Magic Items

Herein lies a list of magic items currently owned by the Heroes. This list will not include potions or scrolls.


Anvaril the Fiendbrand

Description: This broken longsword blade bears the image of various demons, devils, and daemons writhing and cowering in fear as they are immersed in holy fire. The blade itself is made of an adamantine-mithril alloy and is honed to razor-sharpness.

Powers: None. If the other two pieces are found and the blade is reforged, the sword will undoubtedly reveal a number of fiend-bane powers.


Blaze

Description: This steel halberd has a razor-sharp blade that does not reflect light. Its handle is made of polished redwood, with a fine leather grip dyed dark red.

Powers: Hunger is a +1 flaming halberd with the following powers:

  • Flaming—As a free action, Blaze can be commanded to become wreathed in flames. Any hit on a creature causes an additional 1d6 points of fire damage.

  • The flames shed light equal to a torch (clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius).

  • The wielder gains resistance fire 15 when this effect is active.


Boots of Desperation

Description: These soft-soled leather boots look comfortable and quiet.

Powers:

  • Wearer gains a +1 bonus to all Acrobatics and Stealth checks.

  • Three times per day, when the wearer is bloodied, the boots can grant a +30-foot enhancement bonus to the wearer’s base speed and a +5 dodge bonus to Armor Class. This effect lasts 1 round.


Cat's Eye Brooch

Description: This silver brooch holds a green chrysoberyl at its center, slitted with a black streak like a living cat’s eye.

Powers: A cat’s eye brooch grants a +1 luck bonus to all saving throws and an additional +4 bonus on saving throws vs. disease.


Dragonsbane Arrows

Description: These black-feathered arrows are made from the bones of various dragons, melded together by sorcery. The arrow heads are made of fire-blackened steel, and are forged to resemble dragon fangs.

Powers: If used against non-dragon foes, dragonsbane arrows are +1 arrows. However, if used against any true dragon (chromatic or metallic), the arrows have the following powers:

  • +5 to hit.

  • +3d6 damage.

  • A successful hit forces a dragon to make a Fortitude save (DC 10 + total damage dealt) or be shaken for 1d6 rounds (–2 penalty on attack rolls, saving throws, skill checks, and ability checks).


Hell Hound Ring

Description: This bronze ring bears the Ravenar family symbol, a snarling hellhound, and has a pair of tiny ruby chips for eyes.

Powers: The wearer of the hell hound ring gains the following powers and benefits:

  • +1 bonus to Armor Class.

  • +1 bonus to all saving throws.

  • Wearer gains resistance fire 5.

  • Once per day, and only when the wearer has been bloodied, the wearer can summon a hellhound (Monster Manual, page 151) to serve as a bodyguard and protector. Though the hound cannot communicate, it obeys the verbal commands of the wearer. The hound remains for one round per level of the wearer, or if the wearer is healed above the point of being bloodied.


Hunger

Description: This small longsword has a dull black blade that does not reflect light. Its pommel is made of ebony, wrapped in black dragon hide.

Powers: Hunger is a +1 small longsword with the following additional powers:

  • Blood-drinking—Any hit on a living creature drains an additional 1d6 hit points, as the blade greedily steals blood from the victim. Just touching the sword’s blade causes the same effect.

  • On a critical hit, the victim is drained of 1 point of Constitution. When this occurs, Hunger’s wielder gains 5 hit points of healing.


Lord Hremvorak's Platemail

Description: This suit of finely made platemail was once owned by the heroic Taldoran general, Lord Hremvorak. The armor was forged by his dwarven allies of the Five Kings Mountains, and bears the forge-mark of the famed dwarven master smith, Daergas Hammerfist. Hremvorak lived a little over 2500 years ago, well before Taldor’s decline. He led Taldor’s Seventh Army of Exploration and was instrumental in the pacification of the Kellid tribes in what is now modern day Isger. Lord Hremvorak eventually died of old age in Taldor and was entombed wearing his armor. Thieves ransacked his tomb several centuries after his death, and made off with his suit of platemail and several other treasures.

Powers:

  • +1 platemail.

  • Damage Reduction (DR 3) from all non-magical piercing, slashing, and bludgeoning damage.


Quiver of the Tireless Hunter

Description: This simple deerskin quiver has been dyed forest green and is adorned with feathered trinkets and ornamental fetishes made of bone, wood, and copper. The quiver can hold up to 20 arrows.

Powers: The quiver of the tireless hunters offers the following benefits and powers when worn:

  • Wearer gains the benefits of the Endurance feat.

  • Piercing Strike—Three times per day, the owner of the quiver can imbue an arrow to strike as if it was a ranged touch attack.


Ring of the Striking Serpent

Description: This elegant silver ring is forged to resemble a serpent swallowing its own tail. 

Powers:

  • +1 Dexterity.

  • 1/day: Detect poison (CL 5).

  • 1/day: Serpent Strike—If attacking a foe and the foe is flat-footed, the ring wearer can strike with an additional +2 to hit. If this hit is successful, it is an automatic critical hit.


Shirt of Resilience

Description: This sturdy leather shirt is laced with a green leather cord.

Powers: The wearer of the shirt of resilience gains damage reduction 3/magic.


Water Cloak

Description: This dark blue sailcloth cloak’s elaborate embroidery evokes images of the waves of the sea. Within the pattern of the waves, a repeating swirl of thread matches the symbol writhing within the large, dark crystal shard that forms the clasp at the neck of the cloak. The cloak appears damp, and the lower edge looks as though it has been soaked in water.

Powers:

  • Despite its appearance, the water cloak always feels completely dry to the wearer, even in pouring rain or if the wearer is completely immersed in water.

  • Grants a +5 bonus on Reflex saves against any effect that deals fire damage. It also allows the wearer to avoid fire damage as if they had the evasion ability.

  • Extinguish—As a standard action, the wearer of the cloak can extinguish a nonmagical fire within 30 feet. This ability has no effect on fire creatures.

  • Counterfire—The cloak can counter the effects of any spell with the fire descriptor, as if the wearer was casting dispel magic. This ability functions once per day as a 15th level caster.


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