Items of Power and Legend in Ardaf

  1. The Adventurer's Heart
  2. The Ambassador's Aide
  3. The Blades of Dream and Sky
  4. The Caul of Everywhere
  5. The Crest of Leafwarren
  6. The Crown of the Faerie Kingdom
  7. Cuthbert's Journey
  8. The Deck of All Things
  9. Dragonlove
  10. The Dreamer's Armour
  11. The Gate of Night
  12. The Gloves of the Charlatan
  13. The Hand of the Insurgent
  14. Homecaller
  1. The Horn of Hard Knocks
  2. Ir'Lorendel Cethilen
  3. The Needles of Eomina's Passion
  4. The Nightcloth of Alacrity
  5. The Perfect Hide
  6. Philter of Many Choices
  7. Shirt of Defiance
  8. Silverwing's Boots
  9. Solstice
  10. Sylvar's Sheath
  11. The Tome of Bound Souls
  12. Tylwyth Liad
  13. The World's Girdle
  • The Adventurer's Heart - Item of Legacy

    These moonsilver dastana are intentionally designed to draw attention to movement. Oddly, they also seem to be constantly coated in frost, giving a glimmer of prismatic colour to the wearer's motions.

    Least Ritual
    Defeat a foe while using two weapons and having hit the foe at least once with each weapon then complete a rite costing at least 2,000gp.

    Lesser Ritual
    Successfully conduct a performance or compose an artwork with a DC of at least 30 then complete a rite costing at least 14,000gp.

    Greater Ritual
    Use a performance or art to change someone's mind about something significant to them then complete a rite costing at least 41,000gp.

    Level Enhancement
    5 Moonsilver Dastana +1, Deflection +1
    6 Quick Draw
    7 -
    8 +10 Enhancement bonus to speed
    9 -
    10 Deflection +2
    11 -
    12 Deflection +3
    13 -
    14 Deflection +4
    15 -
    16 Deflection +5
    17 +15 competence bonus to Dance
    18 +15 competence bonus to Craft: Painting
    19 Moonsilver Dastana +5, Glamered (can conceal all armor to look like normal clothing)
    20 When fighting with two weapons add Wisdom Modifier to AC, to-hit, and damage

  • The Ambassador's Aide

    This cold iron elven lightblade was the chosen weapon of the first ambassador between the elves and the faerie courts. At the time there was little trust or love between these peoples and the ambassador used this weapon to make a point that elvenkind were not to be trifled with.

    The Ambassador's Aide has the following properties:

    Elven Lightblade +3, Bane Fey, Ethereal Reaver, Speed, Hideaway, Prismatic Burst

    In addition the bearer of The Ambassador's Aide gains the benefits of permanent Greater Mage Armor and Shield spells whenever the blade is held in hand or worn upon their person.


  • The Blades of Dream and Sky - Weapons of Legacy

    The blades of these matching Elven Lightblades are made of blue dragon scale and change in hue with the time of day from bright electric blue at noon to nearly black at midnight. The blades have silver pommel and quillions with a suspicious lack of ornamentation. As they increase in level they become more new-looking but never more decorated. The blades do take on more depth, as of the sky itself, and begin to show hints of clouds or stars depending on time of day.
    These blades were made by a liveblood worshiper of Kalya who called himself Sylvar during the Dragon Rebellion. They are made from the scales of a Dream Dragon named Elenistantosticar hai Syldar kai Draco who was an ally of Kalya's.

    Rituals
    Least Ritual - 5th Level
    Restore each blade to Masterwork Quality at a cost of 2,700gp apiece.

    Lesser Ritual - 11th Level
    Learn the name of each blade and its purpose; Reimbue the blades with knowledge and purpose via a ritual with a cost of 13,000gp apiece.

    Greater - 17th Level
    Use the blades to defend someone being oppressed and destroy their oppressor; devote at least 42,000gp worth of resources to undoing the effects of tyranny per blade

    Blade 1 - Acharnamma, The Talon of Vengeance
    Level Enhancement
    5: Elven Lightblade +1
    6: Intelligent Legacy
    7: -
    8: Damage Bonus Equal to character's Intelligence Modifier, does not work on creatures immune to sneak attack, shared with Leinasroval
    9: -
    10: Elven Lightblade +1, Shock
    11: Intelligent Legacy, Major
    12: Elven Lightblade +1, Shock, Thunderous (+1d6 sonic damage)
    13: -
    14: Elven Lightblade +2, Shock, Thunderous (+1d6 sonic damage)
    15: -
    16: Elven Lightblade +3, Shock, Thunderous (+1d6 sonic damage)
    17: Ability Enhancement Intelligence +6
    18: Elven Lightblade +4, Shock, Thunderous (+1d6 sonic damage)
    19: -
    20: Elven Lightblade +4, Shock, Thunderous (+1d6 sonic damage), Greater Speed

    Level 6 Intelligent Legacy
    Alignment: CN
    Intelligence 10, Wisdom 16, Charisma 16
    Ego 16
    Speaks 4 languages: Common, Liveblood Elvish, Stillblood Elvish, Draconic
    Reads all languages it can speak
    60' Darkvision and Hearing
    Electric Jolt at will
    Prestidigitation at will
    Mage Hand at will

    Level 11 Intelligent Legacy Major
    Alignment: CN
    Intelligence 10, Wisdom 18, Charisma 18
    Ego 31
    Speaks 5 languages: Common, Liveblood Elvish, Stillblood Elvish, Draconic, Hill Dwarvish
    Reads all languages and magic
    Telepathy
    120' Darkvision, Hearing, Blindsense
    Electric Jolt at will
    Prestidigitation at will
    Mage Hand at will
    Greater Power Haste at will (caster level 10)
    Dedicated Purpose (Destroy Oppressors) Chain Lightning 10d6 DC: 20

    Blade 2 - Leinasroval, The Wing of Freedom
    Level Enhancement
    5: Elven Lightblade +1
    6: Intelligent Legacy
    7: -
    8: Dodge Bonus to AC equal to character's Intelligence Modifier
    9: -
    10: Elven Lightblade +1, Shock
    11: Intelligent Legacy, Major
    12: Elven Lightblade +1, Shock, Thunderous (+1d6 sonic damage)
    13: -
    14: Elven Lightblade +2, Shock, Thunderous (+1d6 sonic damage)
    15: -
    16: Elven Lightblade +3, Shock, Thunderous (+1d6 sonic damage)
    17: Ability Enhancement Dexterity +6
    18: Elven Lightblade +4, Shock, Thunderous (+1d6 sonic damage)
    19: -
    20: Elven Lightblade +4, Shock, Thunderous (+1d6 sonic damage), Greater Speed

    Level 6 Intelligent Legacy
    Alignment: CN
    Intelligence 10, Wisdom 16, Charisma 16
    Ego 16
    Speaks 4 languages: Common, Liveblood Elvish, Stillblood Elvish, Draconic
    Reads all languages it can speak
    60' Darkvision and Hearing
    Electric Jolt at will
    Mending at will
    Message at will

    Level 11 Intelligent Legacy Major
    Alignment: CN
    Intelligence 10, Wisdom 18, Charisma 18
    Ego 31
    Speaks 5 languages: Common, Liveblood Elvish, Stillblood Elvish, Draconic, Hill Dwarvish
    Reads all languages and magic
    Telepathy
    120' Darkvision, Hearing, Blindsense
    Electric Jolt at will
    Mending at will
    Message at will
    Greater Power Good Hope at will (caster level 10)
    Dedicated Purpose (Protect the Oppressed) Starmantle (caster level 10)


  • The Caul of Everywhere

    This suit of flimsy looking elf silver full plate is decorated with endless chains of knotwork across all of its surfaces. It was crafted by the faerie lover of a forgotten priest to protect him on his journeys and to let him travel wherever he decided it was best for him to go.

    When worn by anyone other than a cleric this armour acts only as a suit of elf silver breastplate. However, when donned by a cleric it gains the below properties:

    Elf Silver Celestial Feycraft Thistledown Full Plate +5 (Medium Armor, Armor Bonus +8, Max Dex Any, Armor Check -0, ACF -0%, 11lbs), Freedom, Easy Travel, Quickness, Deepdweller, Air walk

    In addition to the above the wearer also gains access to a new domain and domain power. This domain does not need to be one granted by the cleric's deity and can be any one chosen by the cleric. This armor does not in any way protect the cleric from the repercussions of choosing a domain that offends their deity. Once chosen the domain can never be changed.


  • The Crest of Leafwarren - Item of Legacy

    This fierce looking helm bears a comb crest and almost blade-like cheek guards. Depending on the season the comb will appear to be wheatgrass (autumn), bare trees (winter), fruited trees (spring), or berry vines (summer)

    Least Ritual
    Solve a non-combat problem with violence. This can be as simple as knocking down an impeding door or as convoluted as goading a troublesome dignitary into a duel. Thereafter you must complete a rite costing at least 2,000gp.

    Lesser Ritual
    Earn the forgiveness of someone you have wronged and then complete a rite costing at least 14,000gp.

    Greater Ritual
    Die at least twice during a single encounter and then complete a rite costing at least 41,000gp.

    Level Enhancement
    5 +6 sacred bonus on Bardic Knowledge, Enlarge Person on self, 1/day
    6 Speak with Animals constant
    7 +1 armor bonus (stacks with other armor)
    8 -
    9 -
    10 Speak with Plants constant
    11 -
    12 +10 competence bonus on Knowledge Nature
    13 -
    14 +10 competence bonus on Knowledge Arcana
    15 -
    16 +10 competence bonus on Knowledge Religion
    17 -
    18 +10 competence bonus on Bardic Knowledge
    19 Invulnerability 1/day Immune to poison, death effects, fear, can't go into negative HP, can't heal, 1/day for 10 rounds.
    20 Pounce (Full attack after a charge)


  • The Crown of the Faerie Kingdom

    This crown appears either to be made of living and beautiful multicoloured flowers or of withered and viscious briars. The appearance of the crown is based upon the alignment of the individual wearing it, with good creatures causing it to show as flowers, and evil creatures causing it to show as briars. Once placed upon the head of a creature the crown grows into their skull and cannot be removed without killing that creature. Even a Remove Curse or Break Enchantment spell will not safely remove the crown, only a Wish or Miracle spell can do so.

    The Crown of the Faerie Kingdom bears a special additional curse. At the change of each season the wearer must make a Will save (DC 24) or change alignment. The first time the saving throw is failed, the character becomes Chaotic if they were not already. Thereafter, or if the character was already Chaotic, the character will swap between Evil and Good alternately with each failed saving throw.

    The wearer of the Crown of the Faerie Kingdom becomes a creature of terrifying and irresistable beauty. They can conceal this new appearance at will, choosing instead to look just like they did before donning the crown. The crown itself is hidden by this glamer. Invoking or dispelling the glamer is a free action. In any event, the wearer of the Crown of the Faerie Kingdom gains a +6 Enhancement bonus to Charisma. While the glamer is dispelled the wearer may choose to invoke a power similar to the Crown of Glory spell. All creatures of 8 hit dice or less within 200 feet must make a Will save against a DC of 18 + the wearer's Charisma modifier or treat everything spoken by the wearer as if it were a Suggestion spell. Creatures within the 200 foot radius understand whatever the wearer says, regardless of whether they share a language with the wearer. Creatures with more than 8 hit dice are immune to the Suggestion effect but still understand the wearer, regardless of language differences.
    Furthermore, while the glamer is dispelled, the wearer of the crown may choose to fully reveal their true and terrible beauty to any or all creatures within 30 feet. Those creatures must make a Will save, DC 18 + the wearer's Charisma modifier, or die.

    Depending on the wearer's alignment the Crown of the Faerie Kingdom grants them different powers:

    If the wearer is Good then they may invoke a Rain of Flowers once per day as a full round action. This rain causes a cascade of beautiful flowers, mostly roses and orchids, to fall in an 80 foot radius area up to 800 feet away. The rain lasts for 20 rounds.
    All creatures that are either Evil or Lawful within the area of the rain suffer 5d6 points of lethal damage and 1d4 points of Wisdom damage each round. The merest brush of the thorns and petals of the falling flowers cause bleeding rashes and debilitating pain. There is no saving throw against this damage.

    If the wearer is Evil then they may invoke the Bloodthorn Curse once per day as a full round action.
    The Bloodthorn Curse affects a 15 foot radius area up to 45 feet away causing wicked thorns to erupt from the flesh of all Good or Lawful creatures within the area. All creatures within this area that are either Good or Lawful must make a Fortitude saving throw, DC 19 + the wearer's Charisma modifier, or suffer a perilous fate at the whim of the wearer of the Crown of the Faerie Kingdom.
    For each creature that fails their saving throw, the wearer of the Crown of the Faerie Kingdom may choose to either kill them outright or to condemn them to a neverending sleep of nightmares and physical torment. For those condemned to the nightmares, they are put to sleep and cannot be woken by any power short of a Wish or Miracle. Furthermore the victims suffer 1 point of permanent drain to every ability score each day to a minimum rating of 0 (excepting Constitution which will remain at 1). This horrible state is preserved by the magic of the thorns so that the victim need not breathe, eat, drink, excrete, will not age, and cannot take damage while so asleep, suffering the torments of the thorns tearing their flesh and their nightmares. These unfortunates will in fact live forever in this state.
    Even those who make their saving throws against the Bloodthorn Curse are utterly incapacitated by pain for 1d4 rounds and suffer 5d6 points of damage per round during this time. Furthermore, once the period of incapacitation is over, those who saved suffer a -4 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for the next 20 rounds.


  • Cuthbert's Journey - Weapon of Legacy

    This simple looking composite short bow has the odd habit of changing its position whenever it is laid down. Careful examination shows that it always turns itself to point the grip towards the closest person dear to the owner.

    Least Ritual
    Travel to a place you have never visited before and complete a rite there costing at least 1,500gp.

    Lesser Ritual
    Rescue a loved one (it need not be your own) and complete a rite costing at least 13,000gp.

    Greater Ritual
    Defeat a foe with a challenge rating at least equal to your own using nothing but ranged attacks, then complete a rite costing at least 40,000gp.

    Level Enhancement
    5 Composite Short Bow +1, Adjustable Draw
    6 +1 to-hit/+1d6 damage when w/in 30'
    7 -
    8 Composite Short Bow +1, Keen
    9 -
    10 Improved Critical when hidden
    11 +5 Initiative
    12 Add Dexterity modifier to damage (creatures immune to criticals ignore this damage)
    13 Add Intelligence modifier to damage (creatures immune to criticals ignore this damage)
    14 -
    15 Critical Boost 19-20 x3
    16 Sneak Attack +4 to-hit/+4 damage
    17 Composite Short Bow +1, Keen, Splitting
    18 -
    19 -
    20 Critical Boost 18-20 x4


  • The Deck of All Things

    The following 16 cards are added to the 22 card Deck of Many Things:

    Celestial - 3 of Hearts - You sprout a pair of feathered wings that glow in a colour that reflects your alignment. Speed 30, Average maneuverability.
    Dragon - 4 of Hearts - A dragon egg appears. The dragon is of a type matching your alignment. If you nurture the egg until it hatches the resulting wyrmling will view you as its precious caretaker and be unreasonably loyal.
    Elemental - 5 of Hearts - You gain Resistance 10 to one energy type.
    Plant - 6 of Hearts - You gain the ability to speak with plants, as the spell, at will.
    Ring - 3 of Diamonds - You gain a major magic ring
    Shield - 4 of Diamonds - You gain a major suit of magic armor with which you are proficient
    Staff - 5 of Diamonds - You receive a major magic rod, staff, or wand.
    Temple - 6 of Diamonds - A deity or being of similar power becomes bound to aid you. You may call upon this creature once. If you die before using this power then the creature resurrects you and is absolved of its bond.
    Beast - 3 of Clubs - You are immediately Reincarnated, as the spell, as if you had died.
    Corpse - 4 of Clubs - Your hit point maximum becomes 0. This can only be reversed by a Wish or Miracle.
    Crossroads - 5 of Clubs - You age to venerable status, suffering -6 to Strength, Dexterity, and Constitution and gaining +3 to Intelligence, Wisdom, and Charisma. A Wish or Miracle will reverse the aging.
    Fey - 6 of Clubs - You are enthralled by a powerful faerie and transported to its realm. You are protected from aging while in the realm of the faerie but are otherwise helpless as the faerie uses you for its amusement.
    Maze - 3 of Spades - You become permanently exhausted. This condition can only be removed with a Wish or Miracle.
    Pit - 4 of Spades - You will automatically fall victim to the next trap you encounter and will get no saving throws.
    Statue - 5 of Spades - You are immediately turned to stone with no saving throw.
    Undead - 6 of Spades - An undead rises and blames you for its state. It will seek you out to destroy you.


  • Dragonlove

    +4 Heavy Dragonscale Shield, Energy Immunity, Ranged
    Gold Piece Value: 49,000

    This heavy dragonscale shield is crafted from a single platinum dragon scale and embedded with a majestic image of a dragon in flight made from a mosaic of smaller scales from all five kinds of chromatic dragons. Originally this shield was made as a gift from Tiamat to her sometimes lover Bahamut in an effort at reconcilliation. The original platinum dragon scale was a gift from Bahamut to Tiamat in a tender moment and the chromatic scales are from a clutch of dragons Tiamat raised in a lair filled with kindness and warmth, to show that the Queen of Dragons understood and could value her paramour's approach to life. When she presented the shield to her beloved he rejected it, and her, violently, casting the shield down into the mortal world without a second thought.
    When cast as a weapon, using its Ranged ability, the shield transforms into a miniature dragon for the attack which then flies back to the wielder. The color of this dragon can be chosen by the wielder at the time of the attack, otherwise it is chosen randomly.


  • The Dreamer's Armour

    +1 Feycraft elf silver chain shirt if worn by someone of True Neutral, Chaotic Evil, Chaotic Neutral, or Chaotic Good alignment

    Alter Reality
    If the wearer is a worshiper of dream dragons and either sacrifices a 7th level spell slot or has the True Believer feat and 13 or more hit dice it can use the power to Alter Reality once per day. This requires the wearer to cast some form of illusion spell in order to depict the effects of what the wearer desires. For example the wearer could use Minor Image to create a pile of gold pieces or could use Persistent Image to create a group of allies to fight alongside the wearer. If the desired effect cannot be depicted by an illusion spell then the effect cannot be created. The effects of Alter Reality are equivalent to the Limited Wish spell with more control due to the depiction requirement. The effects of Alter Reality cannot create objects or materials worth more than 5,000gp nor effects that cost more than 1,000xp. Spells duplicated by Alter Reality use the wearer's hit dice as their caster level.


  • The Gate of Night - Item of Legacy

    This moon dragon scale holy symbol is ornately framed in cobalt filigree with tiny chips of diamond around it. Periodically, the amulet changes when not being directly viewed to be a dream dragon scale with silver filigree and tiny chips of tanzanite. It seems to have a mischievious semi-sentience and will immediately change back to its moon dragon scale state if someone catches it in the dream dragon state out of the corner of their eye.

    Least Ritual
    Discover Dream Dragons are real, acknowledge them in a rite costing at least 2,000gp.

    Lesser Ritual
    Learn the truth about the fates of Copper and Bronze dragons in Ardaf and then complete a rite costing at least 14,000gp.

    Greater Ritual
    Help a dragon rise to the next age category and then complete a rite costing at least 41,000gp.

    Level Enhancement
    5 Holy Symbol, Amulet of Natural Armor +1, Deflection +1
    6 Constant Comprehend Languages
    7 Mindlink at will (35' range, 50 minute duration)
    8 +2 sacred bonus to Reflex Saves
    9 +2 sacred bonus to Fortitude Saves
    10 +2 sacred bonus to Will Saves
    11 Natural Armor +2
    12 Deflection +2
    13 -
    14 Natural Armor +3
    15 -
    16 Deflection +3
    17 +6 enhancement bonus to Wisdom
    18 Natural Armor +4
    19 Deflection +4
    20 At will fire four rays (two cold, two electricity) 4d6 damage, 60' ranged touch attack


  • The Gloves of the Charlatan

    Gold Piece Value: 26,000

    These demi-gloves appear to be made of a delicate lace of silvery material that covers only the wrist and middle two fingers of each hand. They were created by an aersiir woman who used them to pretend to be a divinity.

    When both gloves are worn and activated by an act of will (a standard action) the wearer can cast any combination of the below spells as a spell-like ability at caster level 1.

    Create Water
    Cure Minor Wounds
    Guidance
    Light
    Purify Food and Drink
    Dancing Lights
    Mending
    Message
    Prestidigitation
    Arcane Mark


  • The Hand of the Insurgent

    This pair of gloves appears to be made of simple brown leather. Closer examination shows that each part of the gloves is made of a different kind of leather, with no two matching pieces between the pair.

    The Hand of the Insurgent was created during a period of strife in Dayspire's early history when the war between sun and flame dragons was raging. A flame dragon minion of particularly vile disposition originally crafted these objects in order to infiltrate Dayspire's inner sanctums to spy. While that minion was caught, the gloves were lost and picked up by a moon dragon ally of the flame dragon's cause and further enchanted.
    That moon dragon minion used them to free prisoners held by the sun dragons and give the prisoners the strength to fight back against their oppressors. Eventually the moon dragon minion was caught, publicly tried, and executed for their actions against Dayspire. However, during their incarceration they managed to get the gloves into the hands of a flame dragon minion so that they could continue the fight against Dayspire.
    The final user of the Hand of the Insurgent was a powerful, but fully mad and wicked, individual and they used the power of the gloves to assassinate many young sun dragons. Eventually this last flame dragon minion was caught and slain outright and the Hand of the Insurgent was cast into the Vault of Loss.

    Powers of the Hand of the Insurgent-

    When worn by a Lawful character of any kind they cannot be removed and inflict a -6 Dexterity penalty. A Remove Curse spell will allow the gloves to be removed but will not otherwise affect the power of the Hand of the Insurgent.

    When worn by a True Neutral, Neutral Good, or Neutral Evil character they provide no bonus nor penalty and act as if mundane gloves.

    When worn by a Chaotic character of any kind they appear to provide a random bonus to Dexterity between 1 and 6 each round. However, this is a ruse and not their true power.

    In the event that a Chaotic character wearing the Hand of the Insurgent attempts any check for which the Hand of the Insurgent provides a bonus then their true power is revealed as detailed below:

    +5 Insight bonus to all of Climb, Disable Device, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Search, and Spot
    +1d6 Sneak Attack damage. If the character does not possess the Sneak Attack ability the Hand of the Insurgent gives it to them, albeit limited to 1d6.

    Furthermore, if worn by a Chaotic character with levels in Rogue, the Hand of the Insurgent grants an Enhancement bonus to Dexterity equal to the character's Rogue level, to a maximum of a +10 bonus.

    If worn by a Chaotic Evil character with levels in Rogue, the Hand of the Insurgent grants the character use of a death attack similar to that of the Assassin.
    The victim of this death attack must be Lawful. The character must study the victim for 3 consecutive rounds before launching the attack. The character can move during this time but cannot launch any other attacks and must not lose sight of the victim at any point during those 3 rounds.
    Once the period of study is over then the character must make their death attack as a standard action within a further 3 rounds or have to start the process over again. If the death attack is successful, and inflicts at least 1 point of lethal damage, the victim must make a Fortitude save with a DC equal to 10+character's Intelligence modifier+character's Rogue level. Failure on this save renders the victim immediately dead. Success means the victim simply suffers normal damage and the character must either engage in normal combat or start the study process over again to use the death attack.

    If worn by a Chaotic Good character with levels in Rogue, the Hand of the Insurgent grants the character use of a very peculiar power.
    By making a successful attack against a Lawful foe and expending a swift action the wearer of the Hand of the Insurgent may grant all friendly characters within line of sight of the Lawful foe struck a morale bonus to attack and damage rolls equal to 1/10th (rounded down) the amount of damage inflicted for a number of rounds equal to their Rogue level.
    The wearer of the Hand of the Insurgent does not need to be in any way known, seen, or otherwise detected by the friendly characters in order for this power to work, only the Lawful victim must be visible to them.


  • Homecaller

    Battleaxe +1, Berserker, Collision, Morphing
    Gold Piece Value: 50,000

    This hefty looking battleaxe is crafted of a single piece of heartwood from the core of the first oak tree. The blades of the axe are of brightly polished steel and affixed perfectly to the wood of the head as if they had grown there. Homecaller was crafted by a barbarian who had been exiled from his community by those jealous of his might and popularity. He was tasked with crafting a mighty weapon to protect the community against all threats as his term of return, but the specifics of the task were meant to be impossible. Nevertheless, the exiled warrior persevered and crafted this axe capable of surmounting damage reduction by brute force or altering its shape, or both.


  • Horn of Hard Knocks

    This horn closely resembles a Horn of Valhalla, except that the barbarians it summons immediately attack the one who sounds it. If others attempt to assist in fighting the conjured barbarians they will find their attacks and efforts to assist are in vain. They cannot strike the barbarians nor can they affect the sounder with spells or other efforts.

    If the sounder loses the fight they are knocked unconscious for one hour per level they possess but wake with a +1 training bonus to Wisdom. If they are victorious they gain a +1 training bonus to Strength.


  • Ir'Lorendel Cethilen

    This gorgeous long sword is crafted of clearest glass with the finest threads of silver throughout, giving the impression of flowing water as it is turned in the light. The hilt is shot through by living vines and the pommel is a small orb of earth that shifts through the colours of rich gemstones as the light hits it at different angles.

    Longsword +6, Keen, Holy Power
    In addition Ir'Lorendel Cethilen grants a +10 enhancement bonus to Charisma when brandished by the wielder.

  • The Needles of Eomina's Passion

    These battered looking steel knitting needles have crochet hooks on the opposite ends and can unscrew to reveal darning and embroidery needles. On the shafts of the needles is a repeating latticework design with the symbols of Eomina and Sorce alternating at each junction.
    When used to make a doll their magic is revealed as the doll comes to life as a cloth golem. To create a golem with the Needles of Eomina's Passion requires a DC 20 Craft (Knitting) check just like making a masterwork item. At the time that the golem is finished the creator has complete control of the creature. However, if desired, the creator can bestow control over the golem to another at the time of completion. At that point the creator loses all authority and the golem answers only to the one it was given to.
    The gold piece value of work that must be reached to complete a golem depends on the golem's size as detailed below.

    Cloth Golem Fine Diminutive Tiny Small
    Hit Dice 1d10+5 (10 hp) 2d10+10 (21 hp) 3d10+20 (36 hp) 4d10+30 (52 hp)
    Initiative -1 -1 -1 -1
    Speed 5 10 15 20
    Armor Class 19 15 13 12
    Base Attack +1 +2 +3 +4
    Attack Slam +8 melee (1d2-1) Slam +6 melee (1d3) Slam +6 melee (1d4+1) Slam +7 melee (1d6+2)
    Full Attack 2 slams +8 melee (1d2-1) 2 slams +6 melee (1d3) 2 slams +6 melee (1d4+1) 2 slams +7 melee (1d6+2)
    Space/Reach 1/2 ft./0 ft. 1 ft./0 ft. 2-1/2 ft./0 ft. 5 ft./5 ft.
    Special Attacks none none none none
    Special Qualities Construct traits, damage reduction 5/slashing, darkvision 60ft., immunity to magic, low-light vision Construct traits, damage reduction 5/slashing, darkvision 60ft., immunity to magic, low-light vision Construct traits, damage reduction 5/slashing, darkvision 60ft., immunity to magic, low-light vision Construct traits, damage reduction 5/slashing, darkvision 60ft., immunity to magic, low-light vision
    Saves Fort +2, Ref +1, Will +2 Fort +2, Ref +1, Will +2 Fort +2, Ref +1, Will +2 Fort +2, Ref +1, Will +2
    Abilities Str 8, Dex 10, Con -, Int -, Wis 11, Cha 1 Str 10, Dex 10, Con -, Int -, Wis 11, Cha 1 Str 12, Dex 10, Con -, Int -, Wis 11, Cha 1 Str 14, Dex 10, Con -, Int -, Wis 11, Cha 1
    Skills Hide +21, Move Silently +21 Hide +17, Move Silently +17 Hide +13, Move Silently +13 Hide +9, Move Silently +9
    Feats - - - -
    Environment Any Any Any Any
    Organization Solitary Solitary Solitary Solitary
    Challenge Rating 1 2 3 4
    Treasure None None None None
    Alignment Always Neutral Always Neutral Always Neutral Always Neutral
    Crafting Cost 75gp 150gp 300gp 500gp

    In addition the Needles of Eomina's Passion have the following powers and effects:

    When held the Needles of Eomina's Passion grant a +2 insight bonus to armor class
    When held the Needles of Eomina's Passion grant Fast Healing 1
    When first used to complete a project the Needles of Eomina's Passion grant a permanent +2 bonus to Wisdom
    When first used to complete a project the Needles of Eomina's Passion permanently turn the user's hair white. This effect can be reversed with a Remove Curse spell.
    When first used to create a cloth golem the Needles of Eomina's Passion permanently cause the user to lose interest in sex. This effect can be reversed with a Greater Restoration spell.
    Each time the Needles of Eomina's Passion are used to make a cloth golem the user's alignment permanently shifts one step closer to good (evil to neutral, neutral to good).
    Once per month the Needles of Eomina's Passion may be touched to a subject, returning them to youth and vitality. The subject is rejuvinated to the prime of life and given that many more years to live well.
    Once per day the holder of the Needles of Eomina's Passion may ask a question related to a community, famous personage, or culture and receive an accurate, if perhaps mysterious answer.


  • Nightcloth of Alacrity

    Gold Piece Value: 49,520

    This underwear-like garment is a primitive diaper.

    Once per day when the wearer fails a saving throw versus fear it can be activated as an immediate action granting the wearer a greater Haste-like effect.
    The wearer gains +60 feet to their natural movement speeds, up to a maximum of triple their base speed. The wearer gains a +2 bonus on attack rolls, a +2 dodge bonus to armor class, and a +2 dodge bonus on reflex saves. Furthermore the wearer gains a second full round action at the end of their turn. This means, among other things, that the wearer can take two full attack actions. This effect lasts for 11 rounds.
    As a secondary effect, the wearer of the Nightcloth of Alacrity cannot ever be soiled by any means and is always kept clean.


  • The Perfect Hide

    This shimmering and silk-like cloak of sun dragon scales confers the following bonuses upon its wearer.

    Armor bonus +10
    Armor Enhancement bonus +5
    Deflection bonus +5
    Natural Armor bonus +5
    Luck bonus to AC +5
    Sacred bonus to AC +5
    Insight bonus to AC +5
    Competence bonus to AC +5
    Resistance bonus to Saving Throws +5
    Luck bonus to Saving Throws +5
    Sacred bonus to Saving Throws +5
    Insight bonus to Saving Throws +5
    Competence bonus to Saving Throws +5
    Resistance to all energy 30


  • Philter of Many Choices

    This potion gives some control over the Deck of Many Things
    Once imbibed, the character must draw 10 cards all at once from a complete copy of the Deck of Many Things without replacing any. To each card they must apply one of the following effects. Each effect may only be used once.

    Sun = Double the effect of the card (ex. The Moon would grant 2d4 wishes)
    Moon = Transmute one card into another. This can result in the same card being drawn twice.
    Folk = Share the effect of the card with others (ex. The Key would grant two people a major magic weapon. The drawer of the card may be one of the recipients but does not have to be.)
    World = Reverse the effect of the card
    Death = Gift the effects of the card to another (This can be used to inflict a negative card upon another)
    Flame = Overpower the effects of one card (ex. The Key would grant an epic weapon or The Sun would grant a minor artifact)
    Frost = Control the results of the card (ex. The Sun would let the character choose what major wondrous item they receive)
    Dream = Replace a drawn card with another of choice from the deck. This cannot be a card already drawn.
    Copper = Negate the effects of the card
    Bronze = Preserve a card for later use. This card can be held indefinitely until used.

    After the effects of the cards have been resolved the Deck of Many Things is destroyed.


  • Shirt of Defiance

    Gold Piece Value: 1,000
    This simple looking brown shirt is unremarkable unless looked at very closely. What appears to be crude cross stitches holding the collar to the shirt are actually a repeating ring of the symbol of Kalya, Goddess of Denial.

    Anyone wearing this shirt receives the benefit of a +1 Resistance bonus to saving throws.

    If the wearer has the True Believer feat and is at least 7th level or is a cleric of Kalya and sacrifices a 4th level spell slot then the relic powers of the shirt become available as detailed below.

    The wearer of the shirt cannot be grappled, pinned, immobilized, or otherwise physically held in place no matter whether by strength of arm, rope, shackles, nor spell, nor other magic. This does not prevent mind-affecting powers from stopping the character from moving. Similarly this effect provides no assistance if the character initiates a grapple attempt and loses the roll.

    The wearer of the shirt is immune to slowing effects, whether caused by environment or magic. Swamps, being under water, Slow spells, Web spells, or any other such thing neither slow the character nor impede their melee attacks. Ranged attacks are still thwarted by appropriate conditions as the magic affects only the wearer of the shirt, not any loosed projectiles. Unfortunately this power does also thwart the use of such effects as Feather Fall and similar, if uncommon, beneficial magics.

    The wearer of the shirt can, for a total of 10 rounds per day, grant either or both of the above benefits to others within 100' and clear line of sight. This requires a standard action, but no visible gestures, nor audible vocalizations, just an act of will.
    The granted rounds of use do not have to be consecutive, nor all granted to the same being. In fact the available rounds can be granted to multiple creatures all at once with a single standard action if so desired. Regardless of whether the wearer grants one or both of the above powers to a creature that use counts as only one round of the available 10.

    ex. A level 8 commoner worshiper of Kalya with the True Believer feat and the Shirt of Defiance has joined the crowd for a public execution in the town square. On the gallows are three men, guilty of defying the mayor, each to be executed in a different fashion, though all at once.
    The first man is bound hand and foot and is to die by hanging.
    The second man is bound at the wrists and is to die by beheading.
    The third man is wrapped in chains and is to die by drowning in a barrel.
    When the executions are to begin, the commoner hopes for Kalya to free these men and uses the power of the Shirt of Defiance.
    On the first round, each man is given immunity to being held in place so that their bindings are as nothing and the executioner holding the man to be beheaded is unable to keep his grip. Furthermore the third man is given immunity to slowing so that the water in the barrel will be no impediment. This uses 3 of the 10 rounds available that day, but only a standard action from the commoner.
    On the second round, the three men scramble away from their respective dooms and the commoner grants them all immunity to both immobilization and slowing so that the guards cannot grapple them, nor will the crowd slow them down. This again uses 3 more of the 10 rounds available that day and a single standard action from the commoner.
    On the third round, the three men have gotten away from anything that might actually capture them and are just fleeing through the crowd so the commoner only grants them immunity to slowing so they can best flee. Yet again this uses 3 of the 10 rounds available that day, leaving only 1 round left, and a standard action from the commoner.
    On the fourth round the commoner can only choose one of the fleeing criminals to assist but decides not to do anything as they are all significantly away through the crowd, which has not impeded their movement but has certainly gotten in the way of the town guard.
    At no point during all of this was the commoner seen to do anything but watch the goings on.


  • Silverwing's Boots

    These ephemeral seeming boots were once the chosen footwear of the legendary faerie Silverwing. It is said that she invented dance and imbued all of her raiment with some fraction of her creativity. When donned, these boots immediately change style to match whatever the wearer already has on.

    Silverwing's Boots grant the following bonuses:

    +30 enhancement bonus to Perform (dance) checks
    +30 insight bonus to Perform (dance) checks
    +5 Dodge bonus to AC


  • Solstice

    Gold Piece Value: 10,120
    +1 Composite Flaming, Frost Longbow, True Strike 2/day by command
    The arms of this bow depict deepest winter on one and highest summer on the other. This bow is ambidextrous and can be used with either arm upright. Arrows fired from this bow may be fired with fire effects, making the arrows glow bright red, frost effects, making the arrows glow bright white, or both, making the arrows glow bright pink.


  • Sylvar's Sheath - Armor of Legacy

    This suit of blue dragonskin armor is studded about the shoulders and spine with black sapphires cut in a scale pattern. No matter how the armor is penetrated or damaged, it will make itself whole at the next dawn. This suit was made by a liveblood elf named Sylvar from skin gifted to him by the great wyrm Elenistantosticar during the Dragon Rebellion. Sylvar died wearing this suit and it is said part of him still is attached to it.

    +6 Armor Bonus, +10 max dex, 0 skill check penalty, 10% Spell Failure, 20 lbs, electricity resistance 5, 16,000gp

    Enchanted by Kalya to have no max Dex and only 5% Spell Failure

    Least Ritual - 5th Level
    Learn about Sylvar, who he was and what he stood for. Commemorate him in a rite costing 2,700gp.

    Lesser Ritual - 11th Level
    Ride a dragon, willingly or not. Give a gift to a dragon in Sylvar's name worth at least 13,000gp.

    Greater Ritual - 17th Level
    Commune with Sylvar. Spend at least 42,000gp spreading the legend of Sylvar and promoting his purpose.

    Level Enhancement
    5 Increase Armor Enhancement +1
    6 Endure Elements, Continuous
    7 Increase Sneak Attack +1d6
    8 Increase Armor Enhancement +1
    9 Feather Fall, Continuous
    10 Called
    11 Increase Armor Enhancement +1
    12 Increase Sneak Attack +1d6
    13 Initiative +5
    14 +10 competence to Ride Checks but only when riding dragons
    15 Increase Enhancement Bonus +1 when within 30' of Blades of Kalya (Blades of Kalya receive bonus, too)
    16 Darkvision 60'
    17 Ability Enhancement +6 Charisma
    18 Sneak Attack +4 to-hit, +4 damage
    19 Increase Sneak Attack +1d6
    20 Increase Armor Enhancement +1 and Masking


  • The Tome of Bound Souls

    This otherwise plain looking book is unusually large, more than twice as tall and wide as a normal tome. It does not radiate magic, but does in fact contain a stunningly powerful enchantment. Only if it is in the process of being read properly or if examined under the effects of an Analyze Dweomer spell will it reveal that it is enchanted.
    To properly read the book it must be held on the laps of two individuals sitting side by side. Due to the size of the tome this can be done comfortably so long as the pair reading don't mind being against one another, shoulder to shoulder, or in even closer proximity. Reading the book requires a total of 48 hours of time, no more than 8 hours in any given day, and the cooperation of both readers in truthfully and openly following the exercises presented within. These exercises involve the sharing of the deepest of known desires and hopes to one another as well as similar fears and revulsions. If this process is interrupted by either partner refusing to continue then the power of the book fails and cannot be attempted again by that pair.
    Upon the completion of the reading the magic of the book will take effect and the two readers will be mystically conjoined. Each reader will select one attribute of theirs to gift to the other. These values will replace the similar value possessed by their partner. So, one partner with a strength score of 18 could gift that to their reading partner, who might have a strength even so low as 1, and their partner would now also have a strength of 18. In identical fashion their partner could have an intelligence of 16 and gift that, leaving both with strength 18 and intelligence 16. Once the exchange of attribute values is completed it is permanent. This is not any kind of bonus, the actual attribute value is exchanged and becomes the new base for the partner. In future, should either partner permanently increase that attribute then both will gain from that increase and the attribute will stay the same for both.
    The link created by the Tome of Bound Souls does have a darker side. Once established, it forever links the two individuals such that one can be used as a link to scry upon the other in such a fashion as will deny any option for a saving throw. Similarly one partner can be used in certain rituals to bypass saving throws or other protections to affect the other partner. Lastly, should either partner in the bonding die, the other will need to make a Fortitude saving throw with a DC equal to 10 plus the character level of the deceased partner or be killed themselves.
    While a single couple can only use the Tome of Bound Souls once, the tome itself retains its magic and can be used repeatedly by other couples.


  • Tylwyth Liad

    This silvery blade appears in the hand of the wielder as whatever form of sword they are proficient with. If they are proficient with no swords, then it will appear as a long sword. However, this appearance is just a glamer. Its actual appearance is of a short sword ever shifting in age from rusted and rotten to unfinished work in progress.

    Against any creature not tied to the moon it inflicts a mere 1d6 damage with no magical enhancement bonus nor other benefits.
    Against a creature tied to the moon Tylwyth Liad inflicts 1d8+10 damage and automatically hits, bypassing any damage reduction the creature my have.

    In addition, Tylwyth Liad has the following powers that its wielder can use once per day apiece at caster level 20. Creatures tied to the moon receive no saving throw against these powers.
    Control Water
    Find the Path
    Phantasmal Thief
    Shifting Paths
    Solipsism

  • The World's Girdle

    This simple looking brown leather belt appears to be nothing more than a Belt of Hidden Pouches upon typical investigation. However it holds a much bigger secret as it is the repository of the experiences and adventures of an entire line of druids and bards.

    Least Ritual - 5th Level
    Host a feast costing at least 1,500gp.

    Lesser Ritual - 11th Level
    Host a tournament costing at least 11,500gp.

    Greater Ritual - 17th Level
    Defeat the Champion of the Green and honor him in a rite costing 39,000gp.

    Level Enhancement
    5 +1 Deflection bonus to AC
    6 +5 competence bonus to Survival
    7 +1 Resistance bonus to all saving throws
    8 +5 competence bonus to Handle Animal
    9 Additional +1 Resistance bonus to all saving throws
    10 +5 competence bonus to Knowledge (geography)
    11 Constant Companion: Wolf
    12 +2 Enhancement bonus to Strength
    13 +2 Enhancement bonus to Constitution
    14 +2 Enhancement bonus to Wisdom
    15 Additional +1 Deflection bonus to AC
    16 Additonal +1 Resistance bonus to all saving throws
    17 Additional +4 Enhancement bonus to Strength
    18 Additional +2 Enhancement bonus to Constitution
    19 Additional +2 Enhancement bonus to Wisdom
    20 Constant Companion: Unicorn