The purpose of this thread is to help me fill out my now barren personal mod filled with loot which I used to stock up my DM avatar. So I now am painfully lacking in things like :
Clothing.
Armor.
Weapons.
So! Feel free to post up any ideas here so I don't have to spend hours thinking up stuff that might never even be worth giving out ingame -anyway-. Be as disgustingly self-serving as you wish, as long as you are within EfU and the NwN toolset's constraints. (keeping in mind that you CAN include EfU-only spells and feats as possibilities when I create these objects!)
And who knows, you might see it (or a NuclearCatastrophe modified variant, at any rate) in the mod at some point in the near future. :)
Edit : And I do mean mechanical ideas ;)
Like "Poisoners Kukri, +1 acid, coat weapon with poison 3/day", "Cloak of Blinding Speed, expeditious retreat 3/day", that sort of thing. But more powerful if you want, more customised, interesting biography's.... you know.
I'd leave all the custom dyeing and tailoring to you guys, gosh. But I'd gladly provide the EXACT dyes in character with certain IG tailors if that's what it took to make people happy with their painstakingly created, cerebrally thought out custom loot.
(http://i40.tinypic.com/pyumw.jpg)
Little something I threw together. Please add this.
Deurgar Beast-herder's Prod
Dagger
The wild animals of the Underdark are often very defiant and sturdy. Instruments like these are often used to provide jolts of pain to motivate, herd and train animals to become more obedient. With enough work even the most stubborn rothe bull can be made docile and with its compliance others will also follow and obey.
No Damage
-10 damage
1 negative energy vs animals and beasts
1/day Awaken
OUB: Evil
Couple ideas I think might lead to some cool RP:
Red Wizard Robes - Set, must be worn whole.
Provides access to a couple per/day fire spells, and can be used to set summoning theme as fire, Perhaps with some DR or stat bonuses to make the set worth the RP.
Goblin Facemelter - Mace
A goblin mace, wrapped in so many rags it hardly even hurts to be hit with- At first. Rags are soaked with acid, though, and in a cruel goblin twist, it will, quite literally, melt your face off.
Fragments of a mythril sword, numbered 1 to 10, 1 the rarest, 10 the most common
This is a fragment of some lost sword. It radiated deeply powerful holy energies, and those energies can be released in a single use, healing the holder or destroying an undead creature. Perhaps, however, if one were to gather all of the fragments, the blade could be reforged.
Phylactery on a stick - Staff
Some maddened person stuck a unused Lich's phylactery onto this branch. Powerful protective magics inherent in the lich's phylactery naturally surround it, but it makes you massively vulnerable to negative energies as it draws them towards it.
Bone Sickle
Used by Gray Druids and some quaint sorcerers, the bone sickle is favored for its connection with the powers of death and the end of the cycles. The user of a bone sickle often prefers this weapon when they need to harvest herbs and fungi with venomous and hallucinogenic powers, specially used in their rituals to bring end to someone's life.
+1 Intimidate
+1 negative energy damage
+3 Improved Saves against Negative Energy
OUB: Non Good
Madman's Warpants
This battered and bloodied pair of leather pants seem to still possess powerful enchantments to those brave (or foolish) enough to wear them.
Loincloth
AC: 0
Some sort of small DR
+2 STR
+2 CON
+2 DEX
-2 INT
-2 WIS
-4 CHA
1/day:
Tasha's Hideous Laughter
3/day:
Masochism (custom spell)
Cursed: Pants cannot be easily removed without divine help
Damaged Masterwork Crossbow
Crossbow
This crossbow looks to have been a spectacular piece of machinery until it looks to have suffered at least half a dozen beatings with a rock or something along such lines. Numerous dents and bent fragments from the damage tarnish its once majestic glory. None the less such things are made to last it looks to still be serviceable. Not only that it may just be better then your run of the mill bolter.
1d4 massive crits
+1 mighty
Diviners blindfold
Helm
This head wrap is not exactly a blindfold but a cloth filled with thinly cut holes for the enterprising illusionist wishing to preform tasks "Blindfolded" or a amateur diviner who is not yet "one with himself" enough to manage a blind folded reading of someone. Such wraps while making it harder to see still aid in focus and clearing ones mind for the task at hand.
-2 Spot
-2 Search
+1 against mind effecting
+3 concentration
+1 Spellcraft
+1 Lore
Dunwarren manhole
Shield
The streets of dunwarren are lined with sewer entries every now and then but most importantly are the manholes which at this point are mostly gone. Such were enchanted to stop smells and other more dangerous elements from surging out of the sewers on poor and unfortunate gnomes on their daily commute. Such objects now scattered throughout dunwarren by scrappers or particularly bitter chosen and are still hounded by adventurers to use as shields and otherwise.
+2 ac against shape changer
+2 ac against ooze
+1 ac against Vermin
+2 against disease
+2 against poison
Bastion of Filth
Half-Plate
This plate looks to be coated with sewer grime, filth, and, bile along with at least a thousand years fermenting in a
pile of chosen droppings. This once noble mail is grimy and horrible yet with such stench comes great power. Armors as this made in proper deep gnomish nature were somewhat susceptible to attaching improvments based on their local. Yet this armor has managed to absorb all the grace and power of trash and filth. What a find...
[Flies activate on putting this on]
-2 Charisma
+1 ac
1/day summon creature 2 ooze.
+2 against disease
Shaggy Rothe Cloak
A cloak made from rather pungent but insulated rothe fur. It grants its wearer a bit of the rothe's sturdiness in life, as well as their stench...
+2 vs Cold
2 DR vs bludgeoning
-1 Charisma
Substance-soaked Rags
The filthy garments once worn by a Substance-addict. They are tattered and filthy, glowing a faint green color. Just putting them on makes it harder to concentrate, as all life's little troubles go away...
Green light (10 m)
-2 will
-2 concentration
5% DI Slashing/Piercing/Bludgeoning
Lucky Scrapper Boots
A set of tiny, boots! You feel luckier just wearing them! Though, you can't help but wonder what happened to their last owner...
Race: Halfling
+1 Universal Saves
Feat: Defensive Roll
Dwarven Flyswatter
war hammer
No damage
+2d4 vs. vermin
+1 intimidate
Worminger's pointy stick
Spear
No damage
+d10 vs vermin
+2 vs poison
-2 intimidate
-4 persuade
Dwarven cask "plate"
Full plate 20 charges
Material:Oak
-1 ac
-1 dex
+2 discipline
+2 vs disease
+2 vs poison
2 charge/ ironguts
3 charges/ cure serious
5 charges/ endurance
20 charges/ stoneskin
Chessantian Hoplite's Uniform (oub: lawful human fighter)
Breastplate 1/4
+1 armor
+2 discipline
+2 concentration
+1 intimidate
+1 persuade
Shield 2/4
Large shield
Soak 2/+1
+1 discipline
-1 reflex
Helm 3/4
Immunity:fear
+2 discipline
+1 concentration
+2 intimidate
-4 spot
-4 search
-2 listen
Short spear 4/4
-2 dmg
+2 divine
+d4 vs chaos
+2 intimidate
Could be horribly mistaken but I dont think they can add less than 5 soak to items..?
Anyway.
Reinforced Chainmail
A well crafted breastplate that provides more protection when compared to your average suit of Chainmail.
5/2 +1 ac
A bit self-serving but I don't think there are any of these in the module as it is.
Balanced Dire-Mace
This dire-mace is far more balanced on both ends than your average dire-mace.
Feats: Two-Weapon Fighting, Ambidexterity.
Replica of the Pantless Plate
A forgery of the legendary Pantless Plate of Ymph. Many heroes were said to rise and fall wearing the gaudy plate piece on their chests with their loins and enormous stones exposed to all the world. Many a prophecy says of how one day the actual artifact might be recovered and used in the fight against the Dread Foe.
7 AC half plate, no pants, +2 vs giants, +4 vs fear, +1 intimidate
Eye Gouger
Made long ago by an unnamed Ordinant to gouge out the eyes of Beholders. It has been passed down the generations and through the ranks ever since.
Lance, no damage, 2d10 sonic vs aberrants, +1 vs aberrants, Blindness On-Hit: Dc 18. Ranger with FE: aberrants only. Cannot be used with shield. Cannot be used with UMD.
Thanks for these suggestions, much appreciated. Keep them coming in.
Bonus points for originality!
Steam Powered Automatic Light Crossbow
A rather bulky light crossbow with various cogs, wires and strange devices attached. It has a large opening in the base for some sort of fuel, perhaps?
//must consume potions or baublium to maintain power levels, must have some skills in EFUSS engineering//
+1 enhancement bonus (or +1 attack bonus)
+1d6 sonic damage bolts, unlimited
+25% fire and electric vulnerability
-2 armor class
More stuff! :) I would -love- to see or fight and loot someone in this this...
[1] Agarin's Animatronic Armor (Armor Set, need all parts [1-6] to wear)This small but very heavy suit of armor was most likely the creation of fabled Svirfneblin engineer and smith Agarin Zekrin. Reminiscent of the makings of an animatron, it appears this armor may enhance its wearer in unbelievable ways. A true mastercraft of Svirfneblin workmanship, this gnome-sized artifact is in surprisingly good condition. As amazing as the suit appears, it is unusable as it is missing several key parts; most obvious of which are the helm, gauntlets and boots. One could only imagine the capabilities of such a device if a way of activating it could be found.
//OOC: DO NOT WEAR A CLOAK WITH THIS SUIT!
Fullplate
OUB Gnome/
HalflingAC: 8
Spellfailure: 90%
Armor Check Penalty: -10
Maximum Dexterity Bonus: 1
Weight: 70 lbs
5/- Damage Resistance
OR 20% Damage Immunity
+2 STR
+2 CON
+3 Discipline
+3 Concentration
-10 Hide
Magic missile:
(3) [two missiles fire per use]: 3/day
Shield: 1/day
Damage Immunity: Fire 50% (or more)
Damage Immunity: Cold 50% (or more)
Damage Vulnerability: Electrical 50% (or 100%)
Damage Vulnerability: Bludgeoning 20%
[2] Agarin's Animatronic Head
(Armor Set, need all parts [1-6] to wear)
At first glance this helm appears to be little more than one of the countless scrap animatron heads found through out the Machine however upon closer examination it appears to be so much more. This is indeed a helm of excellent quality and proper gnomish size. Numerous latches and pins are located near the neck of the helm and small wires interlace the inside of the helm. It seems to be part of something greater and may be useful if the other components can be found. Try as you might the helm will not fit on your head by itself.
Helmet
OUB: Gnome/Halfling
+2 Search
+2 Spot
+2 Concentration
+3 vs Poison
Ultravision: 3/day
See the Invisible: 1/day
Spell Immunity: Fear
[3] Agarin's Animatronic Hands
(Armor Set, need all parts [1-6] to wear)
What first appear to be gnome-sized animatronic hands seem to actually be
gloves of some sort upon closer inspection. Metal rods disappear into the workings around the wrist and atop each glove is a small silver tube extending just to the heavily armored and spiked knuckles. If you could only fit your hands inside them these gloves seems capable of delivering powerful blows, however they are far too bulky hold a shield. //OOC: DO NOT USE A SHIELD WITH THIS SUIT!
Gloves
OUB: Gnome/Halfling
Damage: +2D4 Bludgeoning +1 piercing
1D10 Massive crits
-10 Pick Locks
-10 Disable Traps
Ray of Frost (2): 6/day
Burning Hands (5): 3/day
Magic Weapon (2):1/day
Item Feat: Improved Unarmed Strike
Item Feat: Improved Critical: Unarmed Strike
[4] Agarin's Animatronic Feet
(Armor Set, need all parts [1-6] to wear)
What look to be the disembodied feet and ankles of a gnome-sized animatron are actually finely crafted heavy metal boots. An assortment of pins and latches appear at the top of the boot and numerous wires run along the inside. Gears and springs inside the boot makes putting them on painful and all but impossible. It appears these strange mechanical boots may be part of something greater.
Boots
OUB: Gnome/Halfling
+2 Discipline
-10 Move Silently
Expeditious Retreat: 2/day
Balagarn's Iron Horn: 2/day
Spell Immunity: Web
Spell Immunity: Entangle
Immunity: Tanglefoot Bag
[5] Agarin's Animatronic Codpiece
(Armor Set, need all parts [1-6] to wear)
This length of metal cable and heavy armor plate bear a number of latches and screws of surprising craftsmanship and complexity. Upon closer inspection it seems this bizarre contraption is a gnome-sized belt of some sort; possibly used to connect the upper and lower halves of mechanical suit of armor.
Belt
OUB: Gnome/Halfling
+1 AC Deflection Modifier
+3 vs Disease
Entropic Shield: 1/day
[6] Agarin's Animatronic Heart
(Armor Set, need all parts [1-6] to wear)
A most curious piece of jewelry, this small mechanical heart is expertly crafted of silver and gold hangs from a boxy mithril chain. The center glows with a bright orange light and any who see it are aware of the powerful magics contained within this amulet. The necklace seems to be almost alive and resists all attempts to wear it. At times it seems to act like a magnet, pulling you here or there as it is seemingly attracted to
something. Of course this could just be your mind playing tricks on you in the dark.
Necklace
OUB: Gnome/Halfling
Light: Bright Orange
+1 AC Natural Armor Bonus
+1 Universal Saves
Monstrous Regeneration: 1/day
Pair of sets I made a while ago.
Puzzler Set
[Hide=The Set]
Puzzle set:
A set of items that can be obtained through doing the puzzler quest, you only need three on at one time to wear the set but you can gain more through doing the ring challenge. Each ring gives a specific part of the set, depending on your class it can be one of three things "Puzzler", "Tinker", "Strategist" Which follow the three arch types of classes, the mage, rogue, and, fighter respectively.
Puzzler robes:
0/0 ac,
Slots 1-2 Wizard, Sorc
-2 Hide
-1 Move silently
+2 Lore
+2 Spellcraft
+1 Perform
15 charges cure light wounds
Light purple 10m
These robes gleam with bright vibrant colors reminiscent of a purple crystal, the fibers glisten softly in the darkness making you rather clear and obvious. Yet they grant the caster with a certain level of arcane prowess that cannot be denied, even if the strange undyeable fibers seem to perpetually stuck in a vibrant assortment of greens, purples, and, blues that scream against the darkness in contrast.
Tinker leathers:
2/6
Slots 0x2-1 Bard
-10% Spellfailure
+1 ac
-3 hide
-3 move silently
+2 Lore
+3 UMD
+2 Open lock
+2 disable traps
+1 search
+1 spot
3 charges rogues cunning
1/day Light
A sturdy uniform made with a motley collection of colors more for working in the depths of the machine. The bright hues were clearly intended to mark out workers at a distance for their fellows. Small gnomish lamps sit on the shoulders and can be turned on to allow for greater concentration at ones work. The countless implements along the belt and waist cause it to jingle and tinker making stealth rather hard.
Strategist chains:
5/2
+1 Ac v chaos
+2 Lore
+2 Tumble
10 charges Endurance
2 Charges haste
1/day expeditious retreat
A sturdy uniform created for the more militant members of the gnomish society of dunwarren, these chains have the vibrant colors of someone meant to be seen. They ward against maldoors who disrupt the lawful going ons of the city, and are close to chest to allow for chases through pipe filled corridors. Various small vials rest along the belt, and two syringes in particular. There seems to be a belt in device around your ankles and thighs to let your run quicker, perhaps these were used by the deep gnome's guard force.
Multi-colored Boots:
These boots which match the same color scheme of the other artifacts known to be crafted by the puzzlers of dunwarren seem to be made to let one stand for long periods in extreme contemplation. Or to move quicker to get a task done, comfortable and strangely form fitting. These boots seem to be reluctant to stay on your feet for to long and spring to life to aid their wearer, if danger is a-"Foot".
+2 discipline
+2 concentration
Expeditious retreat 1/day
Summon II [Animation theme] 1/day
The Thinkers-Belt:
In the same vibrant colors of the other objects made by the puzzler deep gnomes of Dunwarren. This belt covered in small scrolls and books. Each one on the topic of trap springing or puzzle solving, contain valuable clues and sources on day to day life in a vibrant moving machine. The majority are in deep gnomish but if you sound a few out, who knows what could happen..
+1 Lore
+1 Disable trap
+1 Search
1/day Fox's cunning
The Multi-Tool Belt:
In the same vibrant colors of the other objects made by the puzzler deep gnomes of Dunwaaren. The belt is covered in various clamps, twists, pulling-turners, and flipity-wigits used for unknown means by the deep gnomish inventors of the machine. Perhaps if you could figure out their uses, they can do more then just fix leaky pipes or.. you could just throw them, they look rather sharp.
+1 UMD
+1 Disable trap
+1 search
Acid Flask 1/day
Caltrops 1/day
3 charges of Wall of knives.
Puzzler Master's ring:
This ring made in the fashion of the puzzler deep gnomes of Dunwarren, seems to snuggly fit around the finger of any who wear it. The bands seem to be countless interlocking rings that make your feel rather keen and on edge when worn. This of course aiding you for what matters in this dark world, solving puzzles.
+3 Lore
+1 Concentration
+1 Will
10 charges of Foxes cunning (CL 10)
Puzzler Master's amulet:
This amulet made in the fashion of the puzzler deep gnomes of Dunwarren, seems to snuggly fit around the neck of any who wear it. The bands made of countless interlocking rings, which make you feel rather keen and on edge when placed around your neck. Seemingly made for when the Puzzler master is to deep in contemplation to notice hes about to run into something. The amulet makes you every so slightly less prone to ram into walls.
+1 AC
+2 Lore
+2 Concentration
The Thinkers gloves:
These gloves clearly made with the intention to be worn by a humble page turner in some grand book room in the depths of the machine are crafted by the hands of the Puzzler deep gnomes of Dunwarren. These gloves aid in the ever so delicate turning of book pages and are prepared to handle anyone who speaks to loudly while your thinking.
+2 concentration
1/day Silence
Multi-Tool Gloves
These gloves made by the hands of the Puzzler deep gnomes of Dunwarren. Are lined with countless odd do-dads and contraptions make it damn near impossible to do anything with them, unless of course you figure out how to use the gagets, beyond that you could hit people with them. If you were so inclined, and flicking your wrists causes small cannisters to shoot out of some hidden launcher device.
Unknown property
+1d4 slashing damage
-2 Open lock
-1 UMD
5 Charges Deep gnome disruptor
Puzzler Helm:
This helm is made in the bright color fashion of the puzzler deep gnomes of Dunwarren and allows for accurate concentration to be held on any single target for extreme amounts of time. Sadly, it makes it utterly impossible to pay attention to ones surroundings. Yet the forward thinking deep gnomes prepared for just that issue.
-4 Listen
+3 Concentration
+1 Spot
+1 search
4 charges C&C
8 charges See invis
Tinkers Helm:
This helm made for your everyday tinker is clearly of the make of the puzzler deep gnomes of Dunwarren. This helm armed with magnification lenses galore make it rather easy to zoom and examine things at a distance, yet leave you rather lacking when it comes to noticing your immediate area. Luckily the forward thinking deep gnomes prepared for just this issue.
-4 spot
-2 Search
+3 Concentration
+2 Open lock
+2 Disable trap
5 charges C&C
10 charges Find Traps.
Strategists Face guard:
This helm made in the fashion of the puzzler deep gnomes of Sanctuary, has a large face plate which aids in the deflection of blows or other unsavory things thrown at the face of the great mind wearing this. It sadly makes it rather hard to notice your surroundings, yet when lifted the helm emits a potent purple glow allowing you for a single time to see much more clearly then your average gnome.
+1 AC
-2 spot
-2 search
Single Use True Sight
[/Hide]
Gnomish scuba suit
[Hide=The Set]
Deep-Gnome Underwater & Gas leak Maintenance suit [set]:
[Set bonus: When on the surface you have an air timer for as long as you wear this, yet it also counts for underwater as well as To resist effects of gases/underwater breathing. Perhaps have a placeable in the machine that would let you recharge the air tank.]
Deep-gnome globe Helm:
This helm seems to be a large glass bowl flipped over to cover the head and allow for a nearly crystal clear view in the depths of rivers, and lakes. Its intended purpose due to the deep gnome runes along its neck seemed to have been for hydraulic pipe repair. This seems to have slots around the neck that would be excellent to plug some sort of tube into. Wearing it around your head makes an airtight seal, best not use it unless needed.
-2 spot
-2 listen
10% weight reduction
Deep-Gnome diving suit:
This suit seems to be covered with heavy scales and tubing to attach to a helm of some sort. The scales seem made to handle the heavy blows of undead or the scratches and shocks of underdarkian waterlife. The suit seems small for most tall folk, but luckily there seems to be extensions along the bottom. The suit seems to be very streamlined and designed for underwater activities. It would look rather ridiculous outside of such a place at least.
4/4 ac
+1 v animal
+1 v undead
5% DI against slashing/Bludgeoning
+2 tumble
60% weight reduction
Deep-gnome Flippers:
These large leather flaps that are attached to a pair of adjustable boots for the feet of near any creature seem to be made to be joined to a body suit via small latches, wearing them without it would not seem to be possible. They seem to be made of a stiff leather that would absorb the blows of a smashing blow or the teeth of underdarkian waterlife. These flippers while made to handle underwater activities, seem to grip exceptionally good to metal, and seem useful for machine maintenance.
10% weight reduction
+1 discipline
-2 hide
-2 move silently
+1 v animal ac
+1 v undead ac
[/Hide]
Svirfneblin Rocket BootsThese gaudy heavy metal boots are of svirfneblin make. Four exhaust ports extend out each corner of the sole. When the boots are stomped into the ground with extraordinary force, a quick explosion lifts the wearer into the air.20 lbs, -10 tumble, move silently. +2 discipline. Unique Power Self: Levitation Ability, finite uses. Unique Power: Consume baublium, giving additional levitation uses.Dunwarren Gem GrinderThis strange contraption takes rare gems like rubies, emeralds, and diamonds and grinds them into a perfectly spherical ball. Consumes baublium and a ruby, emerald, or diamond to create smooth gems.Key to DunwarrenA device constructed by the Svirfneblin to act as a multipurpose tool of opening malfunctioning doors and subsequently clearing them of any pests that might stand in the way.Magical staff, +5 open lock, 1 use knock per day, no damage, 1d6 magical damage vs. oozes and verminQuoteBeholderflesh Vestment (set item)
A leather suit made of a beholder's flesh. It teems with the latent magic of the beholder it is made of. However it seems completely useless without the accompanying pieces.
Studded Leather: +1/5 DR, 10% increased weight, +2 intimidate
Evil Only
Beholder Scalp Headpad
The scalp of a beholder with eye stalks dangling lamely from the hide. It still possess some of the beholder's magic. However it seems completely useless without the accompanying pieces.
Magic Missle (3): one use per day. Lesser dispel (3): one use per day Bane (5): one use per day. 50 charges, Phantasmal Killer 7 charges each.
Eye of the Beholder
A beholder's eye has been cut from its body then cured and stuffed with filling, making it into a macabre pendant. However it seems completely useless without the accompanying pieces.
Cleric Spells: 1, 1, 1, 2, 3. Beholder Theme Conjuration Focus, +5 intimidate, -5 persuade, -5 bluff
Dunwarren Gem Grinder
This strange contraption takes rare gems like rubies, emeralds, and diamonds and grinds them into a perfectly spherical ball.
Consumes baublium and a ruby, emerald, or diamond to create smooth gems.
Crooked Pipe
This pipe of snirvfeblin alloy seems to have been torn out of one of the machine's inner workings. Magical fumes cling to the inside of it, and it seems to have been used for everything but it's intended purpose.
Club
+1 Magical Damage
3/Day Color Spray
Living Zurkhwood BranchWriting fungal hyphae grow from this sturdy zurkhwood staff, worming their way into nearby carrion.
- Bonus Feat: Ambidexterity
- Bonus Feat: Two-weapon Fighting
- Summon Creature I 1/day (Plant theme)
- Only useable by: Cleric
- Only useable by: Duid
- Only useable by: Sorcerer
- Only useable by: Wizard
Svirfneblin Campfire GeneratorThis heavy canister is inhabited by both elemental fire, and elemental ooze. Together they generate a slow-burning sludge that provides comfort and warmth in the depths of the underdark. It can also be used as a flamethrower.
- Burning Hands 1/day
- Oil Flask (builds campfire) 1/day
- Weight: 25 lbs
Frost shard
[DAGGER. Insert item description here. The other elements can be reproduced similarly.]
No damage
-2 damage
1d4 cold damage
On Hit: Ray of Frost (1)
Optional Unique Power: Ray of Frost an all targets around you for x/day
Mother's Rothe Stew
Misc. Item
No one knows who mother was, some declare she was a kindly old lady who fed the people within the Spellguard tower during the interim between the Fall of Sanctuary-That-Was and the Sanctuary-That-Is-Now. Others name her a diabolical, fiendish cultist of Graz'zt, for her food is so deliciously and magically enchanting that she must have performed some heinous pact with a demon for the rare ingredients found in her cooking and the talent she concocted them together. Others say she was a wandering beneficiary of those who travel the underdark realm, approaching the remote campfires hooded, and simply offering a bowl of the inviting rothe stew.
Whatever it is, whatever the truth may be, whatever lost soul made this delicious, inviting stew, promising to fill you with warmth and vigor and love for the world, you can only know, she smiles as you enjoy her delicious rothe stew.
Same effect as the Elixir of Improvement
Orc in a Can
Apocalypse got you down? Can't seem to find anything to eat that doesn't taste like Aberrant? Maybe you're just lonely and need a friend? Worry not! You have just discovered an unopened ORC IN A CAN! Consider yourself saved!
Food item/throwable item
Counts as food
Weight: 0.3 lbs
Summons a hostile Orcish Berserker when thrown.
Clown Make Up
Reds, blues, whites, black. All the colors essential for clown face. The kids will love it!
50 charges, 10 eagle's splendor, 10 paint bomb
Rotten Wrappings of the Mummy Lord
These wrappings belonged once to the mummy of some important, evil king. They have a strong scent of death and a terrible, noxious energy exhales from them. Rolling this rotten series of silk around the wrists could grant some matter of power to the wearer, but not without draining them back.
Evil Only
Ghoul Touch on-hit
+1 AB and 1d4 Negative Damage
-4 Persuade
+4 Intimidate
+3 Improved Saves against Negative Energy
20% of Vulnerability against Divine Energy
QuoteHonour's Word
This ring is as rigid and unbending as the oath of one man to another. The original of these rings is said to have been crafted for an elite secret sect within the Purple Dragon Knights who were tasked with defending the realms of Cormyr. Since then however the design has been copied and imitations made - though it is said the original few rings of these had the power to keep a man always rigid as his oaths.
Ring
Lawful Only
-2 reflex
+2 concentration
+2 discipline
+1 universal
QuoteHonour's Ancient Word
This ring is as rigid and unbending as the oath of one man to another. The original of these rings is said to have been crafted for an elite secret sect within the Purple Dragon Knights who were tasked with defending the realms of Cormyr. Since then however the design has been copied and imitations made - though it is said the original few rings of these had the power to keep a man always rigid as his oaths.
This is one of the ancient rings given out to that secret sect. How it came to be here is a mystery.
//Can only be worn by someone who has taken life affecting oaths.//
Ring
Paladin/Fighter/Ranger/Wizard/Monk/Paladin/Druid/Cleric/Purple Dragon Knight Only
Lawful Only
-3 reflex
+3 concentration
+3 discipline
+1 universal
Immunity: Knockdown
Animatronic Head Helm
On rare occasions these head pieces of an animatron will remain intact after the animatron itself has been disabled.
Whilst uncomfortable they bare many curious properties and can be worn as a helm by those who would wish, once the internal wiring has been removed.
What effects wearing such a helm, imbued with machine augmented magics, would have to ones state of mind in the long run, is unclear.
1/day Balghorns Horn
+1 Will
+3 Intimidate
Rot Theme Items!
Corrupted Zurkwood Staff:
This disturbing staff may have once been attuned to nature to help those of the druidic path keep the balance but exposure to some dark force has turned its once strong nature powers into a perverted twist of its former glory.. The staff is of zurkwood stained black with rotted spots here and there, it gives the sickening feeling of corrupted nature energies and only one of the black arts or a corrupted druid would ever consider using this.
Item Type: Quarterstaff
OUB: Barbarian
OUB: Druid
OUB: Sorcerer
OUB: Evil
-Divine Vulnerability: 50%
-Positive Damage Vulnerability: 50%
-Onhit: Infestation Of Maggots (if too overpowered could be changed to constitution drain)
-Ambidexterity
-Two-Weapon Fighting
-1x per day darkfire (Negative Theme) L5
Maggot Infested Leathers:
These once fine leathers are now stained a rotted sickening green color, and have maggots crawling over its surface and nesting in the crevices of the suit. You can barely make out old runes carved into it depicting various fungi, and perhaps.. the moldmire? And a large rotted monstrosity devouring ancient beings... The sight of this armor is revolting to all but those who may revere rot in one form or another, those of dark sorcery, and fallen druids.
Item Type: Studded Leather Armor
Save Vs Disease -2
Concentration -2
Summon Creature 1 (Corrupted Druid Theme) 1x per day
OUB: Evil
OUB: Druid
OUB: Barbarian
OUB: Sorcerer
-Negative Energy Burst (5) 1x per day
-Hide +1
-Move Silently +1
Cloak Of Writhing Tendrils:
This Macabre cloak is composed of many rotted vines all bound together, however as all can see the vines still writhe and twist, sometimes wrapping themselves around the wearer harmlessly... But if you were to remove the bindings? Regardless the cloak has an unwholesome feel that makes you want to turn from it.. Unless of course your suited to wearing such items...
Item Type: Cloak
Charges: 20
OUB: Druid
OUB: Sorcerer
OUB: Barbarian
OUB: Evil
-Entangle: 1 charge per use
-hide +2
-Concentration -2
-Tumble +2
-Single Use: Summon Creature 4 (Plant Theme) Destroys Cloak After Use
Crown Of Rotted Thorns:
These dark helms are formed of rotting zurkwood all covered in rotting thorns, and having some jutting larger thorns stained a sickening green.. This symbolic helm marks one either a member of the circle of rotted thorns, or a enemy of nature... These helms are a mockery to nature, corrupt and only those who would name nature their enemy would don them.. And doing so makes it very obvious.. As your attire becomes covered in glowing rotted vegetation.
//Warning: Those with this helm are made instant enemies of nature pc's they have full reason to pvp you as desired.
Item Type: Helm
Model: Same as the mask on vegapygmie gray queen
Wearing This Helm Causes The Wearer To Glow Green (As If Struck With Light Withering)
OUB: Druid
OUB: Cleric
OUB: Sorcerer
OUB: Barbarian
OUB: Evil
Druid Spellslot: 1,2
Sorcerer Spellslot: 1,2
Cleric Spellslot: 1,2
Quillfire 1x per day (L5)
Expeditious Retreat 1x per day (L5) -Optional, put such so useful to barbs-
Saving Throws Vs Disease -2
Concentration -2