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*''Weapons''
 
*''Weapons''
 
**Masterwork longbow (found at Shadow Wall)
 
**Masterwork longbow (found at Shadow Wall)
**Quiver with 40 elven arrows (40 obtained from the raiders, natural 1 is not an automatic miss.  6 with silver tips)
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**Quiver with 40 elven arrows (20 obtained from the raiders, natural 1 is not an automatic miss.  6 with silver tips)
**20 Flaming Burst Arrows (orc)
 
**20 Collision Arrows (orc)
 
 
**Longsword
 
**Longsword
 
**Silver dagger (ghost touch)
 
**Silver dagger (ghost touch)
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*''Clothes and Armor''
 
*''Clothes and Armor''
 
**Plain travelling clothes, green and brown in color
 
**Plain travelling clothes, green and brown in color
**Masterwork Breastplate made by Durgaz and enchanted by Kuyad (+5 AC  DR 2/-  Dex bonus +5,  Check pentalty 0, spell failure 15%,  40 hp, hardness 20)
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**Studded Leather Armor
**Gloves of arrow snatching (2/day)
 
  
 
*''Covanent Items''
 
*''Covanent Items''
 
**Benaedan's Pelt (Found at Shadow Wall)
 
**Benaedan's Pelt (Found at Shadow Wall)
**Hell's Heart (Given by Aradil)
 
**Ossion's Silvered Acorn
 
  
 
*''Travelling Gear''
 
*''Travelling Gear''
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**Waterskin
 
**Waterskin
 
**2 belt pouches
 
**2 belt pouches
**8 "Traveler's Bane" Seeds (I can't find or remember the real name)
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**30 ft silk rope
 +
**27 doses of Aranasil poison
 +
**11 cure serious wound potions
  
 
*''Charms and Other Resources''
 
*''Charms and Other Resources''
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** (True) Alligator Tooth Necklace - +4 vs. all swamp diseases
 
** (True) Alligator Tooth Necklace - +4 vs. all swamp diseases
 
** (True) Silvered Acorn necklace
 
** (True) Silvered Acorn necklace
** Woven Silk Wriststrap (can detect undead within 60 ft for 1 min)
+
** Swallows Regret (10 uses)
** Merciful x1 (attacks with one weapon do nonlethal for 1 round)
 
** Flippant Casting (gives +10 on d% for an arcane spell faliure check, 1 rnd)
 
** Focus x 2 (gives +2 to next concentrate check, 1 round)
 
** Spell Learning x 10 (gives +2 to a spellcraft check)
 
 
** (True) Improved invisible vs fell
 
** (True) Improved invisible vs fell
 
** (True) Attituded vs animals improved one step
 
** (True) Attituded vs animals improved one step
 
** (True) Immunity to lycanthropy
 
** (True) Immunity to lycanthropy
 
** Nifty telescope
 
** Nifty telescope
** young dragon scale
 
** Inscence of meditation
 
** Lesser charm (spell-like effect) Mending x 3
 
** Minor charm: search +2
 
** (True charm): You do not take a penalty on Handle Animal checks for the target being non-animal
 
** Minor charm: Fort +2 x2
 
** Minor charm: Survival +2
 
** Minor charm: Survival +1 x2
 
** Minor charm: Move silently +2
 
** Minor charm: Will +2
 
** Greater charm: (spell-like effect) Feather Fall (1 round)
 
  
 +
Benaedan's Pelt
  
 +
Cost: Priceless
 +
Weight: 1lb
  
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+
Created int he Year of Falling Snow, deep in the heart of the Caraheen -by Tharadilia, daughter of Kirinhi, a seer and sorceress of gret renown amongst her people.  Tharadilia created the cloak originally for her husband - Benaedan, a warrior on the Council of the Throen and close adviser to the High King (mother/father to Aradil)  This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color, a silver tree broche fastens as the clasp with veins of gold.  However, when worn with the hood drawn up around the head, it gives the wearer special abilities. . . The wearer of the cloak must be an elf, or gifted the cloak by the HIgh Court.
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 +
1st Level: +5 competence bonus on Hide checks
  
=='''Benaedan's Pelt'''==
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4th Level: Fain illusion: on command its magical properties distort and warp light waves.  This displacement works just like the displacement spell (standard action) and lasts for a total of 15 rounds per day, which the wearer can divide up as he sees fit. (Cl 3rd)  You also gain an additional +2 competence bonus on HIde checks and +5 on Move silently bonus.
::  ''Also Known As:''  ???
 
::  Created int he Year of Falling Snow, deep in the heart of the Caraheen -by Tharadilia, daughter of Kirinhi, a seer and sorceress of gret renown amongst her people.  Tharadilia created the cloak originally for her husband - Benaedan, a warrior on the Council of the Throen and close adviser to the High King (mother/father to Aradil)  This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color, a silver tree broche fastens as the clasp with veins of gold.  However, when worn with the hood drawn up around the head, it gives the wearer special abilities. . . The wearer of the cloak must be an elf, or gifted the cloak by the HIgh Court.
 
::  Cost: Priceless
 
::  Weight: 1lb
 
====COVENANT ITEM PROPERTIES====
 
:* '''1st Level''': +5 competence bonus on Hide checks
 
:* '''4th Level''': Fain illusion: on command its magical properties distort and warp light waves.  This displacement works just like the displacement spell (standard action) and lasts for a total of 15 rounds per day, which the wearer can divide up as he sees fit. (Cl 3rd)  You also gain an additional +2 competence bonus on HIde checks and +5 on Move silently bonus.
 
:* '''5th Level''': The wearer gains magic protection in the form of a +5 resistance bonus an all saving throws to enable the wearer to move quietly in virtually any surroundings.  The wearer also gains +5 competence bonus on Spot checks.
 
:* '''6th Level''': The wearer may unstring a strand from the cloak and string any single bow at a time.  Giving the bow +2 to hit, +1d4 damage.
 
:* '''8th Level''': Attackers can never make Attacks of Opportunity vs. the wearer.
 
:* '''11th Level''': The wearer is granted damage reduction 4 vs slashing or piercing, literally catching arrows in a "chain"/thicket-leaf weave.  If attacked/hit by a melee slashing/piercing weapons, the wearer may choose to engage in a grapple attack - automatically achieving the first level of grapple with the attacker's weapon.  The attacker may choose to let go, otherwise they must face the grapple affect against their weapon.  For the purposes of making further grapple checks the wearer recieves a +10 strength grapple bonus.
 
:*'''15th Level''': The wearer can make as manay attacks of opportunity in a round as they normally have in full attacks, in addition to their normal round's actions.
 
  
=='''Ossion's Silvered Acorn'''==
+
5th Level: The wearer gains magic protection in the form of a +5 resistance bonus an all saving throws to enable the wearer to move quietly in virtually any surroundings.  The wearer also gains +5 competence bonus on Spot checks.
::  Also Known as: "The Treeherder", "Orn Sangan", "Celeb Orn"
 
::  history...
 
::  Cost: Priceless
 
::  Weight: 0.25 lb
 
====COVENANT ITEM PROPERTIES====
 
:* '''1st Level: "Treefriend" '''- All trees and tree-like creatures are automatically helpful to the bearer, though this reaction can be changed as normal.
 
:* '''4th Level: "Treeherdsman" '''- The bearer may cast "Awaken" (as the spell) that effects only trees.
 
:* '''8th Level: "Bark-Tounge"''' - The bearer may "Speak with Plants" (as the spell) that affects only trees.
 
:* '''11th Level: "The Great Oak"''' - Once per season, the bearer may summon the Lord of Trees (a massive treant) with the following adjustments (as the "Changestaff" spell).  The spirit of the Lord of Trees arrives from nearby woods as appropriate, each season in a different form based on the season in which it appears. '''Use Statistics for Treants increased to 20 Hit Dice''' The Lord of Trees also gains the following abilities per season. . .
 
:::*  '''Lord of Spring Trees''' - Fast Healing 5
 
:::*  '''Lord of Summer Trees''' - +2 Str, +4 Con, Fast Healing 3
 
:::*  '''Lord of Autumn Trees''' - +6 Str, +2 Con, Fast Healing 1
 
:::*  '''Lord of Winter Trees''' - +8 Str, Improved Critical (slam), Rend (3d8 + 1.5 Str)
 
:* '''14th Level:''' - At will, the holder of the acorn has the ability to become as one of his followers.  As a full round action the holder of the acorn can assume the form of a tree as the spell tree shape, but the effect has an 'instantaneous' duration and radiates no magic.  You can choose to leave your tree shape whenever you wish, though doing so takes one minute.
 
  
=='''Hell's Heart'''==
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6th Level: The wearer may unstring a strand from the cloak and string any single bow at a timeGiving the bow +2 to hit, +1d4 damage.
::  Also Known as: ??
 
::  history...
 
:: Hells heart desires the full attention of the Archer.  The Archer may find himself toying with the arrow unknowingly at any time.  This is a mind affecting effect - Will Save DC 10 to resist.  Due to this compulsion, no other enchantment may be used when firing Hell's Heart.  (pathwalker abilities do not count toward this compulsion)
 
::  Cost: Priceless
 
::  Weight: 1 lb
 
====COVENANT ITEM PROPERTIES====
 
:* '''1st Level''': The arrow offers speed and grace to even the novice bowman.  Anyone wishing to use Hell's Heart gains a +5 to their base attack bonus IF that bonus is not surpassed by the Archer already.
 
:::  '''Heart Alignment Affect''':  The archer must sing out the name of Hell's Heart (in High Elven).  effectively announcing the use of the ability - Outsider targets receive a Knowledge: Spirits check DC 35 to know the threat this archer wields.  This grants the Archer a bonus modifier of +20 Intimidate check
 
:::  '''Hell's Heart is nigh unbreakable''', Hardness 20, Hit Points 100, Bend DC 30
 
:* '''5th Level''': Hell's Heart desires to be fired.  Drawing a bow and Notching Hell's heart is a Free Action
 
:::  '''Heart Alignment Affect''':  The archer must sing out the name of Hell's Heart (in High Elven).  effectively announcing the use of the ability - Outsider targets receive a Knowledge: Spirits check DC 30 to know the threat this archer wields.  This grants the Archer a bonus modifier of +20 Intimidate check
 
:* '''8th Level''': Returning.  Hell's Heart desires to grace the notch of the Archer's Bowstring.  When fired the arrow will return to the Archer's hand at the end of the following round from which it was fired.  The arrow will slow its return until the Archer's hand is outstretched and ready to receive.
 
:::  '''Heart Alignment Affect''':  The archer must sing out the name of Hell's Heart (in High Elven).  effectively announcing the use of the ability - Outsider targets receive a Knowledge: Spirits check DC 25 to know the threat this archer wieldsThis grants the Archer a bonus modifier of +20 Intimidate check
 
:::  '''Alignment Affect'''
 
::::*  -4 steps opposite (direct opposite) the archer  - Cannot miss the Outsider
 
::::*  -3 steps opposite the archer                    - +15 to hit Outsiders
 
::::*  -2 steps opposite the archer                    - +10 to hit Outsiders
 
::::*  -1 step opposite the Archer                      - +5 to hit Outsiders
 
:* '''11th Level''':Hell's Heart is the bane of Demons, Devils, and Angels (any Outsider) of differing Alignment to the Archer.  To achieve Hell's Heart Alignment Affect the archer must sing out the name of Hell's Heart (in High Elven), effectively announcing the use of the ability - Outsider targets receive a Knowledge: Spirits check DC 20 to know the threat this archer wields.  This grants the Archer a bonus modifier of +20 intimidate check
 
:::  To use the Alignment Affect, the Archer must achieve a successful Critical Hit on the target.  Hell's Heart may only be used once against any target within a single day period.
 
:::  '''Alignment Affect'''
 
::::*  -4 steps opposite (direct opposite) the archer  -Lose 100% of Hit Points; Immediate Banishment
 
::::*  -3 steps opposite the archer                    -Lose 75% of Hit Points
 
::::*  -2 steps opposite the archer                    -Lose 50% of Hit Points
 
::::*  -1 step opposite the archer                      -Lose 25% of Hit points
 
::::*  -Same alignment as the archer                    -No affect (alignment shift possible for threatening a like-willed outsider of Aryth)
 
 
 
::::* This damage is dealt to both the body and spirit of the outsider, but DR is still subtracted from the damage dealt unless Hell's Heart has absorbed the property of that outsider's weakness (as per the 15th level ability)
 
:* '''15th Level'''" Hell's heart envies all other arrows... Hell's Heart may mimic the abilities of any arrow held in the same quiver for 24 hours.  Unfortunately, there can be only one.  Hell's heart steals the ability of that arrow (whether magical or physical) and acts as would that same arrow, reducing that arrow to splinters.  Hell's heart may mimic up to 3d6 arrows per day, but all arrows in the quiver are destroyed - you must make the roll after the 24 hours.  When fired, all the properties of the arrows that Hell's Heart has taken are used at the same time, as if all of the special properties were used simultaneously.  The archer cannot change or control this effect, Hell's heart is a prideful weapon and always strikes with full power.  After firing, each absorbed "arrow" has a 50% chance of being lost.  If Hell's Heart absorbs arrows while it still has arrows in it, the 3d6 is rolled and the difference between the result and the number of arrows still contained is the number of new properties that Hell's Heart takes.  If the rolled result is lower, no new properties are absorbed, but none are lost.
 
  
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8th Level: Attackers can never make Attacks of Opportunity vs. the wearer.
  
  

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