arms and Armor, Finger of Death
  59. Cost to Create: Varies.
  60.  
  61. New Armor Properties
  62. POISON-READY
  63. Price: 2,500GP
  64. Property: Any magic item (except for weapons) that occupy the "hands" slot
  65. Caster Level: 5th
  66. Aura: Faint (DC 14) Enchantment
  67. Activation: --
  68.  
  69. The gloves glint slightly in the light, giving off the impression of stickiness
  70.  
  71. A wearer of Poison-Ready Gloves does not risk poisoning themselves when readying poison for
  72. use (Applying it to a weapon, etc)
  73.  
  74. Prerequisites: Craft Magic Arms & Armor, Stick Item
  75.  
  76.  
  77. POISON-READY, GREATER
  78. Price: 6,000gp
  79. Caster Level: 7th
  80. Aura: Moderate (DC 16) Enchantment
  81.  
  82. As Poison-Ready, except you also do not risk poisoning yourself on a Natural 1 attack roll with a poisoned weapon.
  83. Prerequisites: Craft Magic Arms & Armor, Stick Item, Empower Spell
  84.  
  85. New Spells:
  86. Beat Festival
  87. Enchantment
  88. Level: Brd2
  89. Components: V
  90. Casting Time: Standard Action, see text
  91. Range: Personal
  92. Area: Self
  93. Duration: Immediate
  94.  
  95. Effect: This spell allows one bard to produce the sound of an entire band, up to 4 members, offering the bard
  96. a +10 on their next perform check. The bard can choose up to 4 basic instruments for this spell to replicate.
  97. Note that a bard cannot choose "Oral" or "Vocal" with this, but the bard herself may
  98. perform this part. This spell is cast as part of the perform check.
  99.  
  100. Sorceress's Rage
  101. Evocation [Electricity]
  102. Level: Sor/Wiz 8
  103. Components: V, S
  104. Casting Time: 1 Standard Action
  105. Range: Medium
  106. Area: 20ft Radius, see text
  107. Duration: 2rounds/level or less; see text
  108. Saving Throw: Reflex Half, Fort Half; See Text
  109. Spell Resistance: No
  110.  
  111. Extending two fingers out, electricity forms at the tips and crackles. Gesturing like a hammer,
  112. the electricity vanishes and a thunderous crash slams down on the target in the distance
  113.  
  114. Sorceress' Rage creates a lightning strike in any area of the spell. Targets at the center
  115. take 2d6/level Electric damage (Max of 30d6), while all those in a 20ft area around the strike
  116. take 1d6/level sonic damage (Max of 15d6) and must roll Fortitude to see if they are blinded
  117. and deafened for 3 rounds. The target in the center of the spell is automatically blinded and
  118. deafened for 5 rounds if they fail their reflex save.
  119.  
  120. When cast, you may choose to not evoke Sorceress' Rage instantly, and 'hold' the charge. This
  121. functions just as if you were holding a Touch spell, except it may only be held for the noted
  122. duration. This is dangerous to do, however, as the caster risks being caught in the center
  123. of the spell if they touch something accidentally.
  124.  
  125. Magnetism
  126. Level: Sor/Wiz 3
  127.  
  128. This spell is identical to the "Magnetism" spell listed in Complete Arcane, with the exceptions noted above.
  129.  
  130. NEW FEATS:
  131. Magnetic Attraction [General]
  132. Requirements: Proficency with selected weapon (Which must be made primarily out of metal),
  133. able to cast 3rd level arcane spell "Magnetism"
  134. Benefit: By spending 8 hours with your chosen weapon, you may attune yourself to it so that you may
  135. never be without it. As a standard action, you may call your weapon to your hand from a
  136. distance of up to 500ft. Line of sight is not needed, and the spell can cause the weapon
  137. to break through barriers as if it had a strength score of 30, but the weapon must otherwise
  138. have an open path to you.
  139.  
  140. Gods:
  141. Eyne (CG)
  142. Resides on Twin Paradies of Bytopia
  143. Lesser God
  144. Title: The Diplomat.
  145. Domains: Charm, Community, Glory, Luck.
  146. Favoured Weapon: Rapier
  147. Cleric Alignments: NG, CG.
  148. Common Worshippers: Thieves of the Greater Good, glory-seekers, Swashbucklers, diplomats.
  149. Anyone who uses a word and a trick to get out of a tight spot gives Eyne a toast. Most of those who invoke his
  150. name favourably are thrill-seekers, doing dangerous acts for the thrill of it, or robin-hood esque thieves,
  151. stealing from those who, in their opinion "Could do without it". Most diplomats who frequently deal with sticky
  152. situations and constnatly clashing beliefs carry a small plussed dagger on them.
  153. Eyne's charismatic nature served him well when he was introduced to the gods, who gave him a cold reception.
  154. Since his ascention, he has made friends with Garl Glittergold and Olidammara, the love of pranks and a
  155. good joke shared among all three of them. Also known to chat with Ellistree from time to time, Eyne has
  156. assisted Ellistree's followers from time to time, originally a gesture to his friend Velvolath Jalelg'cahl, it has
  157. turned into a fast friendship with her.
  158. Herald and Allies: Eyne's Herald is a 20 HD Sprite named Nathan, who was, and still is, his familiar.
  159. Allies are bralani eladrins, ghaele eladrins, and assorted Fey of at least 16 HD.
  160. Special Note: Eyne has invested a Divine Rank into Nathan, making him a Rank 0 Demigod.
  161. Relics: The Negotiator, Conflict Resolution
  162. Artifacts: War's End
  163.  
  164. Sierra (NG)
  165. The All-Mother, Eternal Caretaker
  166. Resides on Arcadia
  167. Favored Weapons: Whip and Lasso
  168. Cleric Alignements: LG, NG, CG.
  169. Domains: Family, Community, and Courage
  170. Common Worshippers: Mothers, Orphanage Matrons, anyone who looks after those younger.
  171. Anyone who looks after those who can't look after themselves gives a word of thanks to Sierra.
  172. Orphanages all over the world have a small shrine to the Eternal Caretaker set up in a small room.
  173. Hospitals frequently invoke her name when caring for patients.
  174. Those who were friends with her before her long slumber welcomed her back with open arms. Pelor,
  175. Yondalla, and Ellistree are all people Sierra counts as good friends, stemming from a common thread of
  176. protect the weaker ones. Having helped guard her daughter when she was being awakened, Sierra
  177. considers herself in debt to Eyne, and works to help him however she can. Kord has extended his strength
  178. to helping Sierra, and one will commonly find followers of Kord working with followers of Sierra as
  179. effective guardians of the wards.
  180. Herald and Allies: Sierra's Herald is her daughter Lilly. Allies include fey and archons of at least 17HD
  181.  
  182.  
  183. The Faust War (-500TC)
  184.  
  185. Background: Using the soul of a young boy, Faust, Nicoba brought the ancient vile god Atem into existance again. Eventually
  186. manifesting part of the negative plane itself on the material as his castle, Nicoba crafted a complex organism to
  187. attempt to control Vile God Faust - eventually fusing with it himself to become a demigod. Commanding a monstorous
  188. army of undead, he sought to turn all planes into undead wastelands, from which he would control. Fatally stabbed
  189. by Eyne, whom inhereted the divine power from Atem and Nicoba.
  190.  
  191. HEROES OF THE FAUST WAR
  192.  
  193. Minryaethormordogwymnaercyn Owodrisaedocsabrengwudryaddrodd Wyryndaenvodorheodregwyrraent
  194. Daegwynsiddmerkayswllmeanarwnoic Mobryllalaebryllelulyanklingwenalellcingwennadsall
  195. Ryragwullyraklynagwaedwell-Domovoidjedoesjka - Gnome Wizard known as The Animist. Had a very impressive
  196. Ten Familairs, all of whom reguarded one another as family. Was an Illusionist without peer.
  197. Adopted Faust from Nicoba early in life, loved him like a son. Key in eliminating the magical defenses of Nicoba's Keep.
  198. STATUS: Deceased. Started an orphanage for children like Faust. Tended to it until his peaceful death in -392TC.
  199.  
  200. Desyakanaeniversesca " " - Pixie, familair of Min~. Was Min~'s first familar, and something of a den mother
  201. for the others. Responsable for recruting fey of all kinds against Nicoba
  202. STATUS: Alive. Survives as the caretaker of Min~'s other familairs. Is Dean of the Wizarding School that
  203. takes part in The Home.
  204.  
  205. Eyne Fenwen - Human Thief who used sorcery to assist in his sleight of hand. Good friends with Min~. Key in the assault
  206. of Nicoba's keep. Was the one to ultimatly sever Nicoba from his keep, destroying him and Vile God Faust.
  207. STATUS: Divine. Has ascended into deific status. His religion was slow to start, but picked up around 400TC,
  208. and has grown very rapidly.
  209.  
  210. Lyrai Fa'Diel-Ryragwullyraklynagwaedwell-Domovoidjedoesjka: Half-Dragon (Originally human) Sorceress. Was in love
  211. with Faust. Originally a hothead, mellowed out considerably after The Faust War. Married Faust when he was
  212. reborn and of proper age. Was instrumental in magical offensive power, and recruiting The Gold Dragonflight
  213. to erase Nicoba's Keep from the material plane.
  214. STATUS: Alive. Now runs the orphanage Min~ started, which has since grown to The Home and is
  215. a city-state in it's own right.
  216.  
  217. Velvolath Jalelg'cahl: Drow Warpriest. Follower of Ellistree, eventually became a consort to Ellistree herself.
  218. Was in charge of ground troops during The Faust War to great effect. Caused the Sundering in -120TC.
  219. STATUS: Hibernation. Was put to sleep as a result of The Sundering.
  220.  
  221. Lucas Novelle: Human Kensai. Was the Grand Marshal in cleaning up the Plague that came into being after
  222. The Faust War. Without Lucas, the plague would have consumed the planes
  223. STATUS: Deceased. Died due to exhaustion at the age of 82.
  224.  
  225. Sundering: The Faust War caused the spread of the goddess Ellistre among the drow. Many saw it as a chance
  226. to gain acceptance of the surface-dwellers, and thus Ellistre saw a great influx of worshippers.
  227. Over time, Lolth-Worshippers began to drop - to dangerously low levels. Fearing a reprisal by their goddess,
  228. Lolth-Worshippers attempted to kidnap Saejune, the daughter of Velvolath Jalelg'cahl, consort to Ellistre and Faust War Hero.
  229. While they succeeded, Velvolath Jalelg'cahl discovered the treachery, and went on a divine rampage, cutting down all
  230. lolth-drow in his sight, even after Saejune was safe. In the end, direct divine intervetion stopped him.
  231. Ellistre put him to sleep, and Olidamarra and Eyne successfuly argued against permanatly erasing Velvolath Jalelg'cahl
  232. for his actions, instead having him slumber for a few hundred years.
  233. Note: Called "The Slaughter" by Lolth-Drow
  234. EFFECT: Lolth-Worshipping drow is 2% of what it normally is, and are heavily villifed, even for Drow.
  235. Open discrimination against Lolth-Drow is commonplace.
  236. Anti-Drow Weaponry & Armor (Items that affect a creature with Light Blindness) are avaiable in nearly every shop
  237.  
  238. The Dead Zone - 1m Radius of Land. Former site of Nicoba's Keep. No grass grows, no animals are there. Entering the Dead Zone
  239. causes those in it, reguardless of protections, to feel unsettled - as if thousands of eyes are suddenly staring at the person,
  240. from every direction, each stare filled with a desire to rip the person to shreds.
  241.  
  242. TIMELINE:
  243. -500TC - The Faust War
  244. -120TC - Sundering/Slaughter
  245. 0TC - The Cleansing
  246. 400TC - Rebirth of the Goddess.
  247. 1998TC: Current Day
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