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Thread: Arch's Portal of Wonders

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  1. #1
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    Default Arch's Portal of Wonders

    You step through the glowing portal to a shop, tended by a sagely human in wizard's robes. "How can I help you youngster?"

    Table of Contents:

    Races
    Orc Rebuild

    Monsters:
    Darkling
    Nycaloth Miniature for Maptools
    Shadow Dragon - Pathfinder Conversion

    Feats:
    Attach Aberrant Graft
    Improved Graft
    Empowered Graft

    Equipment:
    Cloaks of the Mask
    Aberrant Grafts
    Divine Rings
    Shirt of Revifiy

    Spells
    Missile Pack, Energy Lances, Ray of Idiocy
    Waterproof Page
    Last edited by archmagi1; 03-21-2013 at 05:32 PM.

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    Default {Wondrous} Cloaks of The Mask

    Here are a few handy dandy cloaks for the everyday thief or caped crusader.

    Lesser Cloak of the Mask - Minor Wondrous Item
    Worn off the back like a brown cape with a hood, this cloak appears to be ordinary. Only when it is turned inside-out does its true powers manifest. This black hooded smock seems to draw in light, conferring a +5 enhancement bonus to Hide checks. The covered face on the hood distorts the wearers voice and obscures his features, conferring a +5 enhancement bonus to Disguise Checks.

    Moderate Transmutation; CL3rd; Craft Wondrous Item; Alter Self, Obscuring Mist; Price 5,000gp

    Cloak of the Mask - Medium Wondrous Item
    As lesser cloak of the Mask except as follows:
    1/day - Dimension door: Disappears in a puff of smoke, Command Word

    Strong Transmutation; CL7th; Craft Wondrous Item; Alter Self, Obscuring Mist, Dimension Door; Price 15,080gp

    Greater Cloak of the Mask - Major Wondrous Item
    As lesser cloak of the Mask except as follows
    +10 Enhancement bonus to Hide & Disguise
    3/day - Dimension door: Disappears in a puff of smoke, Command Word
    At-will - Knock: Command Word

    Overwhelming Transmutation; CL12th; Craft Wondrous Item; Alter Self, Obscuring Mist, Dimension Door, Knock; Price 52,240gp

    Cape of the Dark Knight - Minor Artifact
    This fabled cloak is the basis for the famed Cloaks of the Mask, though it far outshines its derivatives. It was last in possession of Bruce of Wayne from the elemental plane of Crime, Gothami.
    +10 Enhancement Bonus to Hide & Disguise
    +10 Competence Bonus to Move Silently
    +4 Enhancement Bonus to Strength
    -4 Circumstance Penalty to Charisma
    Continuous Effect: Feather Fall
    3/day - Dimension Door: Disappears in a puff of smoke, Command Word
    At-will - Knock: Command Word

  3. #3
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    Default

    Some interesting stuff.

    Aberrant Subtype - Any creature can become aberrant, a tainted semblance of what it once was. This subtype can be gained by taking any Aberrant feat or prolonged casting of certain spells. It confers a -2 circumstance penalty to any charisma based checks from the not so subtle physical or psychological changes of becoming aberrant. This penalty is cumulative for each aberrant feat or graft you possess.

    Attach Aberrant Graft (General Feat)
    Prerequisites - Type: Aberration or Outsider, INT 20

    This feat allows you to create and attach to yourself or others an aberrant graft. Aberrant grafts permanently occupy an equipment slot such as neck or cloak.


    Improved Graft (Aberrant Feat)
    Prerequisites - Any 1 attached graft

    Choose any aberrant graft you possess, this feat increases that graft's uses per day by 2. This feat can be selected multiple times, but must be applied to a different graft each time. A fighter can select this feat as a fighter bonus feat.


    Empower Graft (Aberrant Feat)
    Prerequisites - Any 1 attached graft

    Choose any aberrant graft you possess, this feat increases that graft's variable numeric effects by 50%. This feat can be selected multiple times, but must be applied to a different graft each time. A fighter can select this feat as a fighter bonus feat.
    Last edited by archmagi1; 07-14-2008 at 02:40 AM.

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    Default Aberrant Grafts

    Here are a few aberrant grafts

    The Eye of the Beholder - Aberrant Graft
    The eye-stalk of a beholder has been attached to a part of the body. Often, the eye-stalk replaces the hand of its recipient (glove slot). There are three types of this graft. Each ray requires a ranged touch attack to hit its target.

    Frightful Eye - 3/day you can fire a ray of fear at a single target as a supernatural. The target must make a DC 16 Will save or suffer the effects of the spell Fear.

    Vengeful Eye - 3/day you can fire a ray of pain at a single target as a supernatural ability. The ray deals 3d8+5 points of untyped damage. Will DC 16 half.

    Frozen Eye - 3/day you can fire a frigid and paralyzing ray at a single target as a supernatural ability. The ray deals 1d3 cold damage and the target must succeed in a a DC 17 Fort save or be paralyzed for 1 minute.

    Attach Aberrant Graft: CL 10; Requires a preserved beholder eye-stalk of the appropriate type. Cost: Frightful Eye 10,000gp; Vengeful Eye 10,000gp; Frozen Eye 15,000gp

    Rotted Soul - Aberrant Graft
    Only the vilest of creatures knows the true nature of this graft, but many sages surmise it is the tainted remains of a vampire lord's soul. The graft is usually lodged within the hosts' mouth (neck slot) to hide its presence. Every 1d4 rounds one of the following abilities can be used:

    Blast of Shadows (Su) - A black blast of evil issues forth from the graft, searing everything in a 30' line with 2d6 points of negative energy damage, Fort DC 16 Half. This damage destroys plant matter instantly with no save.

    Bite of Slow Death (Sp) - A 15' cone of evil blasts forth, dealing 2d3 CON damage and slowing targets for 2d4 rounds. A Fort DC 16 negates the slow damage and halves the CON damage.

    Attach Aberrant Graft: CL 15; Requires the blasted husk of a vampire lord who died from being exposed to direct sunlight; Cost: 20,000gp

  5. #5
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    Default A few rings

    Forsaken Ring of the Pit
    This ring bears the holy symbol of some foul deity and glows with its vile power.

    This ring functions as a divine focus for spells with the DF component

    +1 Deflection to AC*
    1/day - Rebuke Undead with +4 bonus; CL of the ring

    Faint Abjuration; Variable CL, Forge Ring, Shield of Faith, Caster must be at a level 3x that of the rings enhancement, Caster must be evil, Caster must be able to rebuke undead.
    *Price: 3000gp (+1 CL3), 9000gp (+2 CL6), 19000gp (+3 CL9), 33000gp (+4 CL12), 51000gp (+5 CL 15).

    Blessed Ring of the Priest
    This ring bears the holy symbol of a benevolent deity.

    This ring functions as a divine focus for spells with the DF component

    +1 Luck bonus to all attacks and damage
    1/day - Turn undead with +4 bonus, CL of the ring.

    Faint Evocation; CL5 (minimum), Forge Ring, Divine Favor, Caster must be good, Caster must be able to turn undead. Price: 4000gp

    Wavering Ring of Indifference
    This ring is unadorned, but emits divine power.

    1/day - Empower or Extend any domain spells

    No aura; CL7, Forge Ring, Caster must be neutral, Caster must cast divine spells. Price 5000gp
    Last edited by archmagi1; 09-23-2008 at 07:48 PM.

  6. #6
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    Default Darkling

    Darkling
    Dimunitive Monstrous Humanoid

    Hit Dice 1/4d8 (1hp)
    Initiative +2
    Speed 5' (1 square)
    Armor Class 16 (+4 Size, +2 Dex), Touch 16, FF 14
    BAB/Grapple: +1/-14
    Attack: claw -1 1d3-2 slashing
    Full Attack: 2 claws -2 1d3-2 slashing
    Space/Reach: 1'/0'
    Special Attacks: Spell Like Abilities
    Special Qualities: Darkvision
    Saves: Fort +1, Ref +4, Will +3
    Abilities: Str 6, Dex 15, Con 13, Int 14, Wis 12, Cha 8
    Skills: Hide +16, Move Silently +6, Listen +3, Concentration +3
    Feats: Stealthy
    Environment: Underground, Urban
    Organization: Single, cabal (5-9), clan (15-30)
    Challenge Rating: 1/4
    Advancement: By Level
    Level Adjustment: -

    Spell Like Abilities:
    At-Will: Detect Magic
    3/day: Grease DC 10


    Darklings are minuscule creatures who stalk the night looking for treasure to steal. They can be found in most cities and in the darkest caves. Rumors abound that a clan's treasure horde can rival even that of lesser dragons.

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