Wężowa czaszka - przedmioty

Stunstone
Aura faint evocation; CL 5th
Slot none; Price 350 gp; Weight 1 lb.
DESCRIPTION
This naturally occurring, glowing purple crystal can be thrown as a ranged attack with a range increment of 20 feet. When it strikes a target or hard surface (or is struck hard), the crystal shatters in a burst of sound and light. Every creature in a 10-foot-radius spread is outlined in faerie fire, takes 1d8 points of sonic damage, and must make a DC 13 Fortitude save or be stunned for 1 round.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Craft (alchemy) 5 ranks, faerie fire, sound burst; Cost 175 gp


Litheria Blossom
Aura moderate necromancy; CL 7th
Slot none; Price 1,400 gp; Weight
DESCRIPTION
The litheria blossom is a rare but naturally occurring flower with large, pink petals. The pollen of the litheria blossom bridges the gap between life and death, functioning like an elixir, though inhaled rather than imbibed. A creature inhaling the pollen gains the benefit of the death ward and deathwatch spells. Both effects last for 10 minutes. If plucked, the flower remains vibrant and alive until the pollen within the flower is inhaled, at which point the flower wilts and dies. The pollen remains potent only so long as it held within the flower or immediately thereafter. If removed from the flower for longer than 1 round, both the pollen and the flower become nonmagical.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, death ward, deathwatch; Cost 700 gp


Snapleaf
Aura faint transmutation; CL 5th; Weight
Slot none; Price 750 gp
DESCRIPTION
This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge.
Activating a snapleaf is an immediate action and gives the bearer the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, feather fall, invisibility; Cost 375 gp


War Mask of Terror
Aura moderate necromancy; CL 9th
Slot head; Price 17,000 gp; Weight 3 lbs.
DESCRIPTION
Shamans and warriors of many of the indigenous tribes of western Garund add to their fierceness and mystique by wearing wooden masks that bear terrifying visages of demonic spirits.
A war mask is considered sacred and personal, and is often handed down to the next generation when a wearer dies. Individual masks are often notorious, and many tribesfolk can readily identify masks of other tribes with a DC 15 Knowledge (local) check.
A war mask of terror provides its wearer with a +2 competence bonus on Intimidate checks and a +1 deflection bonus to Armor Class. In addition, the wearer may cast fear once per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, fear, shield; Cost 8,500 gp


Vuvuzela of Mbingu 
Aura strong conjuration; CL 13th
Slot —; Price 50,000 gp; Weight 2 lbs.
DESCRIPTION
This magic instrument comes in four varieties. Each appears to be a normal, scarred old vuvuzela used for gaming purposes or signaling during battle. When someone speaks its command word and blows the vuvuzela, however, the vuvuzela summons a number of Bokongo barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. This particular vuvuzela summons 2d4 4th-level barbarians.
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, summon monster VI; Cost 25,000 gp


VUVUZELA BARBARIAN
Male unique construct Barbarian 4
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +9


DEFENSE


AC 14, touch 10, flat-footed 12 (+4 armor, +2 dex, -2 rage)
hp 46 (4d12+16)
Fort +9, Ref +3, Will +5; +3
vs. spells, supernatural abilities, spell-like abilities
Defensive abilities trap sense +1 , uncanny dodge
Immune construct traits


OFFENSE


Spd 30 ft.
Melee greataxe +9 (1d12+7/x3)
Ranged composite shortbow +6 (1d6+5/x3)
Special attacks rage (8 rounds/day), rage powers (strength surge +4, superstition +3)


STATISTICS


Str 20, Dex 14, Con --, Int 10, Wis 14, Cha 8
Base Atk +4, CMB +9 CMD 21
Feats Power Attack, Toughness.
Skills Climb +9, Perception +9, Survival +9, Swim +9
Languages Bokongo
Gear greataxe, hide armor, composite (+5) shortbow




Scorpion Blade
Aura strong evocation; CL 20th
Slot none; Weight 2 lbs.
Statistics
Alignment LE; Ego 16
Senses vision and hearing 60 ft., darkvision 60 ft.
Int 10, Wis 12, Cha 14
Communication telepathy
Special Purpose slay all
Spell-Like Abilities (CL 20th, concentration +22)
3/day—alter self, darkness, spider climb, true strike
1/day—clairaudience/clairvoyance, deeper darkness, dimension door, greater invisibility
Description
The scorpion blade is an intelligent +2 axiomatic sawtooth sabre made of red chitin that forms a curved, serrated blade. It grants its wielder the ability to make a +1d6 sneak attack. This ability functions exactly like the rogue ability of the same name, and stacks with sneak attack bonuses the wielder may already have.
When a creature is wounded with the blade, the wielder can activate the blade’s bane special ability against that type of creature as a swift action. The bane ability lasts for 10 minutes and is usable once per day. Sacred to the faith of the scorpion god , the scorpion blade also grants bonuses to a Red Scorpion assassin who wields it. A Red Scorpion assassin wielding the mantis blade gains a +2 bonus to the DC of her prayer attack, and may use her red shroud and fading abilities each an additional time per day.
Destruction
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