Ragavin Coridon's D&D Virtual Tome

 






















  

 

 

Weapons Arrow, Stormstone Grand Maul
  Great Maul Hoopak Staff
  Multi-nock crossbows Maul

Armor Steel Arm Guard  
     
     

Equipment Poison Rock Stormstone
  Tobacco  
     

Magic Items Cape of Adam Carolla Great Bag of Holding in the Sky
  Orbital Platforms ™ Rainbow Flux
  Retracting Armor/Weapon Ring of Elemental Strike
  Quarterstaff of Entanglement  





 

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Martial Weapons
Cost
Dmg
Critical
Range
Weight
Type
Multi-nock crossbow, Light
165 g
1d8
19-20/x2
80
9 lbs.
Pierce
Multi-nock crossbow, Heavy
350 g
1d10
19-20/x2
120
13 lbs.
Pierce

 

Multi-nock crossbow:
When a bowstring is wet, it loses much of its elasticity and becomes stretched out, making the standard crossbow nock not far enough to get any thrust out of the bolt. With the multi-nock crossbow the string can be pulled back to the second or third nock allowing for operation with wet bowstrings. With those exceptions the light and heavy crossbows work like their standard counterparts.

 

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Hoopak Staff

Cost
Damage
Critical
Range
Weight
Type
75g
1d6/1d6 or 1d4
x2
60'
4lbs
bludgeoning


The Hoopak is a common Kender weapon. It is basically a quarterstaff with a sling at the end. It can be used as a double weapon and it can also be used as a sling. Additionally the Hoopak is hollowed in such a way so that, when spun, it produces an eerie sound that scares away most creatures. Any creature within earshot of the Hoopak is overcome with fear, as per the effect. (Will Save DC 10 to resist the effects) Using the fear effect requires two full-round actions.

 

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Great Maul

Cost
Damage
Critical
Range
Weight
Type
50g
3d4
x3
-
30 lbs
bludgeoning

A Great Maul is a Maul with a slightly longer haft, anda heavier head, thus doing more damage. The maul is a large exotic weapon.

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Grand Maul

Cost
Damage
Critical
Range
Weight
Type
100g
4d4
x3
-
35 lbs
bludgeoning

A Grand Maul is a Great Maul with a slightly longer haft, anda heavier head, thus doing more damage. The maul is a large exotic weapon.


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Arrow, StormStone:
This is a standard arrow with the arrowhead removed, and a StormStone in it's place for extended range.

Simple Weapons
Cost
Dmg
Critical
Range
Weight
Type
Arrow, StormStone
80g
-
-
-
1lb.
-

 

 

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Steel Arm Guard

Cost
Armor +
Max Dex
Armor Chk
Spell Fail
30'
20'
Weight
150g
+1
-
0
5%
-
-
6lbs.

This shield functions as a small steel shield and fits over your right arm and shoulder(or left, if your left handed), protection down your elbow. It is held on by a leather strap that runs horizontally across your torso.

 

 

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Ring of Elemental Strike
The ring of elemental strike resembles a simple silver ring. When the command word is spoken the bearers hands are sheathed in an energy field of their choice (Fire, Ice, Lightning, Shadow1, Shadow2)

Fire Mode: The fire mode of this ring adds +2 (+4 vs. cold based creatures) damage to any attacks, any ignitable materials struck while in this mode catch fire.

Ice Mode: The ice mode of this ring adds +2 (+4 vs. heat based creatures) damage to any attacks

Lightning Mode: The Lightning mode of this ring adds +2 (+4 vs. water based creatures) damage to any attacks

Shadow 1 Mode: The Shadow 1 mode of this ring adds +4 damage to any attacks against any good aligned creatures

Shadow 2 Mode: Any creature successfully struck with this mode loses 1d4-1 points of strength. This can only be used twice on each creature. This ring can be used twice per day and lasts that combat sequence only.

Caster Level 4th; Prerequisites: Craft Wondrous Item, Flaming Hands, Ray of Frost, Shocking Grasp, Ray of Enfeeblement, Holy Smite, Market Price: 5,000

 

 

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Great Bag of Holding in the Sky
This bag is, appearedly, a woven mithril sack, with a variable opening. The opening is so variable in fact that is can be made to fit even a large ballista through it. At the start of each day a location must be specified. From then on anything put into the bag is instantly transported to the location specified earlier. To retrieve items you must either go to the location that they were transported to, or speak VERY PRECISELY what you want from your storage location, and upon reaching into the bag you draw it out, or, if its too big to remove by hand the opening will widen and the item will eject itself quickly. Yes, even people can be transported through it.

Caster Level 16th Prerequisites Craft Wondrous Item,Teleport without error, Refuge,Enlarge Market Price: 25,000 gold Weight 1 lb.

 

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Quarterstaff of Entanglement
This quarterstaff resembles an old gnarled piece of oak, and does normal quarterstaff damage, but, when a creature is struck by this quarterstaff, he/she must take three combat rounds to break free, minus one round per each point of strength bonus, plus one for each strength modifier. A creature with a strength modifier of +3 or more simple tears through the vines without slowing down.

Caster Level: 2 Prerequisite; Craft Wondrous Item, Entangle Market Price: 2000 gold Weight 4lbs

 

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Cape of Adam Carrola
This appears as a regular black cape. When the command words "Everybody look at me!" are said (Note: Command words can be said in any language) any 'looking important' checks receive a +10 bonus. Additionally, whenever the command words "Everybody listen to me!" are said, the wearer's voice is magically amplified. After five minutes of passionately speaking about some moral issue a 10 foot tall completely invulnerable horse appears (if your group is slow, the words in 4 foot tall neon red letters 'High Horse' are on its side) The only limit to this voice amplification is it only lasts for 10 minutes. After 10 minutes everything spoken by the wearer for 1 hour after the initial 10 minutes everything spoken by the wearer comes out as 'blah blah bluh blah". If the wearer goes for 9 minutes, then restarts again he is instantly launched into a commercial break. The commercial breaks are done by the other players as voice overs. Commercials should include many public announcements.

Caster Level: 5 Prerequisites: Craft Wondrous Item, Hypnotism Market Price: 1500 Gold Weight; 2 lbs

 

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Rainbow Flux
A suit of armor enchanted with this capability is layered with colors similar to the Prismatic Wall spell. The layers go in the following order:

Red: Stops non-magical ranged weapons. Absorbs 20 points of fire damage (layer is destroyed after absorbing 20 points of fire damage or getting hit by a cone of cold spell).
Orange: Stops magical ranged weapons. Absorbs 40 points of acid damage (layer is destroyed after absorbing 40 points of acid damage or getting hit by a gust of wind spell).
Yellow: Stops poisons, gases, and petrification. Absorbs 80 points of electricity damage (layer is destroyed after absorbing 80 points of electricity or getting hit by a disintegrate spell).
Green: Stops breath weapons. Poisons the creature(s) that hits you, Fort save (DC 24) for 20 points of damage or die (layer is destroyed when 5 poisons have been dealt successful or not).
Blue: Stops divinations and mental attacks. The creature(s) that hit you turn to stone(Fort save DC 25 negates, the layer is destroyed when 3 transformations have been delt successful or not).
Indigo: Stops all spells. Wearer must make a Will save at the start of each day or become insane as the spell insanity for the remander of the day (layer is destroyed after 14 days)
Violet: Energy field (5í radius) destroys all objects and effects, this capability can be activated at the will of the user. Creature(s) that attack you are sent to another plane, Will save DC 30 negates (this layer is destroyed when 2 creatures have been sent away successfully).

When all layers are destroyed the enchanted armor retains its enhancement bonus but loses the Rainbow Flux capability.

Caster level: 18th; Prerequisites: Craft Magic Arms and Armor, prismatic wall; Market Price: +6 bonus

 

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Retracting Armor/Weapon
A weapon (bludgeoning only), suit of armour (Banded, Splint, Breastplate, Halfplate, Fullplate or any plate based armor only), or shield can be given this enchantment. The enchanted item begins as a ring, bracer, gauntlet, hairpin, whatever item you'd like, and, when a mental command is given the small item expands out to become the weapon of armour. If you choose the armor to recieve this enchantment, when activate the armour extends itself over your body with the proper fastenings already in place and fit perfectly, with a shield it is the same sort of thing, all of the handles and straps are in the right place when activated.
When another command is given the suit of armor, shield or weapon returns to it's original size. Not entirely useful except to speed up donning time, and perhaps concealability, but it looks really cool.
Note: Armor of shields with spikes cannot recieve this enchantment.

Caster level: 5th; Prerequisites: Craft Magic Arms and Armor, ; Market Price: +1 bonus

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Underhill's Orbital Platforms ™
Underhill's Orbital Platforms are much akin to Ioun stones. They are roughly 1.5 inches in diameter, and their exact shape varies from creator to creator.
When a character first aquires a platform, he must hold it and then release it, whereupon it takes up a random orbit 1d3 feet away from your body. Thereafter, a platform must be grasped or netted to seperate it from it's owner. The owner may voulentarily seize and stow a stone (while sleeping, for example) to keep it safe, but he loses the benefits of the platform during that time. Orbital Platforms have an AC of 24, 10 hit points, and a hardness of 5. Because they do not just circle your head, you have a 2% chance to strike one on an attack, per platform circling, and yes, you CAN destroy your own platforms.

Standard Platform -
This does nothing at all, much like the gray ioun stone. The only use for this stone is it can be affected visually by some of the other platforms, as specified below.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 25g

Cupholder platform -
This platform is mostly flat with a round indentation in it that can accomidate up to a super big gulp.
This is basically a standard platform, but shaped differently.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 25g

Orbital Clock -
This platform is enchanted with Underhill's Arcane Popcorn, it always displays the current time, and if it is not near your face, it alters the nearest standard platform to give a readout.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 500g

Mood Sattelite-
Works as a mood ring, this platforms color reflects your mood. On your option it can affect standard platforms as well.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 500g

Orbital Bug Zapper-
Transforms some standard platforms until bugzapper that kill any normal sized bugs withing two feet of you, up to 1 bug per standard platform changed to a zapper per round.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 300

Orbital Flare-
Twice per day this spell emits a blinding flash of light, blinding (duh) any creature for 1d2 rounds following the normal rules for blindness.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 1000g

Orbital Megaphone-
This platform can be activated at will, and when activated orbits to a stationary position in front of your face while converting several standard platforms into speakers. The base platform functions as a microphone, amplifing your voice to a level of your choice (cannot cause hearing damage)
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 500g

Security Platform-
This platform is enchanted with Underhill's Antitheft Arm. It not only stops theft of items on your body, but the theft of other platforms as well.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 1000g

Orbital Shield-
This can be activated at will using a command word. When active all of your standard platforms take the shape of a steel shield out in front of you, as a shield enhanced with the shieldbearer spell. If you have 10-19 standard platforms this functions as a small steel shield, if you have 20-49 it functions as a large steel shield and if you have 50+ if functions as a tower shield.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 1250g

Hubble Telescope-
When activated this platform converts a standard platform into an eyepiece that positions itself over your left eye, the platform itself then extends a 1' long telescope that can give you up to 10x zoom.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 2500g

Orbital Mind Control Laser -
This platform casts as a charm spell as a level 1 sorcerer once per day. The only difference is that it can be stopped by a tin foil cap.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 2000g

Underhill's Communication Sattelite -
Allow you to cast 'Message' as a third level sorcerer 2/day
Caster level: 3rd; Prerequisites: Craft Wonderous Item; Market Price: 3000g

Underhill's Energy Collector -
These platforms can be used once per day. They allow you cast all of you spells at +1 caster level for 3 rounds. Only one can be running at the same time, and you can have only 4 in orbit at once. Once one of these platforms is expended it takes 24 hours for it to 'collect' enough energy to be used again.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 4000g

Orbital Bombardment Platform -
This platform is enchanted with three uses of 'Underhill's Micro-Nuke', two uses of 'Underhill's 'Fatboy' Nuke' and one use of 'Underhill's Neutron Bomb' (all of these spells can be found in the 'New Spells' section)
Once all of it's uses have been used up it becomes a standard platform.
Caster level: 1st; Prerequisites: Craft Wonderous Item; Market Price: 4500g

Orbital Infinite Improbability Drive -
Still in development

 

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StormStone:
This is similar to a Thunderstone, but is more akin to a primitive 'FlashBang'. It's taken the thunder from the Thunderstone and added lightning to it.
You can throw this stone as a grenade like weapon (See table 7-10 on page 114 of the PHB) When it strikes a hard surface (or is struck hard) it creates a deafening bang (a sonic attack) and a bright flash. Creatures within a 10' radius must make a fortitude check (DC 17) or be blinded and deafened. Deaf creatures, in addition to the obvious effects suffer a -4 penalty on initiative and a 20% chance to mis-cast and lose any spell with a verbal (V) component that they cast. Blind Opponents in addition to the obvious effects suffer a 50% miss chance in combat (all opponents have full concealment), loses any dexterity bonus to AC, grants a +2 bonus on attackers rolls, moves at half speed, and suffers an -4 to all strength and dexterity based skills. Each subsequent round the victim is affected he may attempt a fortitude save at one lower that the previous attempt. i.e.; the first two round the save would be 17, the third would be 16 the fourth would be 15 and so on.

Weapon
Cost
Direct Hit
Splash
Range Increm.
Weight
StormStone
75g
Sonic/Light
-
20'
1lb.

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Tobacco:
See House Rules:

Grade:
Cost/Hit
Poor
1 cp
Good
2 cp
Excellent
5 cp

 

 

 

 

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Poison Rock
"You step on a poison rock and DIE!"
How many times have we heard those words issue forth from the mouth of the dungeon master. The dungeon master whose mother you just insulted. Ever wonder what a poison rock really does. Well here it is.

Poison rocks are extremely rare (except when you piss off the DM) found only in the remotest regions of the world (again, except if you piss off the DM) these stones lie dormant, waiting for someone to get near them, the VOOM! Poison.
Skin-to-stone contact kills any creature with less than 200 h.p. instantly. Those with over 200 are entitled to a fort save DC 50 to take 10d10+50 points of damage.
Anyone passing within 1 inch of a poison rock (ie; stepping on one) is entitled to fort save DC 50. If they fail, they die. If the succeed then take 10d10+50 points of damage.
Oddly enough there is no market for poison rocks, so it is nearly impossible that you will run across anyone that sells them. The process for creating them has been lost for millenia.