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Showing posts with label armor. Show all posts
Showing posts with label armor. Show all posts

Monday, March 15, 2010

Hides of the Bestial

This item is a crude jerkin made from the poorly tanned hides of a half-dozen predatory animals, wolf, lion, bear and wolverine, all sewn together with black leather lacing in crude strips and patches. At a casual glance the garment is unremarkable, a mess of smelly hides and clotted fur, but if checked for magical properties, the garment radiates Great alteration and enhancement magic. A Good test of divination will reveal the item's enchantments:
  • The Hides will re-size themselves to fit anyone from the smallest Halfling to the largest Ogre.
  • When worn they provide Fair quality armor. The Hides are bulky enough to prevent other armor from being worn.
  • Predatory Instinct - Thrice per day the wearer can use this power to gain the senses of a predatory creature. This ability provides them with a Great bonus to hearing, sight, and sense of smell. It also allows the wearer to track with a Great chance of success. Each invocation of Predatory Instinct lasts one hour.
  • Bestial Rage - When the wearer engages in melee combat they have a Great chance each round of flying into an uncontrollable rage. While enraged the wearer will attack without consideration of personal safety or strategy, going for the nearest available target. They will only use melee attacks, resorting to fists and teeth if they are unarmed. While in enraged they gain two ranks of strength and vitality, and Fair regeneration capability. The wearer will continue to fight for three rounds even if they would normally succumb to their wounds. Bestial Rage lasts until there are no foes present, or a maximum of ten rounds. At the expiration of Rage, strength and vitality fades and the wearer collapses for 1d4 rounds.

Friday, March 12, 2010

The Glass Ward

The Glass Ward is a medium-sized round shield made from a twisted mass of black volcanic glass tinted with red and green stains caused by impurities. The edges of the shield have been polished smooth, but the face is a mass of twisted, razor sharp spines and spikes. A bronze frame secures the Ward's leather grip to the polished back of the disc. The Glass Ward radiates Superb protection and alteration magic, and a Great test of divination will reveal the item's powers.
  • The Ward can be used as a normal shield, it's glass surface magically enhanced to resist damage (Epic toughness). It provides a Fair bonus to defense. The shield can be used as a weapon as well, inflicting Good damage with the many spines and spires of glass on its face.
  • Glass Barrier - At will the bearer can invoke this power, which causes an array of three glass discs to spin forth from the shield and circle its owner. The Glass Barrier lasts ten rounds and absorbs damage from melee attacks directed at the bearer, reducing each attack by three ranks. Absorbed damage accumulates in the Barrier, and must be released before the effect ends or all accumulated damage is applied when the Barrier expires (see below). Invoking the Barrier takes a full round of concentration.
  • Shatter Barrier - This power breaks an existing Glass Barrier, spraying forth chunks of razor sharp glass in a 10 foot radius. These shards inflict damage on all targets within the area of effect (including the Ward's wielder) equal to one-quarter the accumulated barrier. Invoking this power takes a full round.
  • Enhance Barrier - The wielder can recharge an existing Barrier, extending its life by ten rounds. Accumulated damage ranks are reduced by one. Enhancing takes a full round and can be used at will.
  • Negate Barrier - The wielder can Negate any accumulated damage on the existing Barrier converting it into healing energy and applying it to any single target within 20 feet. Negating takes three rounds of concentration and if interrupted automatically becomes a Shatter Barrier effect. Negate Barrier can be used at will.

Saturday, February 27, 2010

Defensive Gear 2009

This is a summary of all the armor-related articles from 2009. It's part of my project to provide index articles to the blog, making it easier to find useful stuff. Labels are useful, but sometimes a summary is better.
So there you have it, 16 assorted pieces of armor. Since this list is relatively short, and there's some cross-over anyhow, I'll go ahead and list the various clothing items here as well:
That's 11 magical pieces of garb, enough to stock a small closet.

It's kind of fun to go back through the archives and reread some of the old posts I haven't thought about in a while. As with the bestiaries part one and two and the weapons summary, there's some good and bad in this list. I hope you find something useful here.

Friday, February 26, 2010

Short Takes

A few short item descriptions today. Each of these has been floating around in the back of my head for a while, but none have come together for a longer write up, so I'll throw them out so you can use them as is or expand them as desired.

The Hacking Sword - A heavy, two-handed weapon, the Hacking Sword has a crude, unfinished look about it. The hilt and pommel are made from dull gray iron that still bears the hammer marks of its forging. The Sword's blade is made from dozens of dagger-like shards of black iron, melded together in a jagged, saw-toothed mass with crude hammer-strokes. When wielded the Hacking Sword emits a faint electric hum. In addition to a Superb damage enhancement, the many dagger-shards that make up the weapon's blade separate into dozens of individual blades held together by magical energies, creating a whip-like blade of force studded with razor-sharp spines. The weapon can strike any target within 15 feet of the wielder.

Stone Grip Gauntlets - This heavy pair of gauntlets is made from dozens of shards of gleaming obsidian, held together with a web of silvery energies. They provide a Good defensive bonus to the wearer and a Legendary strength bonus to hand strength. In addition the wearer is able to dig through solid stone as if it were soft earth, shifting a cubic yard of material per hour of labor.

Scarab Cloak - This long shimmering cloak is made from the living bodies of thousands of scarab beetles, held in place with a skein of black silk threads fastened to a silver collar decorated with a pattern of inscribed insects. In addition to its rather horrific appearance, the Cloak allows the wearer to send forth individual beetles as spies and observers. They can also command the entire mass of scarabs to swarm an individual target, inflicting Average damage each round and effectively blinding the targets. The beetle swarm is only affected by area of effect damage, and destroyed beetles regenerate overnight.

Thursday, February 25, 2010

Armor of the Tritons

This shirt of scale armor is a work of art. Perfectly cut and polished scales of conch and turtle shell glisten in the light, highlighted by mother-of-pearl and coral trim. The scales, each a slightly different shade of blue or green, are fastened to a sharkskin backing with gleaming golden seaweed. A matching helmet made from a single large shell reinforced with plates of turtle shell completes the set. The armor is surprisingly lightweight and seems to cling to the wearer's body like a second skin. The armor radiates Superb alteration, and enchantment magic, and a Great test of divination magic will reveal its properties:
  • The Armor of the Tritons is Superb quality scale armor. When worn it is no heavier than a light jacket, and it magically alters itself to fit any roughly human-sized being.
  • The wearer gains the ability to breath water (fresh or salt) at will. They are comfortable in any natural body of water, from warm tropical oceans to arctic seas.
  • The Armor grants Superb swimming ability, allowing the wearer to swim as fast as a shark on the hunt.
  • The wearer gains the ability to speak with any intelligent water-dwelling creature.
  • Thrice per day the wearer can command up to six unintelligent sea creatures to do his or her bidding. These creatures will carry out a single task within their ability, though they will not risk their own lives. A Superb resistance check will allow the creature to avoid this enchantment.

Tuesday, February 23, 2010

Shield of Spinning Discs

This heavy round shield is made from a brilliantly polished silvery metal, etched with a repeating pattern of three discs arranged in a triangular pattern. The shield's large, flat boss is made from gleaming copper, which is, in turn, set with three discs of silvery metal that match the shield's primary material. The shield radiates Great combat and alteration magic, and a Great test of divination will reveal its enchantments.

When wielded in battle the three silver discs in the center of the shield begin glowing, detach themselves from the shield boss, and whirl around the bearer's head in a dizzying pattern of reflected light. The person so protected gains the following benefits:
  • All attackers suffer a three rank penalty when targeting the protected individual, their aim distracted by the shifting pattern of polished metal.
  • The spinning discs reflect up to three ranks of damage from any magical attack. Reflected energies are directed back at the caster. Any remaining damage affects the target as usual.
  • The shield bearer can command the discs to strike at one or more targets within 30'. Anyone struck by a disc suffers Fair physical damage, and is blinded for six rounds. Each disc must score a normal melee attack (as the shield bearer) and the victim can make a Good test of resistance to avoid the blindness effect. The shield bearer loses the discs' defensive characteristics while they are attacking. The discs can be commanded to attack up to six times per day.
Discs can be targeted by attacks or spells. Each has Fair toughness and requires Great accuracy to hit. Any disabled disc returns to the shield and becomes inactive for one day.

Monday, February 22, 2010

Crown of Flames

This artifact is a slender band of gold encrusted with glittering points of light reflected from deep red rubies and gleaming yellow topaz. The Crown has a flowing, almost natural form, and there are no tool marks or maker's seals in evidence. Three flames dance across the many low points that adorn the crown, giving the item an eerie reddish cast.

The Crown radiates Superb elemental magic, and is clearly an artifact of the elemental plane of fire. It radiates heat strongly enough to cause a one rank of burn damage to anyone that touches it. Only one brave enough to don the Crown will unlock its powers. Anyone placing the Crown upon their head is instantly attuned to the device and granted complete knowledge of its powers and abilities. Once the Crown is attuned to a living being it remains attuned until the owner is slain. Anyone attempting to attune the Crown while its current owner is alive suffers one rank of burn damage per round of contact.
  • Flame Immunity - The Crown grants complete immunity to fire-based damage, including the Crown itself. This immunity extends to any possessions worn or carried.
  • Dancing Flames - Once donned the three flames dancing across the Crown's points brighten and rise above the wearer's head, becoming intense, foot-high flames. These fires provide illumination equivalent to a good lantern and bathe the wearer in comfortable warmth. The bearer can, at will, command these flames to shoot forth and strike any target within 15 feet, each inflicting a Fair damage burn when they strike home.
  • Aura of Fire - The wearer can, at will, engulf themselves in an aura of living flame. This aura does Good fire damage to anyone within 5 feet, igniting flammable materials in a single round of contact. All melee attacks carried out by the wearer gain two ranks of fire damage in addition to their usual effects.
  • Elemental Awe - The wearer can communicate with elemental beings of all sorts. Unintelligent fire-based elementals will instantly follow the wearer's commands, while intelligent fire-based beings will resent the wearer for possessing such a potent artifact of fire. Other elemental beings will react normally, though intelligent beings will tend to be resentful.
Edit: Stupid broken scheduler. This was supposed to be scheduled for the 26th...

    Wednesday, February 17, 2010

    Random Items

    I ran across this list while reviewing some old campaign materials. These magic items were pulled from a random treasure table for a group of Yuan-ti the party was likely to run into. The setting is a mix of temperate to tropical climates, the adventure mostly outdoors.
    • Amulet of Preservation - All items carried by the wearer are protected from normal wear and tear. Rain, damp, heat, etc. will not cause damage to equipment. Items also gain a one rank bonus to resistance checks versus regular damage.
    • Tiger Claw Necklace - The wearer of this primitive charm can leap up to 30 forward or to the side, or 20 feet back as a free action. This power can be used three times per day.
    • Jade Bracelet - When worn this token grants a three rank bonus to any resistance check versus poison. Each time the item affects a test there is a 5% chance it shatters, its magic spent.
    • Helm of Bolts - This steel helm is set with a single amethyst in the brow. When the wearer is engaged in combat the helm will randomly shoot forth a bolt of lightning, striking up to four opponents for Good damage. There is a 5% chance per round of a bolt shooting forth, and no more than 3 bolts per day will be generated.
    • Skeletal Hand - A partially mummified skeletal hand. When held aloft it causes 1d6 rounds of fear to anyone within 30 feet save the wielder. Requires a Good test of willpower to resist.

    Tuesday, February 9, 2010

    Demon Tail Spaulders

    This set of shoulder armor is made from a series of lames, each fashioned from the same dull brassy metal enameled with a chaotic webbing of deep red lines that shift and slither as the wearer moves. On the uppermost lame on each shoulder these lines swirl together around a horn-like protrusion that juts up and away from the wearer's neck. The Spaulders radiate Great protective and combat magic, and a Great test of divination magic will reveal their powers and abilities. Despite their name, the Spaulders do not radiate evil.

    When worn the Spaulders have the following characteristics:
    • Great bonus to physical defense, when worn with additional pieces of armor the swirling red lines extend to cover all pieces in a shimmering network of red energies, enhancing the protection gained from all worn armor.
    • Each time the wearer is struck by a physical blow, the Spaulders absorb one rank of damage inflicted. After absorbing six ranks of damage the Spaulders sprout their Demon Tails (below).
    • Demon Tails - The spikes on either spaulder come to life, growing into whip-like tentacles with a ten foot reach. Each Tail is tipped with a razor-sharp spine capable of piercing armor with ease. Each Tail carries out a Good accuracy melee attack on a random target within ten feet of the wearer, inflicting Good damage with each blow. The Tails remain active for one round per rank of damage absorbed by the armor, with additional damage absorption extending their life span. Note that the Tails do not distinguish friend from foe. If multiple targets are in range determine the chosen target randomly. The Tails continue to strike blows even if the Spaulders' wearer is knocked unconscious or slain.

    Tuesday, December 29, 2009

    Bonesmasher Belt

    This broad girdle is made from pale brown leather fitted with a heavy steel buckle. The entire length of the belt is covered with short lengths of bone sewn to the leather with twisted lengths of steel wire. When worn the bones seem to creep and shift along the belt in a chaotic fashion. The Bonesmasher Belt radiates Great combat and enhancement magic. A Great test of divination magic will reveal the belt's enchantments:
    • The Belt provides a Fair bonus to the bearer's strength.
    • The wearer gains a Good bonus to melee accuracy and damage when using crushing weapons (mace, club, etc.)
    • Any blow struck by the wearer has a 10% chance of inflicting a broken bone on the target.
    • Skeletons and other creatures made of animate bone suffer triple damage from any blow struck by the bearer.

    Thursday, November 19, 2009

    Stonetoe, Stormfist and Ramwall

    Today's post features a collection of armor pieces. I'm feeling lazy, so short and sweet:

    Stonetoe
    A pair of heavy leather boots reinforced with metal plates and fitted with heavy hobnails. Stonetoe radiates Good evocation magic. They grant their wearer Superb stability when walking on any natural stone or earth surface, making it impossible to knock them off their feet. Thrice per day the wearer can stomp their foot to cause a tremor in the earth. Anyone within 30 feet is knocked prone (Great reflex check to avoid).
     
    Stormfist
    These light-weight gauntlets are fashioned from the skins of electric eels covered with the tiny neck scales of a blue dragon. They radiate Great elemental and protection magic. Stormfist's wearer gains Great resistance to all forms of electrical attack. Five times per day they can add Fair electrical damage to any normal melee attack they carry out with a metal weapon.

    Ramwall
    Ramwall is a thick oak shield covered with the shaggy hide of a mountain goat and decorated with a pair of matching horns. It radiates Great protection and alteration magic. It provides Great protection from physical attack. Three times per day the wielder can hold the shield before them and charge forward along a 30 foot path, inflicting Good damage on anyone they strike and knocking them back or to the side 10 feet.

    Wednesday, November 18, 2009

    Face of Stones

    This heavy helmet fully encloses the wearer's head. Each of the helm's three sides is carved from a slab of stone, granite, obsidian and quartz. Each is carved in the shape of a human face. A narrow silver and iron framework holds the three faces in place. The item radiates Superb alteration magic, and a Great test of divination magic will reveal its enchantment.

    To activate the item's powers it must be worn. It can be worn with any one of the three faces forward. The wearer's body and gear takes on the appearance of whichever stone is forward on the helm (granite, obsidian, or quartz). It has the following characteristics:
    • Impaired Vision - the helm's construction restricts sight, reducing all observation or perception skill checks by one rank.
    • Body of Stone - The wearer's body becomes as dense as stone. The effect also makes swimming impossible as the wearer sinks... like a stone. The wearer also becomes susceptible to any spell or magical effect that specifically targets stone or earth.
    • Alter Face - The wearer rotates the helmet so a new face is forward. This action takes a full round.
    • Granite Face - While this face is forward the wearer gains Superb toughness versus physical attack. Any mundane weapon used against them has a Fair chance of shattering upon a successful attack. Thrice per day the wearer can summon a wall of stone, 30 feet long, 10 feet high and one foot thick. This wall can be summoned anywhere within 60 feet. The wall lasts for 10 rounds.
    • Obsidian Face - While this face is forward the wearer gains Superb resistance to elemental damage, and any fire damage received actually heals the wearer. Furthermore, thrice per day they can summon razor-sharp shards of obsidian from any natural earth or stone surface. This effect covers a 20 foot radius area, inflicts Fair damage on any creature within the area of effect, and lasts 10 rounds. Any creature attempting to move through the shards suffers fair damage for each 10 feet traveled.
    • Quartz Face - While this face is forward the wearer reflects all spells directed at them back at the caster. They also gain the ability to walk through stone or earth as if it were air.

    Friday, July 17, 2009

    Mask of Flame

    This unusual looking mask is made from pitted and rusty iron. The face of the mask is somewhat featureless, with crude gashes cut for eyes and mouth. Each hole is surrounded by a tube-like projection that gives the mask-wearer a disturbing, somewhat mechanical look. The back of the mask is lined with padded leather, and stiff black leather straps hold it in place when worn. When the mask is donned the 'sockets' around the mouth and eyes glow with a faint reddish light, giving the mask a somewhat frightening appearance. Testing the object for magical properties reveal Great protection magic and Superb evocation magic. A Superb test of divination magic will reveal the mask's properties.

    When worn the mask conveys the following upon the wearer:
    • Great protection from fire and electrical attack. Attacks that manage to get past this protection have their effectiveness reduced by 50%.
    • Good bonus to fire and electrical based magics. This power does not grant specific powers, but any abilities the wearer has are enhanced.
    • Fiery nimbus - Upon command a nimbus of jagged, reddish lightning will being to play around the mask and its wearer. This field extends 5' in all directions, inflicting Fair electrical and fire damage upon anyone it touches. This power can be invoked thrice per day and lasts ten rounds.
    • Flame Shot - The wearer can cause gouts of burning energy to shoot forth from the eyes and mouth of the mask, creating a searing column of energized flame sixty feet long. Anyone caught within this conflagration takes Great fire and electrical damage. This power can be invoked three times per day.

    Friday, July 3, 2009

    Gloomwall

    Gloomwall is a tower shield of black iron, fitted with three columns of twelve small silver bosses. An abstract pattern of swirling clouds is visible on the shield's face, while the back of the shield is painted gray. The edges of the shield are wrapped in silver wire. The heavy arm straps are fashioned from black leather trimmed with silver wire. Gloomwall radiates Superb protective, weather and enchantment magic. A Great test of divination magic will reveal its attributes:
    • Gloomwall provides the bearer with a Great defensive bonus versus melee attack and an Epic defensive bonus versus missile weapons.
    • When carried into battle, the bearer and all allies within a 100' radius are surrounded by an obscuring black mist shot through with silvery flickers of light. Any foe facing those so enchanted suffers an Good morale penalty.
    • Thrice per day the bearer can summon a vast cloud of obscuring mist, 100 yards in diameter, effectively hiding anyone within from mundane sight. Anyone entering the mist with hostile intent has a Great chance of losing their direction and becoming lost. The bearer's allies are unaffected by the mist.
    • Once per day the bearer can cause Gloomwall to darken the skies in a 1 mile radius. Low black clouds roar in from all directions, forming a rapidly swirling wall overhead in three rounds. This wall obscures the sun and blocks all mundane vision. Once the wall is in place the bearer can call down a vortex of swirling winds upon a chosen target within the covered area doing Great damage to all within a 10' radius. This power lasts 12 rounds once established, and a new vortex can be summoned each round.

    Friday, June 19, 2009

    Shrieking Helm

    This barbute helm is made of polished steel with ornate, feather-like trim shaped from polished copper. The smooth surfaces of the helm are decorated with images of peacocks rendered in brilliant enamels with blues and greens predominating. The crest of the helm is decorated with a long trailing plume of peacock feathers. The helm radiates Great protection and alteration magic, and a Superb test of divination will reveal its magical properties:
    • The helm provides a Good protection bonus versus magic and a Fair protection bonus versus mundane attack when worn.
    • When the wearer is engaged in combat the plume of feathers lengthens and spreads, forming a broad shimmering cloak behind the wearer. Anyone attempting to attack the wearer from behind must make a Good resolve test or be distracted and dazed for three to six rounds by the shimmering beauty of the feathers.
    • Thrice per day the wearer can cause the helm to shriek. All the peacocks enameled on the helm animate and begin shrieking (if you've ever heard a peacock...) Anyone within 30 feet of the wearer must make a Great resistance check or drop whatever they are holding to try and cover their ears as they are deafened and confused by the horrible noise. The shrieks drown out normal conversation or shouts within 90 feet, rendering speech impossible. The shrieking lasts five rounds, and the wearer of the helm is unaffected by the noise.

    Thursday, June 4, 2009

    Windcaller

    Windcaller is an ornate, knee length cloak. Snake skins sewn in a vertical pattern form the cloak itself, while long black feathers form the garment's broad collar. The skull of a two-headed snake decorates the cloak's clasp, and its lower edge is trimmed with a row of delicate bird bones. Examining Windcaller for magical properties will reveal Great alteration and evocation magic, while a Superb test of divination magic will reveal the item's uses.

    Windcaller has the following powers and characteristics:
    • The wearer is immune to the effects of naturally occurring weather. Cold, wind, heat and precipitation are no more than minor annoyances to the owner. The effects of magical weather are reduced by one degree. This is a passive effect.
    • A swirling gale can be called into being at will. This ten foot radius maelstrom provides a Fair physical defensive bonus against melee attacks and a Good defensive bonus against missile weapons. This power can be invoked thrice per day, and lasts one hour.
    • Once per day the the wearer can summon a small thunderstorm with a one mile radius. The storm takes ten minutes to form and has a duration of one hour. It is accompanied by heavy, driving rain, strong winds, and lightning and thunder. The summoner has no control over the storm or the lightning strikes it produces. The storm can be targeted on any location within a ten mile radius, and once summoned is stationary.
    • Once per day the wearer can calm the weather within a one mile radius. This effect calms winds, stops precipitation, and clears the skies. The effect is stationary once cast, lasts for four hours, and is centered upon the caster.

    Friday, May 29, 2009

    One Liners

    A handful of item short takes today. I'm feeling a bit scattered, so rather than a single item, here are a few quick ideas that can be used as is, or fleshed out to as needed. Sometimes I feel being too detailed is a bad thing, leaving no wiggle room for the GM.
    • The Mantis - An ornate mace with a handle carved and enameled to resemble a praying mantis at rest. The mace head is held within the mantis's forelimbs. Fair damage and accuracy weapon, with Great damage bonus versus insects.
    • Intruder's Hand - A short, thick-bladed dagger with a solid iron hilt ending in a heavy, round pommel. The weapon is curiously unbalanced, using the blade in combat incurs a Fair penalty to accuracy. The pommel makes quite an effective billy club however, providing a Good chance to stun human-sized foes. The blade is an admirable pry, granting a Fair bonus to opening doors or locks if it can be applied.
    • Bawd's Stein - This plain pewter mug is the working girl's friend. It negates the effect of any poison or drug placed within. With a word the owner can also remove the alcohol from any beverage poured into the Stein, or cause it to simply disappear. The Stein also serves as a Fair quality weapon in a bar fight.
    • Cloudwrap - At first glance this item is nothing more than a gray silk cloak with a polished iron clasp. Once donned the item's power becomes apparent, as the cloak transforms, becoming a mantle of shifting gray clouds which provide a Good defensive bonus and Great resistance to electrical attacks. Twice per day the wearer can become insubstantial for five rounds, immune to physical attack and able to pass through small openings with ease.
    • The Chameleon's Dish - Cut from maple burlwood, this oval plate has a polished face and an ornate rim carved with intertwined chameleons. Thrice per day the plate can be commanded to transform any meal it holds into food of the finest quality, removing any taints or poisons in the process.
    There you have it! Enjoy your weekend!

    Tuesday, April 7, 2009

    Avian Helms

    The mage Mishta devoted many years to studying the powers of sympathetic magic and animated magical items. He created the Avian Helms as part of these studies. Each barbute-style helm is made of an alloy of mithril and steel, worked with a pattern of feathers etched and stained to match the plumage of the appropriate bird. The crest of each helm bears a silver crest worked into the form of a bird. There are two known Avian Helms. Mishta's notes hint at others, but no details or records of their forms remain. If tested for magic each helm radiates Good protection magic and Great alteration and animation magic.

    All helms have the following properties:
    • Each has one or more command words, which can be discovered with a Good test of divination magic.
    • Provide a Good bonus to defense.
    • Once donned the helms cannot be removed by force or mischance.
    • Flight - once per day the wearer can fly with Good skill for one hour.
    The additional powers of each helm are outlined below:

    Heron - The crest of this helm bears the long, curved neck and head of a great heron. The helm plumage is slate-blue, with white and black tones highlighting the bird's jet eyes and ivory beak. The helm has the following powers:
    • Stalking stance - The wearer gains a Great bonus to stealth tests. This is a passive ability.
    • Water walking - When this power is invoked the wearer can walk across water, mud or other unstable surfaces as if they were solid ground, leaving no trace of their passage. This power can be invoked thrice per day, lasting 1 hour per invocation.
    • Stunning strike - The wearer can command the helm to animate and strike their foes. The helm has Great attack ability and attacks independently from the bearer. Any blow that lands does Good damage and stuns the target for 1d4 rounds. This power can be invoked thrice per day and has a six round duration.

    Eagle - This helm bears a fierce eagle's head upon its crest. The helm and crest plumage is dark brown and gold. The eagle's eyes are fashioned from amber, while its beak is covered in gold leaf. The helm has the following powers:
    • Raptor's eye - The wearer gains a Great bonus to observation tests and are very difficult to ambush or surprise (Great bonus to surprise tests). This is a passive ability.
    • Eagle's wing - The flight ability of this helm can be invoked thrice per day instead of once. The bearer gains Great flying skill instead of Good.
    • Hunter's call - The helm's crest can be commanded to emit a piercing shriek, causing fear and deafness to anyone within a 30' radius of the wearer (Great test of resistance). The wearer is immune. This power can be invoked thrice per day.

    Tuesday, March 31, 2009

    Cloak of Asps

    This ornate, knee-length cloak of serpent skin glistens and glitters as it moves, each scale of the carefully prepared hides catching the light like tiny sequins. The many individual skins are sewn into a larger representation of six entwined serpents. Tiny beads of turquoise and obsidian are worked into the pattern, creating a beautiful (Superb quality) garment. Attempts to discern the item's magical properties will reveal Great protection and poison magic, and Superb alteration magic at work. A Great test of divination magic will unlock the secrets of the cloak.

    The Cloak of Asps imbues the wearer with the following powers and abilities:
    • Good protection bonus from physical attack.
    • Great resistance to poison damage.
    • Mantle of Vipers - The serpent images on the cloak animate, becoming six living serpents protruding from the wearer's back and shoulders. Each serpent attacks anyone within striking distance of its master, inflicting Good physical damage and injecting the target with a Great strength poison. Each serpent has Good toughness, and if slain becomes inert for one week. This power lasts 6 rounds and can be invoked once per day.
    • Serpent Form - The wearer can change their physical form to that of a large serpent, gaining all the physical abilities of a snake, including a Great potency poisonous bite. All carried items are transformed along with the wearer. Serpent Form lasts one hour and can be invoked once per day.

    Tuesday, March 10, 2009

    The Silken Net of Spiders

    The Silken Net is a silvery cloak of net-like fabric, woven in a pattern resembling a spider's web. Close examination will reveal the garment is actually made of spider silk. The cloak will shape itself to fit its owner, able to adjust its shape to fit the smallest halfling or the largest human. The fabric is exceedingly tough, even a sharp knife will not sever its weave. If examined for magical properties the cloak radiates Good protection, evocation and enchantment magics. A Great test of divination magic will reveal the cloak's activating command word.

    When worn the robe conveys the following upon the wearer:
    • Good physical protection and resistance to poison.
    • Immunity to webs of any kind, including magical webs.
    • Once per day the wearer can cast a Good strength web up to 60' that will cover a 10' radius area, snaring anyone within for 1-8 rounds.
    • Once per day the wearer can charm up to 4 spiders (up to and including giant varieties) for 1 hour.
    • Once per week the wearer can summon 1-4 giant spiders to serve them for up to one hour. The summoned spiders vanish when slain or time expires.