User:FiddleSticks96/FS96 Sandbox:Items

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Author: FiddleSticks96 (talk)
Date Created: 2007-05-29
Status: In progress...
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Trumpet of Crackling Glory

Belenthrond created the Trumpet of Crackling Glory as a weapon for Galosh, a desperate soldier who pleaded with Belenthrond for a way to protect a small village from enemy soldiers; the village happened to be in a strategically valuable location. With the trumpet's power, Galosh singlehandedly defeated all the enemy soldiers that attacked the village. He then set out to become a war hero and made a legend for himself. He quickly became renown as a one-man army, and the rival nation dreaded his arrival on the battlefield. At his height, Galosh challenged an enemy battalion on his own, proclaiming he didn't need the aid of his fellow soldiers. To his horror, when Galosh reached down for the trumpet, he discovered that it was gone. Galosh met his end at the hands of the enemy battalion. The trumpet has since been passed around to any number of individuals, never staying with the same owner for very long.

This artifact appears as an elegantly adorned, gold and silver colored, double-spiral trumpet no longer than 1 foot from end to end. The trumpet is encrusted with one ruby, sapphire, emerald, diamond, and topaz around the rim. Each gem glistens with an inner light, making the trumpet obviously magical. The beauty of this trumpet belies its destructive power. When blown, it lets out a thunderous roar that sounds like a mixture of all manner of natural hazards; such as a lightning storm, a volcanic eruption, a hurricane, etc. The possessor of the trumpet gains Energy Resistance 25 (all forms, this does not stack with other resistances, if more than one resistance of the same kind is present, use whichever is higher). The trumpet may generate any one of the following effects each time it is blown. Blowing the horn takes a standard action. The user cannot decide what power will be cast, as it is totally random, but they can be sure the effect will always be destructive. The user must choose a direction or target before they know what is actually being cast. The user is totally immune to all spells cast by the trumpet; however, the user is not immune to any indirect damage caused by the spells cast by the trumpet (example: the user blows the trumpet inside a cave, the trumpet casts earthquake, the user will still suffer damage from the cave in if they cannot get out of the way. example2: the user blows the trumpet and the trumpet casts a whirlwind spell, the whirlwind rips some trees out of the ground, one of the trees smashes into the user, the user still takes damage from getting hit by a tree). The spells cast by the trumpet have a caster level of 20. The trumpet has hardness 10 and 4 hp. If it is destroyed, it erupts as if it were a Hellball, damaging all in the area of effect. The trumpet will reform in a random location 1d6x4 years after it is destroyed. The location is entirely random, it could be anywhere, but it will always reform on the same plane it was destroyed and in a place where it can be found. Belenthrond can choose where it will reform, and/or cause it to reform on a different plane, if he wants to.

Roll a d100 to determine the effect:
Table: Trumpet of Cracking Glory
Die Result Effect
1-6 chain lightning
7-12 Fire Storm
13-18 greater shout
19-24 freezing sphere
25-30 acid fog
31-36 Breath weapon of an ancient black dragon.
37-42 incendiary cloud
43-48 ice storm
49-54 call lightning storm
55-60 sunburst
61-66 control weather*
67-72 Meteor Swarm
71-78 storm of vengeance**
79-84 elemental swarm
85-90 whirlwind
91-96 earthquake
97-100 Reroll twice***

*The trumpet automatically creates a weather pattern appropriate for the current season.

**This spell will persist for its normal duration even if the user does not concentrate on maintaining it.

***The trumpet casts both spells. Reroll in the event that the roll lands on the same spell twice.

  • The Trumpet of Crackling Glory has a mind of its own. It always takes a liking to its current owner, but it is fickle at best. There is a 5% chance that, when blown, the trumpet will either cast an additional spell or not work at all. If an additional spell is cast, roll as normal to determine this extra spell. In the event that the extra spell lands on the Reroll Twice action, reroll only once. The Trumpet will never cast more than 3 spells in one action. To determine whether the trumpet casts an extra spell or does not function, roll a d100. If it lands on 1-50, an extra spell is cast. If it lands on 51-100, it does not function.
  • The trumpet's fickle nature makes it grow bored with its current owner over time. It will disappear after being in the possession of the same owner for 4d8x10 months. It will then reappear in the possession of a random creature (they might open up their sock drawer and find the trumpet...no really), only to move on to a new owner after it grows bored again.

Mail of Invincibility

Belenthrond created the Mail of Invincibility as a way to grant a boon to faithful followers or worthy adventurers. Despite its name, the wearer is not invincible; though they are certainly much harder to kill. The Mail of Invincibility appears as an ordinary steel breastplate of medium size; however, it changes size depending on the size of its owner, so if its owner is of Huge size, the armor will expand to fit them. It may shrink if need be as well. The armor has the same statistics as regular Breastplate except the armor bonus is 15, not 5, and it is indestructible (it cannot be sundered, it cannot be broken, it does not rust). A Spellcraft DC 15 check can be made to determine that the armor is magical in nature but not what the effects are. A Spellcraft DC 25 will reveal that the armor offers multiple forms of magical protection. In addition, the armor grants the wearer all of the following:

Damage Reduction 10/-
+10 bonus to all saving throws
Immunity to Death, Stun, Hold, Mind-Affecting attacks, System Shock, Critical Hits, Imprisonment, Polymorph, Petrification, or other form altering attacks
Energy and Magic Resistance 35 (all forms of energy). This does not stack with other resistances
Fast Healing 5
Cannot be Flanked or caught Flat-Footed
Cannot be Turned or Rebuked (undead only)
Negates all fall damage
Protected as if by a Magic Circle against Evil (if Good) or Good (if Evil) and as if by a Magic Circle against Chaos (if Lawful) :or Law (if Chaotic). In the event the wearer is neutral on one or both axis, they decide whether the protection will be against :Good/Evil and Law/Chaos. In all cases, the circles function at a caster level of 20 and protect only the wearer.
Sheen of Deflection (Su): 3 times per day, the wearer may cause the Stoneskin, Blade Barrier, and Entropic Shield spells (all at caster level 15) to be cast on themselves as an Immediate Action. The Blade Barrier follows the wearer and cannot be caused to move in any other way.
Grand Escape (Su): 3 times per day, the wearer may cause a Greater Invisibility and Haste spell (both at a caster level of 15) to be cast on themselves as an Immediate Action. This is proof that protection comes in many forms, including turning invisible and running away.
Shield of the Ages (Su): Once per day, the wearer may cause a Prismatic Sphere and Globe of Blades spells to be cast on themselves (both of which have a caster level of 20) as an Immediate Action. The Globe and Sphere both follow the caster and cannot be caused to move in any other way.
Shield of the Watcher (Ex): Once per week, the wearer may cause themselves to be protected by a very powerful force for 1 minute as an Immediate Action. During this time, the wearer is utterly immune to all forms of harm of any kind (only normal weapons may penetrate this defense). They are effectively invincible for the 1 minute period. In addition, all projectiles (including magic ones) rebound back at the original attacker as if the wearer were protected by the Peripety spell. This protection does not actually come from the armor, but from Belenthrond himself. The armor is used as a conduit, and by using this power, the wearer beseeches Belenthrond to protect them. This is perhaps why there is a 1% cumulative chance that Belenthrond will take the Mail of Invincibility away from the wearer each time this power is used, but he will not take it away until the Shield of the Watcher effect ends.

The Fang of Nosaia

Nosaia was among the most noble and virtuous of vampires, ever seeking to right all wrongs. Nosaia was a natural born Category C Volkihar vampire (see the vampire section in my sandbox) and a powerful Spellsword. He traveled the planes to hone his skills and make as many friends on the way. Even paladins that met Nosaia were taken aback by his sincerity and sense of right and wrong; despite their misgivings that he was a vampire. For nearly 400 years, Nosaia championed the cause of good, and many a villain feared his wrath. One night, he happened across a small caravan besieged by marauders. The caravan was unguarded and comprised mostly of women and children; they couldn’t defend themselves. Nosaia flew to their rescue, felling marauder after marauder until none were left standing. Unfortunately, the battle lasted until sunrise, and Nosaia was unable to escape before he was immolated by sunlight. The caravan, not even knowing the name of their savior, burned his remains and prayed for his final rest. The only part of Nosaia’s remains that endured the cremation was a single fang. Belenthrond took up this fang, and forged it into a mighty weapon, so that Nosaia might never be forgotten.

The Fang of Nosaia appears as a scimitar with a jet-white hilt and sapphires encrusted on both sides of the bottom and ends of the hilt. The sapphires glow with an inner light. The blade looks as though it were made out of ice but it is much harder and more durable than steel. The scimitar occasionally whispers in a forgotten language to the wielder, speaking of Nosaia’s adventures. The sword is infused with Nosaia’s fighting prowess and desire to do good. Some of his prowess slips into the wielder. The Fang of Nosaia also inherited Nosaia’s blood hunger. All bonuses and penalties granted by the sword disappear once it is unequipped.

---Basic Statistics---

These statistics account for the +3 enchantment bonus; however, the scimitar gains or loses +2 enchantment depending on the circumstances. If the scimitar suffers a -2 enchantment penalty, its hardness is decreased by 4, its hp are decreased by 20, and its damage/attack bonus are decreased by 2. If the scimitar gains a +2 enchantment bonus, its hardness is increased by 4, its hp are increased by 20, and its damage/attack bonus are increased by 2.

Medium +3 Scimitar
Damage 1d6+3/17-20
Crit x2
Weight 4 lbs
Hardness 30
Hp 50

---Advanced Statistics---

The Fang of Nosaia has the following enchantments: Icy Burst, Holy, Blood Feeding, and Warning (see Magic Item Compendium for details on Blood Feeding and Warning)
Each time a target is struck by the sword, they must make a DC 15 Will save or be Slowed for 1d4 rounds. If a critical hit is scored, the target must make a DC 30 Will save or be Slowed for 2d4 rounds and a DC 20 Will save (rolled separately) or suffer 1d4 points of Strength drain.
The wielder heals 1hp for every 2 damage inflicted with The Fang of Nosaia. If your hp would exceed your maximum, extra hp are treated as temporary hp that last for 1hr. If you ever gain temporary hp from this healing, you are Hasted for 1 round/temporary hp gained and gain a +2 competence bonus to attack and damage rolls. The cold damage inflicted by the sword does not count towards damage inflicted.
The sword ignores the first 10 hardness in weapons and armor when sundering.
The wielder is treated as having Blind-Fight, Combat Reflexes, Improved Disarm, and Improved Sunder feats, regardless of whether or not they meet the prerequisites, and gains a +2 competence bonus on sunder attempts.
The Fang of Nosaia allows the user to Channel Spell and Multiple Channel Spell in the same way a Spellsword. Only 5 spells may be channeled per day in this manner but they do not count towards the normal allotted Channel Spell per day that someone with levels in the Spellsword class has.
The wielder gains a +2 sacred bonus to Strength and a +4 sacred bonus to Dexterity
The wielder gains Cold Resistance 25. This does not stack with other resistances. If more than one cold resistance is present, use whichever is higher.

---Special Statistics---

The Fang of Nosaia hungers for blood. The owner must deal at least 10 points of damage (not included the cold damage caused by the sword) with the sword per day. If the owner has not done this by dusk (or dawn if the owner is nocturnal), the sword will spring into the air as if it were a Dancing weapon and attack the owner until it has inflicted at least 10 damage (not included the cold damage caused by the sword) to the owner. During this time, the wielder is not equipped with the sword and loses all benefits until they equip it again. Afterwards, it will become inanimate again.
The Fang of Nosaia suffers a –2 enchantment penalty while exposed to natural sunlight. While exposed to natural sunlight, The Fang of Nosaia is treated as having a +1 enchantment bonus, rather than a +3.
The Fang of Nosaia gains a +2 enchantment bonus when the wielder is protecting someone other than themselves. While the wielder is protecting someone other than themselves, The Fang of Nosaia is treated as having a +5 enchantment bonus, rather than a +3 (if exposed to natural sunlight while the wielder is protecting someone other than themselves, it is treated as having a +3 enchantment bonus, as the opposing forces negate each other).
If an evil aligned creature equips the sword they will gain one negative level and be slowed. Neither the negative level or the slow effect can be reversed but they go away if the sword is unequipped. If an evil aligned creature is in possession of The Fang of Nosaia for more than 7 days, the sword will spring into the air as if it were a Dancing weapon and attack the owner for 3d4x2 rounds, until the owner dies, or until it destroyed (sundered). In all cases, the sword will then vanish in a flash of cold, blue light and, if it wasn’t destroyed, it will reappear in the possession of the closes good-aligned creature capable of equipping it.
If The Fang of Nosaia is destroyed, it will reform in a random location on the same plane that it was destroyed in 3d8x10 years. The location is entirely random, it could be anywhere, but it will always reform in a location will it can be found.

The Light of Day

The Light of Day: Legends speak of huge vampire armies that once terrorized the living all throughout the world. Fast, strong, cunning, and powerful, these undead creatures from the night seemed invincible. That is, until a cabal of powerful wizard clerics created The Light of Day. The process of its creation has been lost to the endless ebbs of time, but time has done nothing to erode the power of this ancient weapon, or its undying hatred of vampires.

The Light of Day is a golden hued mace that reflects all light that touches it. When its light is suppressed, It glitters brightly, when its light is active, it radiates as bright as the sun. The Light of Day functions as a medium size +4 heavy mace with the holy, Dread (vampire), and flaming burst enchantments. A vampire that touches, or is struck by, The Light of Day has their current Vitae Score reduced by 1 and must make a DC 27 Will save or lose an additional point of Vitae. Although it is a holy weapon, The Light of Day deals antivampire damage to vampires. A vampire attempting to wield The Light of Day suffers 2d4 antivampire damage per round as the mace burns its flesh and gains 4 negative levels. These negative levels replace the negative level an Evil vampire would gain for wielding the weapon (The Light of Day has the holy enchantment) and cannot be resisted or overcome in anyway, but go away when the vampire discards The Light of Day. These negative levels never result in actual level lost. A vampire with 4 or less HD that attempts to wield The Light of Day is immediately destroyed as though it were disintegrated. Vampires that are slain by The Light of Day are similarly disintegrated.

The Light of Day constantly sheds light as the Daylight spell at caster level 20th. Vampires within this light suffer a -2 penalty to all roll. There is no saving throw against this penalty. The wielder may resume or suppress this light as a free action at will. The wielder of The Light of Day may cause the light shed by the mace to become even more brilliant, but only for an instant. This greater brilliance acts as a Maximized Sunburst spell at caster level 20th and may be used 3 times per day. This ability may only be used if The Light of Day is actively shedding light (see above).