The Sky Realms Of Verasia

Magic Items

I as a DM like making magic Items and creating unique magic is always fun. Some times you do not have the time and wish to give the PCs some thing original but your minds a blank. Well here ya go these are some items I created on the fly and they did turn out to be some of my players favorite and my pain.

Crystal Armor of Wrathorr
Description: made of smoky quartz crystal with the natural quartz sticking out of the shoulders and various other places that will not interfere with movement.
Powers: +5, Glassteel cast on it the armor also has nimbleness to allow more movement. It is also weightless so as to not encumber. The spaulders are also enchanted to grant their wearer the ability to sprout a pair of beautiful, Hawk wings once per day, which allow him to fly for a number of hours equal to his wisdom modifier, with a minimum of one hour. Flying in this manner gives the wearer a speed of 70, and an average maneuverability rating. This armor is considered medium (AC Bonus +8, Max. Dex. Bonus + 8, AC Penalty 0, Arcane Spell Failure 15%, Speed No reduction, Weight 0.).

Ring of Elemental Command (Sonic)
Common properties: * Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental ( as charm monster, Will save DC 17). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. * Creatures from the plane to which the ring is attuned who attack the wearer suffer a –1 penalty to their attack rolls. The ring wearer makes applicable saving throws from the extraplaner creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus to all attacks against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have. * The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him. Fear, hatred, and respect are determined by the DM. * The possessor of the ring suffers a saving throw penalty of –2 against force-based effects.
Specific properties: * Resist elements (sonic) (as a major ring of elemental resistance [sonic] 30 points per round). * Silent Sound. (unlimited use). * Shatter (twice per day). * Cry Havoc (twice per day). * Shout (once per day). * Sonic strike as per flame strike but does sonic damage not fire (twice per week).

Deck of Ill-Elusions
This deck of cards acts in all ways as a Deck of illusions unless noted below.
Harts
A Banny rooster
K Rat (small)
Q Puppy Dog
J Mole
10 Sunflower
9 A Bucket (with hole)
8 A Vary Old Worn Horse
2 Tree (dead)
Diamonds
A 10 ft. Marble Column
K a white mouse
Q a straw broom
J a stuffed beaver
10 Wagon wheel
9 Candle nub
8 Rose bush 5'dia. 5' high
2 4' stack of parchment
Spades
A Small table with cold food
K 50 termites
Q Can of earth worms
J a small dog(poodle)
10 Pair of old boots
9 A wooden falcon
8 a chair
2 a pile of dirt 3'x2'high
Clubs
A R0asted pig
K A hat rack (1d6 hats)
Q 10'x10' section of grass
J Blind beggar no legs
10 pile of cloths 3'x3'ft
9 Double of self (nude)
8 a butterfly
2 Mud puddle 15'dia. 2’deep


Manticore Hide Armor
This armor was made for barbarian warrior from the hide of a manticore that he killed with his own hands. The tribe’s wizard instilled part of the beast’s powers in the hide it's self-giving him beastly might.
This armor gives +11 bonus (+6 armor, +5 magical), max. dex. Bonus of +5, armor check penalty -1, speed normal for race, 20lbs. The armor has a set of manticore wings, which fly at 50ft. (clumsy). Also with a snap of the armors tail, the wearer can loose a volley of six spikes as a standard action. This attack has a range of 180ft. A spike threatens a critical hit on a natural attack roll of 19 to 20. Can only launch 24 spikes in a day. They re grow at a rate of 1 per day. If the wearer is ever grappled or swallowed it will spout dagger spikes from all surfaces of your armor. The spikes are bone like and never harm you or interfere with your movement or actions. They allow you to deal 1d6 points of piercing damage (crit x2) with a successful grapple attack. The spikes count as a martial weapon, and the spell grants proficiency with them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. You inflict lethal damage when grappling. If a creature grapples you, the spikes deal 2 points of damage to your attacker. You get a + 4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles.
 
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Here is some thing for a long term item for a ranger or archer of the group whos an elf or fey blood

Bow of the Fairy Queen
History: The bow was made for the queens most loved guard who also loved the queen. This tragic story was made worse but the fact that the two could never show their love for one another. They lived this way until passion over road there common sense and there were caught by the fairy king. He did not tell anyone about this so no one knew he knew. He kept sending the guard on more dangerous missions and the queen kept putting more jewels of power on the bow to protect her beloved guard. The last time he returned she bestowed the last jewel of power as he was sent to his sure death. A single tear rolled off her cheek and landed on the bow and another jewel was formed. The guard never returned but the queen never complained she seemed to not mind as if he had never left.
The bow has surfaced many times but always in the hands of an elf or half-Elf the bow has slots for 21 jewels but only 20 are recorded in the elves history the 21 st stone has no description. All powers of this jewel are unknown no elf old enough to know will speak of it when asked.


Jewel Type-----------------------Power Type----------------------------------Value
Opal------------------------------Holy----------------------------------300 gp
Fire Opal-------------------------Flaming ---------------------------------- 350 gp
Golden Yellow Topaz-------------Shock----------------------------------500 gp
Blue Sapphire--------------------Frost----------------------------------625 gp
Diamond-------------------------Sonic----------------------------------755 gp
Violet garnet---------------------Speed----------------------------------150 gp
Emerald--------------------------Acidic Blast----------------------------------1650 gp
Brown-Green Garnet-------------Dread (Goblinoid)----------------------------------235 gp
Rainbow Quartz------------------Universal Elemental Resistance, Major.----------------------------------6850 gp
Amethyst-------------------------Bow Becomes Intelligent.----------------------------------5000 gp
JacinthPower ---------------------As per A rod Of Absorption.----------------------------------5500 gp
Silver pearlMay ------------------Become Sword upon Command.----------------------------------500 gp
Bloodstone------------------------Piercing ----------------------------------50 gp
Amber-----------------------------Skewering----------------------------------125 gp
Moonstone------------------------Gain powers of elf oathbow.----------------------------------80 gp
Clear Quartz----------------------Force Arrow----------------------------------50 gp
Jet---------------------------------Negation Arrow----------------------------------180 gp
Onyx-------------------------------Withering Arrow----------------------------------525 gp
Canary Diamond------------------Spell storing----------------------------------8000 gp
Clearest Bright green Emerald---Gain special purpose power.----------------------------------15000 gp



Powers: Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind;
Flaming: Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition;
Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition;
Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition;
Piercing: This ability doubles the threat range of a ranged weapon. Only bows can be piercing. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat);
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.);
Shock: Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition; Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.);
Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already;
Skewering: This potent and feared ability allows the weapon to pierce vital of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon pierces the opponent’s vital area (if it has one). Some creatures, such as many aberrations and all oozes, have no vital areas. Others, such as golems and undead creatures other than vampires, are not affected by a vital area hit. Most other creatures, however, die when their vital areas are hit;
Sonic: Upon command, a sonic weapon is sheathed in vibrating waves of sonic energy. The Sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d6 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition;
Oathbow: Of elven make, whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow bonus vs. this one foe increases by a +2 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath;
Universal Energy Resistance, Major: This power continually protects the wearer from damage from all types of energy—acid, cold, electricity, fire, and sonic Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. This power grants 30 points of resistance;
Force Arrow: Once per day upon command the bow give give forth an arrow of ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat on an arrow head. This force strikes a single target, dealing 3d6 points of force damage. The force of the blow is considerable, and those struck by the arrow are subject to a bull rush. (The arrow has Strength 25 and is Large.) The arrow gains a +2 bonus on the bull rush attempt. In addition to its attack mode, the arrow of force also has the power to open doors as if it were a character with Strength 29;
Negation arrow: This arrow negates the spell or spell-like function or functions of magic items. The wielder shoots at the magic item, and a pale gray arrow shoots forth to touch the target device, attacking as a arrow (a ranged touch attack). The arrow functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the bow wielder needs to have used a ready action. The dispel check uses the arrow’s caster level (15th). The target item gets no saving throw, although the arrow can’t negate artifacts (even minor artifacts). This power of the bow can call upon three times per day;
Withering Arrow: An arrow of Withering deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she hits with the arrow. If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with DC 17 Fortitude save;
Absorption: This bow acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the bow or her gear. The bow then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of an arrow. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the bow is in hand at the time. A running total of absorbed (and used) spell levels should be kept. The wielder of the bow can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the bow must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the bow be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the bow’s energy can be used to cast any spell of the appropriate level or levels that they know. The bow absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The bow cannot be recharged. The wielder knows the bow’s remaining absorbing potential and current amount of stored energy. To determine the absorption potential remaining, roll d% and divide the result by 2. Then roll d% again: On a result of 71–100, half the levels already absorbed by the rod are still stored within;
Acidic Blast: On command, an acidic blast weapon drips a potent acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition;
Dread: A dread weapon excels at attacking one type of creature in this case its Goblinoid (includes bugbear, goblin, hobgoblin). Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus ( so a +7 dread longsword is a +11 longsword against its foe). Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even effects creatures immune to critical hits or death magic;
Shifter Weapon: This weapon may shift between a missile weapon and a melee weapon of the owner’s choice it retains only the powers that any other magical melee weapon could use (Holy, Flaming, Shock, Frost, Sonic, Speed, Acidic Blast, Dread, Universal Elemantal resistance, Major and Its intelligent capabilities;
Bow Becomes Intelligent Abilitys: Int-19, Wis-19, Cha-10. Communication Speech and telepathy, The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder. The item can read all languages as well as use read magic. Senses 120 ft. darkvision, blindsense, and hearing Capabilities: Item can use cure moderate wounds (2d8+3) on wielder 3/day, hold person on an enemy 3/day, locate object 3/day, detect magic at will, lesser globe of invulnerability 1/day, dimensional anchor on a foe 1/day and locate creature 3/day.
Special Purpose: To protect the bow wielder if an elf. Special Purpose Item Dedicated Powers: Item can use true resurrection on wielder, once per month

Every time a gem is put in to the bow its bonus increases by one. At no gems in bow it is a weapon of Distance and all ways has this pwer unless in melee weapon form.
 

he he me got ring ha.....

Orgar’s Ring of mighty farts.
A ring of red gold, beaten into a long knuckle-coil to resemble a miniature snake coiling about the wearer's finger, with two tiny rubies set into its head as eyes (300 gp). This ring will not detect as magical or cursed but once put on it will require a save vs fortitude be made DC 25.
Powers: Makes the wearer immune to all magical or natural poisons and effects even gases do not affect him. Side effect: When in a tense situation of any kind, combat, after eating, a sleep, trying to concentrate to be quiet, or surprised. The player gets the urge to fart DC 25 fortitude save the effect is just like a cloud kill spell cast at 20th level. The area varies by rolling % dice, the save varies by rolling 1d20 + the constitution modifier of wearer = the DC to save everything else is as per the spell. The ring can not be removed by any means known only natural death can remove this item or a divine intervention always works too. History of ring to fallow …….
 


Killer NPC

I made these items by combining different magical items that are not normally combined. The NPC is an evil warlock of 16th level, human, he has the feats: Ability Focus (eldritch Blast), Supernatural Transformation (eldritch Blast), Martial weapon Proficiency longsword, Pointblank shot (ray), Battle caster, Precise shot (ray), improved precise shot (ray).

Ability Focus and Supernatural Transformation are from the savage species, Ability Focus also in monster manual, Battle caster from complete arcane, the rest are from player’s handbook 3.5.

Now with these feats used the way there written I can use my blast and the enemy gets no save and no spell resistance for it and at 16th level that’s 7d6 of damage that has no resistance for it no cover also I can wear a breast plate with no spell failure.

Here is his items.............

Necklaces: of heavy silver chain again with a sliver skull with ruby eyes.
Powers: Adaptation: The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. When worn, it adds a +6 enhancement bonus to her Charisma score.

Mantle: of thick almost light absorbing black cloth this hooded mantle provides the wears face with constant shadow.
Powers: Spell Resistance: This garment, worn over normal clothing or armor, grants the wearer spell resistance 21. When laid out acts as a portable when opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.

Skull belt of Surmond: This belt is made of dark brown leather with blood red detail trim and steel studs the buckle is a black ebony skull.
Powers: +5 resistance to saves, +5 to deflection (AC), Also the skull once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer’s face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer’s base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The skull has AC 16, 10 hit points, and hardness 6.

Spiked Gauntlet of dwarves might: A wicked spiked glove of blacked steel and obvious dwarf manufacture.
Powers: +2 weapon, also it can act as a ring of the ram the wearer can command the gauntlet to give forth a ram like force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the gauntlet-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the gauntlet also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.
The gauntlet has 10 charges. When all the charges are expended, the gauntlet becomes a nonmagical item until it recharges its self gaining one charge per day.

Volgiths Boots of movement: these heavy dark black leather boots have a skull motif as well but only noticeable upon close inspection.
Powers: These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks. Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name. And finally on command, these leather boots allow the wearer to levitate as if she had cast levitate on her.

Breastplate of deception: This armor looks how ever the wearer want it to from robes to a shiny suit of armor.
Powers: +5, Glamered: A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised. Fortification Heavy: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Evasion: Also this armor continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Ebon Death: This longsword is made of black ice from deep in the great ring, the handle is wrapped in a dark green hide but the rest of the blade has been carved from the ice its self.
Powers: +4 , sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.
It extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit. Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat). Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn. Energy Resistance cold 20: when held the sword continually protects the owner from damage from cold. Each time the welder would normally take such damage, subtract the sword’s resistance value from the damage dealt.
 

My favorite little critter

KERCPA

Tiny Monstrous Humanoid (Tiny)
Hit Dice: 1d8 (4 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft, Climb 40ft.
AC: 19 (+5 Dex, +2 size, +2 mw leather)
Attacks: kercpa longsword -5 melee, kercpa longbow +7 ranged
Damage: kercpa longsword 1d4-2, kercpa longbow 1d4
Face/Reach: 2½ ft by 2½ ft/0 ft
Special Qualities: Frenzy Attack.
Special Qualities: Dodge Missiles,*+10 to Climb & Jump Checks in natural terrain,Alertness,keen senses
Saves: Fort +0, Ref +7, Will +3
Abilities: Str 6, Dex 20, Con 10, Int 14, Wis 12, Cha 10
Skills: Balance+5,*Climb-3,Hide+5,*Jump-3,Listen+4,Spot+4,Tumble+5,Servival+6
Feats: Point Blank Shot, Rapid Shot.
Favored Class:Archer
Climate/Terrain: Temperate/Forest
Challenge Rating: 1/15
Treasure: None
Alignment: Usually neutral to chaotic good
Dodge Missiles: As per Deflect Arrows but moving out of way not Deflecting.Kercpa are able to dodge a number of missiles per round (equal to there Dexterity modifier) if attacked with a ranged weapon, you may make a reflex save against a DC of 20(increased by magical bonus of weapon). If you succeed, you dodge the attck; you must be aware of the attack and not flat-footed. Attempting to dodge does not count as an action. Exceptional ranged weapons, such as boulders by giants or Melf's acid arrows, can't be dodged.
Frenzy Attack: When using a Kercpa bow a Kercpa is able to make two additional attacks at a -5 and -10, Rapped shot will reduce the first to -2 but the other is still at -10, until the Kercpa are able to gain the right number of attacks (Example a 12th level fighter has 3 attacks which would remove all penalties).

And here is a NPC

Name: Farris"Twich" Oakhart Race:Kercpa Class:Archer

Tiny Monstrous Humanoid (Tiny)
Hit Dice: 2d8 (19 hp)
Initiative: +8 (+8 Dex)
Speed: 20 ft, Climb 40ft.
AC: 22 (+8 Dex, +2 size, +2 mw leather)
Attacks: kercpa longsword +3 melee, kercpa longbow (with rapid shot +10/+10/+10 ranged)(no rapid shot +12/+12/+2)
Damage: kercpa longsword 1d4, kercpa longbow 1d4 (crit 19-20/x2)
Face/Reach: 2½ ft by 2½ ft/0 ft
Special Qualities: Frenzy Attack.
Special Qualities: Dodge Missiles,*+10 to Climb & Jump Checks in natural terrain,Alertness,keen senses
Saves: Fort +3, Ref +8, Will +7
Abilities: Str 11, Dex 27, Con 16, Int 20, Wis 18, Cha 15
Skills: Balance+8,*Climb+5,Craft (Bower/Flicher)+10,Hide+8,Intimidate+7,*Jump+5,Listen+6,Spot+9,Swim+2,Tumble+8,Wilderness Lore+6
Feats: Point Blank Shot, Rapid Shot.
Favored Class: Archer
Class Abilities: Primary weapon +2,Extra shot, Class Skills.
Alignment: Neutral Good
Gear: Masterwork Leather armor, Masterwork KercpaBow, Kercpa sword, 5 potions of cure light wounds,2 potions of hide,20 masterwork arrows. OTHER WEALTH: 40pp, 582gp, 5sp, 59cp, 3 Gems [20gp Star Rose Quartz; 40gp Rose Quartz; 70gp Onyx;]
Dodge Missiles: As per Deflect Arrows but moving out of way not Deflecting.Kercpa are able to dodge a number of missiles per round (equal to there Dexterity modifier) if attacked with a ranged weapon, you may make a reflex save against a DC of 20(increased by magical bonus of weapon). If you succeed, you dodge the attck; you must be aware of the attack and not flat-footed. Attempting to dodge does not count as an action. Exceptional ranged weapons, such as boulders by giants or Melf's acid arrows, can't be dodged.
Frenzy Attack: When using a Kercpa bow a Kercpa is able to make two additional attacks at a -5 and -10, Rapped shot will reduce the first to -2 but the other is still at -10, until the Kercpa are able to gain the right number of attacks (Example a 12th level fighter has 3 attacks which would remove all penalties or a second level archer) You must use the full attack action (see page 124) to use this ability.
Primary Weapon: Kercpa bow at first level +2 to all attacks not damage. This increases by one every five levels: 5th/+3, 10th/+4, 15th/+5, and 20th/+6. This can be stacked with the weapon focus feat.
Extra Shot: At 2nd level the archer can make one additional attack equal to his base attack bonus and all applicable modifiers. The Rapid Shot feat stacks with this ability.
Point Blank Shot: +1 to attack and damage rolls made against targets within 30 feet.
Rapid Shot: 1 extra attack per round with a ranged weapon. At your highest base attack bonus, But each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action (see page 124) to use this feat.

I know its not converted for 3.5 but just had to post it any way will convert it later.
 

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Here are some gods native to my world.

Goredowen
He is also known as the primal controller.
Role-playing Notes: This god is bestial in appearance and out look but with an evil outlook. He is a vile savage god who favors raw animal power over thinking.
Avatar: This god’s avatar takes the form of a huge barbarian covered in bony spikes. Wielding a colossal axe in one hand that always drips blood, and in the other a head of a victim.
Special Abilities: He carries a leather bag of flesh of various intelligent creatures, once per round he may pull a head from the bag grasping the head he can draw upon any one power the head had in life causing the head to become dust.
Duties of the Priesthood: The priests are responsible for destroying all forms of civilization in the world. The priests of this god are in all other ways the same as a druid.
Domains: Same as druid
Favored Weapon: Great Axe.
Symbol: A great axe covered in blood in front of a half moon/half sun.

Mleecilt
She is also called the dark duchess of the under world.
Role-playing Notes: She is a cold, twisted, and cerebral god that trusts no one.
Avatar: A female human of white skin like chalk wearing a laced leather harness. She dose not use any weapon but her fists.
Special Abilities: She can cause any thing touched to save or become an undead creature under her control.
Duties of the Priesthood: Burial rites, death contracts, and wills.
Domains: Law, Evil, Death,
Favored Weapon: Fist
Symbol: A skeletal fist clutching a still beating heart.

Ctoopyecet
This god has no gender it is also known as the idol ruler with a thousand eyes.
Role-playing Notes: It is not a violent deity, he always thinks his way out of any thing. His plans have plan in side of plans, he’s never surprised or caught off guard.
Avatar: a gray robed humanoid figure who’s body is covered in eyes even his mouth is an eye.
Special Abilities: Foresight, and the ability to have exactly what he needs to over come most foes.
Duties of the Priesthood: priests of this god are required to over come all things thought using there minds and to never use violence to solve anything. (To reflect the resourcefulness of the priests god the priests do not memorize spells in the morning but chooses them as they need them.)
Domains: Neutral, Divination, and Knowledge
Favored Weapon: None Priests are forbid to carry any weapons.
Symbol: A face full of eyes.

Rdid-Gonlamb
He is known also as the devourer of the blackness
Role-playing Notes: He is a driven god to the point of obsession and madness. But above all he is Good.
Avatar: A glowing ball of energy with tendrils of light.
Special Abilities: Aura of goodness, Any evil being brought with in his aura instantly sees the error of his ways and is reforged (see avatar’s HB).
Duties of the Priesthood: To find and convert evil at all cost and up hold the light of good driving darkness away.
Domains: Good, Luck, Healing, Law, Travel
Favored Weapon: Sap and Bolas
Symbol:A white sphere with tendrils on a Bright blue back ground.

Nerrokgis
This god also has no gender its also known as the dark eye
Role-playing Notes: This is a selfish god who trusts no one an keeps him self surrounded at all times by dominated colossal night walkers altered to look like him.
Avatar: Its form is that of a colossal night walker of pure blackness with a single Bright Blue eye.
Special Abilities: Dominating gaze, Any evil being with in range that this god gazes upon is dominated and becomes another pawn in his game.
Duties of the Priesthood: To gain power for there god by disrupting worship of all other gods and killing or converting there priests which ever is easiest.
Domains: Desruction, Evil, Knowledge, Protection, Trickery,
Favored Weapon: Kukri
Symbol: A black sphere on a bright blue back ground.

Owhiel
They are also known as the sultanas of final misery.
Role-playing Notes: This is a group of gods that act as one so its actions are at times confusing and at times just random.
Avatar: A chaos beast of colossal size.
Special Abilities: Waves of pain past, Any thing with any mind or feelings of any type will have there most painful memories brought up and re-experienced as if for the first time as well as experiencing others pains as well at the same time.
Duties of the Priesthood: To take on the pain of others and share in there sorrow.
Domains: Healing, pain, Magic, Endurance
Favored Weapon: Razor Whip
Symbol: A pale face contorted in supreme agony and pain.

More detales to come...............
 

Rapier of Fates Friend
Powers; Life Stealing: bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. Blood Drain: Three times per day, allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. Fortune: gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, it may contain up to three wishes. When the last wish is used, the sword remains a +3 Rapier, still grants the +1 luck bonus, and still grants its reroll power and all other powers except the wishes which were depleted. Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Int 10, Wis 14, Cha 14. an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically withthe wielder. 120 ft. vision and hearing.
Powers: cure moderate wounds (2d8+3) on wielder 3/day, darkness 3/day. The Curse is any person who claims the rapier is boned with it by fate so it will return to that person even if they die and come back. Polymorph at will in to baboon,
BABOON
Medium Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +0/+2
Attack: Bite +2 melee (1d6+3)
Full Attack: Bite +2 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4
Skills: Climb +10, Listen +5, Spot +5
Feats: Alertness
Environment: Warm plains
Organization: Solitary or troop (10–40)
Challenge Rating: 1/2
Advancement: 2–3 HD (Medium)
Level Adjustment: —
Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog.
Males can be 2 to 4 feet long and weigh as much as 90 pounds.
Combat
Baboons usually attack in groups.
Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Ego 27


Tamtam the monkey blade. Personality, annoying thinks its funny when its not always playing pranks on the owner and anyone else in the party especially any barbarians. Its favorite thing is to trance form into his baboon form with the wielder holding his tail. He loves to smoke cigars but will settle for a pipe.
 

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STONE DWARVES
Personality: They have a very open and trusting personality. This has gotten members of this race in trouble more than once. But they are by no means stupid just nigh eave about the world.
Physical Description: As per standerd dwarf, but the color of their hair is always black, skin ranges from dark brown to light tan, and eyes are always Light blue male and Green female, other than that look like mountain dwarves.
Relations: They get along well with other races in the campaign world as long as they’re treated well by those races like wise. The only historic racial enemy the race has is mountain giants and the only allies they have to speak of are the Menynoka (serpent-man) of Khemit.
Alignment: The general alignment of the race is Chaotic to neutral, and the traits that racial members of various nonstandard alignments share are curiosity.
[Stone Dwarves] Lands: They are most commonly found in the lands of Khemit and Ambulu.
Religion: This race has no god other than the stone which gives them power. Their Priests are all favored souls and cast spells from the stone same as their sorcerers this race cannot be bards, Clerics, wizards or Druids. Every member of this race has a source stone that is given to him when he comes of age.
Language: Stone Dwarf, it uses no alphabet there writing is more like cave drawings, the only reason that a person of the campaign world would learn the language would to learn more about to old world that was here before this one.
Names: Names are usually very simple an only one word. Here is a sample of some names of each category. (Male names: Ord, Gon, Jar, Ull. /female names Bora, Sobin, Tala, Comie.)
Adventurers: The typical adventurers of this race are usually lone rangers or savage sorcerers. Typical motivations that drive them are wonder of the world and how things work, they usually adventure at a very young age a lot younger than other dwarves, The rest of the race perceives those that adventure out of the camps with aw and great respect.

[Stone Dwarves] DWARVEN TRAITS
· +2 Constitution, -2 Appearance.
· Medium size.
· Dwarven base speed is 20 feet.
· Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
· +2 racial bonus on saving throws against poison.
· +2 racial bonus on saving throws against spells and spell-like effects.
· Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
· +1 racial bonus to attack rolls against orcs and goblinoids.
· +4 dodge bonus against giants.
· +2 racial bonus on Appraise checks that are related to stone or metal items.
· +2 racial bonus on Craft checks that are related to stone or metal. Automatic
· Weight of the Curse: Stone dwarves who die cannot be raised through the use of Reincarnation, but can be brought back from the dead if the body is completely healed within 24 hours of the Dwarf’s death. Stone dwarf souls are barred from the afterlife and cannot be brought back from it. Their souls are transferred to their Soul Shard within twenty-four hours and after that period of time, the soul can only be returned to the body with the use of a Raise Dead, Resurrection or True Resurrection spell.
· One with the Stone: Stone Dwarves constantly seek to become one with the stone. Their life span is half that of a normal dwarf, when a Stone dwarf reaches the end of his life span he must return to the stone or be cursed. The cursed are destroyed if encountered by other stone dwarves at all cost.
· Languages: Stone Dwarf. Bonus Languages: None
· Favored Class: Ranger or Sorcerer, they are a savage race.
 

Updating

This is the latest map of the world and a few other odd and ends. I had to lower the colors on the map so some detail was lost but hopefully not much. I will hopefully will be adding more later.
 

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