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Wondrous Items

 

 

Bloodbrother Amulets

 

These devices work only in pairs. Each appears as a golden locket on a chain; the hinged cover is set with a clear, faceted gem. Opening the hinged cover reveals a needle protruding from the inside back of the amulet. The amulets are activated when a living being pricks itself on the needle and leaves a drop of blood within. The amulets are then attuned to those two beings who may activate them at any later time as long as both owners live and are on the same plane of existence. Each amulet serves as a wellness gauge to its partner. If the distant wearer is injured, the gem darkens appropriately to the owner’s waning health. The amulets pulse a warning to alert the distant owner when such occurs. At any time, either amulet can be activated to transfer up to 40 hit points either way through the link. There is no save allowed if the beings willingly attuned themselves, and the amulets do not give exact hit point totals, so it is possible to drain someone to death by not knowing just how injured they are.   A recipient can only give hit points to -10 before dying.

 

Caster level: 9th; Prerequisites: Craft Wondrous Item, deathwatch, pact of the martyr, scrying; Market Price: 25,000gp; Cost to Create: 12,000gp in materials and 1000 XP

 

Flamedancer’s Gloves

 

These gloves are sized for human hands but will stretch to fit from halfling to ogre in size. They are made of a dull, red leather, and fit the wearer’s hands snugly, almost becoming invisible. A harmless side effect of this item is turns the wearer’s skin a ruddy tan. Though usable by any class, their full potential is realized when worn by someone skilled in unarmed combat (i.e. cloakfighters, fighters, and monks).

 

History:

 

The original set of these gloves were made for a monk of Erden named Mocklebust. Mocklebust was part of the Order of St. Chronos based outside of Eyrir. The glove’s crafter is unknown. Mocklebust gained the nickname Flamedancer from a combat between himself and a priestess of Dana in Eyrir where he nimbly dodged the priestess’ spells or caught them and hurled them back at her. The name Flamedancer’s Gloves has endured.   The method of their creation has been duplicated since.

 

Abilities:

 

When worn, these gloves grant a + 1 enhancement bonus to the wearer’s dexterity as well as a + 1 haste bonus to AC. Further, they make the wearer’s hands equal to + 2 weapons when bypassing damage reduction.   The wearer gains fire resistance 10.

 

When worn by one skilled in unarmed combat, the following additional powers are telepathically communicated to the wearer:

 

     -- The wearer can deflect arrows as if he had the corresponding feat.

     -- The wearer may make a Reflex Save (DC = 20 + spell level) to catch magical missiles and hurl them back at another target. Examples of missile

        which may be deflected in this way include magic missile, Melf’s Acid Arrow, produce flame, flame arrow and other spells 3rd level and under which

        attack as ranged missile attacks. Performing this action takes one of the wearer’s actions.

     -- The wearer may add the fiaming descriptor to any handheld weapon or unarmed attack for 3 rounds per day.

 

Caster level: 10th; Prerequisites: Craft Wondrous Item, cat's grace, guidance, Jaquara's Missile Mirror, resist elements; Market Price: 25,000gp; Cost to Create: 12,500gp + 1000 XP

 

Message Pipe

 

These nondescript copper tubes are covered with spidery runes. They are highly prized by spies and all seeking a method of long distance communication. Twice per day, the owner can speak a 12 word message to any being on the same plane of existence. The recipient recognizes the sender and is imparted with the knowledge that he may speak up to a 12 word reply.

 

Caster level: 10th; Prerequisites: Craft Wondrous Item, sending; Market Price: 10, 000gp; Cost to Create: 5000gp + 40 XP

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