Crafted Magical Items

   
Crafted Magical Items

Crafted Assorted Magic Items!



Crafted Magic Items of Master Illusionist, Prescott Wilmen!


Welp, here it is. My shiny fancy crafted items. Some of just mashing two similar items together (you will note much lazier item descriptions- I'm just pulling the effects straight from the books), and others are the more creative combinations of a bunch of effects. Effects that can be on a sliding scale might change once I look at all of my GP and XP and see what I can actually afford to spend (like Bracers of Armor - I can craft up to a +7 bonus, but I don't know if my pocketbook can stand that). Give me some feedback!

Amulet of Revivification
Upon death, the target is instantly returned to life as if a Revivify spell was just cast on them. Unlike the normal spell, this returns the user to life at 1 HP (rather than -1 HP & stable).

Cost: 28,150 gp (1 charge/day), 56,300 gp (2 charges/day), 84,450 gp (3 charges/day)
Craft Wondrous Item, CL10, Revivify, Cure Light Wounds
The Caster Level of this item is 22nd.


Amulet of Practical Rejuvenation
This potent amulet has two effects to allow the wearer to continue on after death.
Upon death, the target is instantly returned to life as if a Revenance spell was just cast on them by at 7th level cleric (treated as alive for 7 minutes, immediately set to one-half normal Full HP). This effect cannot be triggered again for an additional 7 minutes after the initial duration has expired.

If the target remains dead for more than 1 round, its secondary effect triggers. The target is returned to life as if a Revivify spell was just cast on them. Unlike the normal spell, this returns the user to life at 1 HP (rather than at -1 HP & stable).

Cost: 40,250 gp (1 charge/day), 80,500 gp (2 charge/day), 120,750 gp (3 charges/day)
Craft Wondrous Item, CL10, Revivify, Revenance, Cure Light Wounds
The Caster Level of this item is 22nd.

Amulet of Determined Ambulation
This potent amulet has two effects to allow the wearer to continue on after death.
Upon any condition that would drop them below Zero hitpoints, the target is instantly placed under the effect of an Delay Death spell as cast on them by at 7th level cleric (cannot be killed by hit point damage for 7 rounds). If the amulet has multiple charges, this effect cannot be triggered again for an additional 7 rounds after the initial duration has expired. While below Zero hitpoints, the wearer acts as if disabled rather than dying (may only take a move action or a standard action, as the Diehard feat)

Once the duration expires, the secondary effect is triggered. The target is returned to life as if a Revivify spell was just cast on them. Unlike the normal spell, this returns the user to life at 1 HP (rather than at -1 HP & stable).

Cost: 35,700 gp (1 charge/day), 71,400 gp (2 charge/day), 107,100 gp (3 charges/day)
Craft Wondrous Item, CL9, Revivify, Delay Death, Cure Light Woundscrafter must possess Diehard feat[/quote]
The Caster Level of this item is 22nd.


Armbands of Bracing for Impact
These greaves are crafted from a tempered steel cast that always has a sheen to it by a wizard who was in no mood to let something like ‘bodily harm’ get in the way of his continued existence the gods’ green earth. (…Again.)
They grant the wearer a host of defensive benefits: +6 armor bonus, +3 deflection bonus, +3 Natural armor (enhancement) bonus, +2 Luck bonus, +2 insight bonus, +2 Morale bonus to AC; +5 resistance bonus, +2 Luck bonus, +2 Insight bonus, +2 Morale bonus to Saves; the effects of a Scintillating Scales spell (transforms Natural Armor AC bonuses to Deflection bonuses, which stack with any otherwise existing Deflection bonus. No higher AC, but more useful vs. touch attacks), and the effects of a Shield spell (+4 Shield bonus to AC, immune to magic missile). You must be a wizard to benefit from these armbands.

Cost: 75425 gp
Craft Wondrous Item, CL14, Mage armor, Shield of Faith, Barkskin, Resistance, Scintillating Scales


Death Delver's Hourglass
This item is an effective focusing tool for those who meditate to regain divine spells. Divine casters who contemplate their cause, philosophy, or deity before a running Death Delver's Hourglass enjoy certain benefits. First, the time needed to naturally recover from fatigue and exhaustion (and hence, to regain spellpoint loss tied to those conditions) is reduced by half. For example, if a character is exhausted, he would become fatigued after just 30 minutes of meditation and regain 1/3 of his spell point pool. After a full hour of meditation before the hourglass, fatigue and exhaustion are removed, and the caster regains up to 2/3 of his spell point pool. To fully recover or change one's daily allotment of spells still requires 8 hours of rest. Up to three spells of 4th level or lower prepared before the running hourglass may be prepared with the extend spell metamagic feat applied at no additional cost.

Cost: 9,660 gp
Craft Wondrous Item, CL12, Extend spell, Lesser restoration


Lenses of Prudent Perception
After stepping on one-too-many false bricks in umpteen lost temples and losing countless local guide hirelings, the wizard who created these enchanted glass discs decided to take matters into his own hands – er, eyes – and watch out for himself.
These smooth crystal lenses, which must be worn as a pair, fit over the user’s eyes. They are finely crafted, and serve as a Masterwork Tool of Search (+2 Circumstance bonus) They also confer the following effects:
See Invisibility, Darkvision, Ebon Eyes, Find Traps (CL4, so +2 Insight bonus to search) (as the spells),
Blindsight 30 ft (negated by areas of magical silence)
+4 Insight bonus to Listen checks (so +2 Perception)
+10 Competence bonus to Search
Useable at will: Detect Secret Doors, Spontaneous Search
Once per day, you may use an immediate (mental) action to reduce all variable numeric effects of a spell, SLA, power, or PLA that affects you to the minimum value (as a Third Eye of Dampening)
The user must be a wizard and must have 5 ranks in Listen (Perception) to use this item.

Cost: 38,250 gp
Craft Wondrous Item, CL10, Dispel Magic, Darkvision, Find Traps, See Invisibility, Listening Lorecall, Ebon Eyes, Spontaneous Search, Detect Secret Doors; crafter must have 5 ranks in Listen (Perception)


Boots of Ducking and Dodging
These boots allow the user to teleport 20 ft as a move action 5/day, and allow the user to ignore one provoked Attack of Opportunity per day.
(Combine Boots of Swift Passage & Armband of Elusive Action)
Move(Command) Action to Activate Teleport, and Immediate (Mental) Action.

Cost: 5600 gp
Craft Wondrous Item, CL 7, Dimension Door, Cat’s Grace


Headband of Mental Acuity
This thin golden circlet, wrapped with a twisting bronze inlay and fronted by a sapphire gem, grants the user a +4 enhancement bonus to Intelligence, the ability to make a concentration check in place of a Fortitude save 1/day; allows the user to discern information about prior owners of a held item (as Gloves of Object Reading) grants a +2 competence bonus on Knowledge checks; and allows the user to ‘scribe’ and prepare 30 spells of any level into/from the gem.
(Combine Headband of Intellect, Headband of Conscious Effort, Gloves of Object Reading, and Lore Gem)

Cost: 28,500 gp
Craft Wondrous Item, CL 11, Legend lore, Scrying, Fox’s Cunning, Bear’s Endurance, Secret page

Crafted Magic Items of the Battle Nexus!


Battle Nexus Championship Belt (Siege)
Price (Item Level): Priceless
Body Slot: Waist or Shoulder
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: Standard
Weight: 1 lb.

This belt is forged of thick, black, iron links, each set with a cabochon-cut semiprecious stone. Its large, oval buckle is embossed the symbol of a tower held in a clenched fist. Maki's name, and his various stats and accomplishments ring the embossed symbol.

The wearer gains a +6 enhancement bonus to Strength and a +4 morale bonus on saves against fear effects while wearing the belt. If the wearer ever fails a save against a fear effect while wearing this belt, its powers are negated for 1 hour.
The belt also possesses a stoneskin, featherfall and protection from arrows enchantment, each spell usable for the cost of 3 charges, with the belt having 25 charges, and the spells activating as if cast by a 20th-level caster on the wearer.

As a Free Action, the belt will provide information about past wearers.

The wearer can be challenged at anytime for the belt. If defeated, the victor receives it. The belt may create the conditions necessary for competent battle, testing the skill of the combatants.
If the Battle Nexus begins, the wearer is obligated to return and defend their title. If they are too far away or in danger, the officials will instantly transport them if possible, either by activating magic through the belt, or sending someone.
If the belt is left unattended, or the wearer loses it, there's a 50/50 chance it will either return to them, or to the Battle Nexus where they may collect it after paying a considerable fine.

The belt does not actually belong to the wearer; it is Battle Nexus property. The wearer may not sell the belt without first offering the Battle Nexus the chance to buy it back for 1 gp. The wearer agreed to they put on the belt.

The belt can be worn around the waist, or across the shoulder. It's effects, and the effects of any other belt being worn at the same time are negated.

Battle Nexus Championship Ring (Standard)
Price (Item Level): Priceless
Body Slot: Ring
Caster Level: 15th
Aura: Strong; (DC 22) abjuration
Activation: Standard (command)
Weight:

A black, iron ring, with one edge, and a chain of similar material, it feature's Maki's name and accomplishments along the edge when placed in heat or cold.

Once per day, upon activating the ring, the wearer gains a +20 deflection bonus to Armor Class that lasts until the beginning of their next turn. Otherwise functions as a ring of protection, +3.

Mya's Spear of Drowfall
Body Slot: — (held)
Caster Level: 19th
Aura: Overwhelming; (DC 24) transmutation
Activation: ---
Weight: Weightless

This spear is made of light. When not fixed in its wielder's hand, it floats at a dwarf's height, ready to be held.

In the hands of anyone, the spear functions as a +2 longspear.
In the hands of a dwarf, the spear functions as a +3 keen longspear.
In the hands of a dwarf with the ability to cast divine spells, the spear functions as a +4 keen longspear of speed.
In the presence of Drow, the weapon functions as all of the above, as well as a brilliant energy, elf bane and eager weapon.

If the wielder fails attack any drow they come upon, there is a 50% chance the spear will leave, to find a new wielder. In either case, the spear will stop working until the spear tastes the blood of a drow.

SUNSWORD
The Sunsword is a bastard sword whose blade is formed of crystal glassteel, while the hilt and guard are forged of
platinum.
Nonlegacy Game Statistics: +1 bastard sword; Cost 3,000 gp. When wielded by a good character, the blade can be wielded as if a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but an individual proficient with either the bastard sword or the short sword can use the Sunsword with equal proficiency.).

Omen: The blade glows with a dim blue light, unless within 30 feet of undead, in which case its radiance swells to a brilliant sapphire.

History
The Sunsword is a unique blade that once opposed Strahd—its power was the power of Light, and Strahd feared it, though its whereabouts have long since passed from general knowledge. (Knowledge [history] DC 15)
The Sunsword is a unique blade that possesses powers accessible through a special bonding ritual. Once the powers were awakened, only the wielder bonded to the blade could call upon the abilities inherent to the weapon, abilities most suited to destroying undead. (Knowledge [history] or Gather Information DC 18; Sunsword Bonding Ritual)
Fearing the blade’s power, Strahd employed a powerful magician to destroy the Sunsword. The first part of the process required the hilt and the blade be separated, then destroyed simultaneously. When the blade was separated from the hilt, the blade took on the appearance of a normal long sword. However, before the hilt and blade were destroyed, the wizard’s assistant Gabriela stole the blade and fled Barovia. (Knowledge [history] or Gather Information DC 20; Trial by Flight)
Gabriela’s noble flight was successful in that she saved the unattached blade from destruction; however, she didn’t succeed in fleeing Barovia before some nameless menace beneath the dark boughs claimed her. Though Gabriela’s body was later found in the woods, not so the hilt or the blade of the Sunsword. (Knowledge [religion] or bardic knowledge DC 31; Trial by Death)

Quote:
Originally Posted by Sunsword Table
———Personal Costs———
Wielder Skill Check HP
Level Penalty Loss Abilities
5th — — +2 bastard sword
6th — 2 Good-aligned
7th -1 — Silvered
8th — 2 —
9th — 2 Fires of day
10th — — Undeath’s Bane
11th — 2 +3 bastard sword
12th — 2 —
13th -2 — +4 bastard sword
14th — 2 —
15th — — Death ward
16th — 2 Fires of day, improved
17th -3 2 +5 keen bastard sword
18th — — —
19th — 2 Banish undead
20th — 2 Undeath to death
Legacy Rituals
Three rituals are required to unlock all the abilities of the Sunsword.
Sunsword Bonding Ritual: You must spend 8 hours praying to a good deity (or any sun god) while holding the Sunsword. Cost: 2,000 gp. Feat Granted: Least Legacy (Sunsword).
Trial By Flight: You must defeat an evil not by direct force of arms, but through wit, craft, or other stratagem. When that is done, you must repeat the bonding ritual, with more precious offerings. Cost: 13,500 gp. Feat Granted: Lesser Legacy (Sunsword).
Trial by Death: You must defeat an undead whose Challenge Rating is at least 2 higher than your level, although you need not do so alone. When that is done, you must repeat the bonding ritual, with more precious offerings. Cost: 38,000 gp. Feat Granted: Greater Legacy (Sunsword).

Wielder Requirements
Any good-aligned creature that can use a sword would be interested in using the Sunsword.

Sunsword Wielder Requirements
Base attack bonus +2
Any good alignment

Legacy Item Abilities
All of the following are legacy item abilities of the Sunsword.
Personal Costs: Beginning at 6th level, a character who has performed the least legacy ritual for the Sunsword must pay some personal costs, in the form of permanent penalties to his skill checks and hit points. These costs are shown on the table below. The hit point loss shown is cumulative. The skill check penalties are not cumulative.
If a character reaches 12th level and has not performed the lesser legacy ritual, he does not pay the personal cost for 12th level or any subsequent levels until he does perform the lesser legacy ritual. Of course, he also does not gain any of the abilities granted by the Sunsword for 11th level and above.
The same applies when the character reaches 17th level.

Good-Aligned (Su): At 6th level, the Sunsword awakes to goodness; any evil creature attempting to wield it gains one negative level. The negative level remains as long as the sword is in hand and disappears once the sword is dropped.
Silvered (Su): Against Negative Energy Plane creatures or undead, the Sunsword is treated as if silvered.

Fires of Day (Su): At 9th level, once per day you can swing the Sunsword vigorously above you head while speaking the command words “Feel the fires of day!” The Sunsword then begins shining in a 10-foot radius around you and extends outward at 4 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius equal to natural sunlight (similar to a daylight
effect). When you stop swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely.

Undeath’s Bane (Su): Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the normal ×2)

Death Ward (Sp): When you reach 14th [[Note: Table says 15th]] level, you can bestow a death ward on a creature you touch with the Sunsword once per day (caster level 11th).
Fires of Day, Improved (Su): As fires of day, except you can use the ability an unlimited number of times per day.

Banish Undead (Sp): Once per day, when you yell out, “Return to the Dark” while holding the Sunsword, you can affect undead similarly a banishment spell affects extraplanar creatures. This effect treats all undead as extraplanar whose home plane is the Negative Energy Plane. The undead’s save DC is 20 or 17 + your Cha modifier, whichever is higher.

Undeath to Death (Sp): When you reach 20th level, you can use undeath to death as the spell once per day on command (caster level 20th). This ability can instead deal damage to undead creatures. The save DC is 20 or 17 + your Cha modifier, whichever is higher.

Chopsticks of Supreme Nimbleness

Originally devised as a super-lightweight, precise eating utensil, the Chopsticks of Supreme Nimbleness indeed let the user consume a typical meal in a tenth of the normal time. However, this property is only the beginning of their usefulness.

The Chopsticks can be wielded together as a light weapon, with identical statistics to small-sized dagger with a +1 enhancement bonus. Creatures of up to medium size can wield the Chopsticks at no penalty. The extraordinary precision of the Chopsticks enable them to ignore all size-bonuses to AC.

The Chopsticks are considered a special monk weapon.

When not in use, the Chopsticks can be tucked over one's ears or in one's hair. When stowed in this way, the Chopsticks grant the owner the ability to make a sleight of hand check in combat as a swift action that does not provoke an attack of opportunity. The Chopsticks can be drawn from this position as a swift action, but stowing them again is a move action that provokes an attack of opportunity.

Cost: ???

The Glass Testament of Volculos, First of the Society of the Sacred Shroud
Price (Item Level): Priceless
Body Slot: n/a
Caster Level: 16th
Aura: Overwhelming; illusion, enchantment, conjuration; Strong; conjuration
Activation: Varies; see below
Weight: 5 lb.

"I wonder... Maybe some sort of sensor? Why would he give this to me, a man he's never met, with no explanation?"
The Master grips the silk sash that held the package together and experimentally dips it into black, still surface.
The parchment eagerly drinks up the water and droplets drop on Eduardo's finger tip.
A man, in ornate robes, with a serious, knife-like face appears before him.
Dark eyes burn into Eduardo's own.
"I am Volculos. The First of the Sacred Shroud. I recognize one who is as I. Death Delver, speak, ask and listen."
You're a death delver? Eduardo asks. He'd heard rumors of others, but had never met one, despite his expansive network of delvers in training, spanning the globe.
"It is not a name we chose. It was given to us."


A large, heavy black bowl of glass, The Glass Testament of Volculos, First of the Society of the Sacred Shroud, only works for Death Delvers. When water is poured into it, it becomes black like ink. No matter how the bowl is turned and shaken, the water will not come out. Upon touching the water, any Death Delver becomes witness to Volculos, who ignores any non-Death Delver.
Volculos has his full-memory and experience, and a limited awareness of what occurs outside his bowl.

As long as a Death Delver possesses the Glass Testament, they gain an extra spell per day of each spell level they can cast and Practiced Spellcaster for their Death Delver Spellcasting. The Glass Testament need not be wielded, merely possessed.

By meditating for one hour with the Glass Testament, a Death Delver gains access to the Fear Domain for 24 hours, effectively offering the possessor two extra spells per level.
By consulting Volculos for eight hours, the Death Delver can reorder the Death Delver spell list, selecting from any divine spell list, until the next time they consult him and have the previous effect as well.

Drinking from the bowl is full-round action that provokes.
If the Death Delver drinks, he may place a hallow/unhallow effect on himself, corresponding to his spontaneous casting choice, or place himself in temporal stasis. While in temporal stasis, the Death Delver does not possess the bowl. The Death Delver in no way, can end the temporal stasis.
If a living creature drinks, including a Death Delver that does not possess the bowl, the possessor may place a contagion, slay living, symbol of sleep or poison effect on the drinker as well as a remove disease or remove poison effect or restoration effect or raise dead with no Save.
An undead creature who drinks can allows Eduardo to make a turning, rebuking or destroy undead check, assuming a 16th-level cleric, and adding any other turning effects the Death Delver can make, with no save.
Another Death Delver is allowed to make a Save.
The Death Delver may pre-determine what drinking will do, before hand, in a full-round action, based on status of living, undead and Death Delver, and mixtures, thereof.
For example, Eduardo can take the Glass Testament, and place it in a shrine. Casting a Light spell over it thematically, he can spend a full-round action stipulating that any living creature will have a Remove Disease effect them, any living Death Delver will have a Restoration effect, any undead will have a destroy undead effect and a undead Death Delver will have a rebuking effect.
The Death Delver can spend a turn attempt to refill the bowl, otherwise, the bowl refills on in the darkest of night one day after being drank from.

THAMES CITY SPECIAL
Price (Item Level): Cost 5,600 gp (10);
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 18) transmutation;
Activation:
Weight: 28lbs.

Taking the black crossbow in hand, Therandil marvels at its intricate creation, larger than any crossbow he'd seen, it appears to have a second crossbow strapped to the foregrip. Its blue-gray hue shimmers in his hands.

This is a +1 Quick-Loading Collision Double Great Crossbow.

The Thames City Special is made for medium-sized creatures and deals 2d8 Piercing damage, has a threat range of 18-20, doubles damage on a confirmed critical and has a range increment of 120 ft..

The Thames City Special is a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each great crossbow takes a Standard action that provokes an attack of opportunity. It takes one full-round actions to load both great crossbows.
A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.
The Thames City Special can be fired with one hand, but with a -6 penalty. You can shoot a Thames City Special with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Taking the Exotic Weapon Proficiency (double crossbow) grants no more attacks with a Thames City Special than firing a double crossbow twice with a high base attack bonus. The difference is that with the Exotic Weapon Proficiency, both attacks are at your highest base attack bonus, but with a -2 penalty; whereas using the second attack from a high base attack bonus comes with a -5 penalty. For example, a 6th level fighter with Exotic Weapon Proficiency (double crossbow) attacks with a +4/+4, while a 6th level fighter (without with the Exotic Weapon Proficiency feat) can attack with a +6/+1 base attack bonus. The advantage of taking Exotic Weapon Proficiency (double crossbow) is there, and just powerful enough to justify the feat. Taking the Exotic Weapon Proficiency feat for double crossbows essentially offers a benefit identical to the Rapid Shot feat.
The Thames City Special accesses an extra-dimensional space that can hold up to 100 bolts, for each crossbow, thus, 200 each, allowing the wielder to reload the crossbow more rapidly than normaL Reloading a great crossbow is a Standard-equivalent action. Adding a bolt to or removing one from the extradimensional space by hand requires a move-equivalent action. The extradimensional space can hold different types of bolts, and the wielder may select freely from these when reloading the crossbow.

Nutshell: deals 2d8 damage and a standard to reload one and full-round to reload them both.

Quote:
standard to reload one and full-round to reload them both.
This is the case, even with the Quick Loading, or Rapid Reload, correct?

It already has Quick Loading. Haven't had a chance to see what Rapid Reload would add...
...I think it would make it a Move Action.

They don't normally stack. Was just wondering if that reload timeframe was already taking QL into account. I got all excited, but then I realized that Rourke would still do better with Hopebringer. Should be killer for the others though.

Stone Mask of Malphas, the Turnfeather
Price (Item Level): Priceless
Body Slot: Face
Caster Level: 20th
Aura: Strong; (DC 25) transmutation, conjuration, illusion, enchantment
Activation: Varies; see below
Weight: 1 lb.

He closes his hand slowly, allowing his now larger ears to take in the sharp crunch. Once the leaves were crushed, he lifted his arm to the mask, and rose up from the ground. With a tilt forward of his head, the mask dropped off his face and fell into the waiting hand.

While wearing the Stone Mask of Malphas, the Turnfeather, no one can see your eyes or mouth-only shadows are revealed through the stone, and you fall in love too easily. A kind word or a friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, Malphas requires that you employ it against your foes at every opportunity.

Bird’s Eye Viewing: At will, you can summon a dove or a raven to aid your powers of observation. (Use the statistics for a raven regardless of the creature’s form.) The bird appears perched on your shoulder. You have complete control over its actions, and you can see what it sees and hear what it hears. Use the bird’s skill checks to determine the results of its actions and observations (for example, Bluff, Search, Spot, Listen), but use your skill bonuses to derive information from its observations (for example, Knowledge, Sense Motive, or Spellcraft to identify a spell). If you have the trapfinding ability, you can use the bird to find traps so long as doing so doesn’t require it to manipulate an object. The bird cannot talk. You can have only one bird summoned at a time. It remains until you summon another dove or raven, mentally dismiss it (a standard action).

Invisibility: As a full-round action, you can make yourself invisible (as with the invisibility spell). Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your hit dice. You can invoke this ability as a standard action at five hit dice, as a move action at ten hit dice, and as a swift action at fifteen hit dice. Once you return to visibility, you cannot use this ability again for 5 rounds.

Poison Use: You are not at risk of poisoning yourself when handling poison or applying it to a weapon.

Sudden Strike: With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four hit dice anytime your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from sudden strike stacks with that from sneak attack whenever both would apply to the same target.

Removing the Mask: Attempting to remove the mask causes Malphas to manifest, viewable only by the wearer; they must succeed on a DC 25 Persuasion Check, at a -1 penalty for every day they have worn the mask and an additional -1 for every rejection they have suffered, in order to convince him to remove his influence.




 

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Blog   Myth-Weavers Status