CHARACTER GENERATION ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Race F r p P W R %XP Multi-Classes Archon-Lion 18 18 18 10 _ _ 0 P/F Archon-Wolf 10 _ _ U 12 _ -5 P/F,M/F Arusian U _ _ U U U -10 Dual +Centaur U _ _ 12 6 _ 0 P/F,M/F +Elf 12 12 _ 12 18 10 0 P/F,M/F,P/B,F/R,M/R,F/M/R +Drow 15 15 _ 10 18 12 0 P/F,M/F,F/R,M/R Dwarf 18 _ _ 12 5 8 -10 P/F,M/F,F/R Kathodon U _ _ 12 _ _ 0 P/F +Pantathian 12 _ _ 15 U 12 -20 P/F,P/R (Feral) 12 _ _ 12 _ _ 0 P/F Winged Folk 12 12 12 12 U U 0 P/B Race S D C I W Ch Siz Notes Archon-Lion 19 18 18 18 18 16 L +1S Archon-Wolf 18 18 18 18 19 18 M +1W Arusian 18 18 18 18 18 18 M +Centaur 18 17 18 18 18 18 L +Elf 18 19 17 18 18 18 M +1D +Drow 18 19 18 18 18 16 M +1D Dwarf 18 18 19 18 18 16 M +1C,-Ch Kathodon 19 18 18 16 17 16 L +1S,-2I,-1W +Pantathian 18 17 18 19 18 15 M +1I,+1S,-1D,-3Ch (Feral) 19 16 18 15 16 14 L Winged Folk 17 19 17 18 18 19 M +1Ch,+1D,-1C, Notes: Archon-Lion : Are skilled at using their bastard swords single-handed and gain two-handed damage. Lion Archons also have a natural AC of 8 and do not wear heavy armor (hide or less) because of restrictions to their flight capabilities. Paladins are lawful neutral. Archon-Wolves: Must tithe 10% to the Oligarchy of Hyperion. Wolf Archons have no natural AC but suffer the same armor restrictions. Arusian : Arusians are generated just like normal humans. The one strange power they do possess is the ability to establish a spirit link with bonded items however. This link is not strong enough to supplant the link to a living owner. But this link can sustain a bonded item whose owner has died. The percent chance equals: wisdom + 5 - power rating or 5% whichever is greater. Elves : Receive +1 with their (oftentimes bonded) bows. They also abhor metals other than gold or silver. Drow : Like their counterparts the elves, drow also avoid the use of metals. The also are highly skilled at two weapon fighting techniques, and receive no penalties for fighting two-handed. Dwarves : Can only be conjuration or evocation specialists and may not be mages. Dwarves have also produced a special alloy that allows spellcasting in armor. Dwarves possess innate telepathic abilities. They are able to sense minds at a range of 30 feet. They are able to read thoughts by rolling an Intelligence check modified by the difference between the subject's intelligence and the scanning dwarf's intelligence. Kathodons : Are skilled at hand to hand combat and gain a +1 to hit. Claw attacks do 1D4 of damage. Kathodon fighters receive D12s for hit points. They are also natural runners and have a move of 15". Pantathians : All pantathians receive a bonus of 1d6 to their hit points at first level due to the harsh selection process and Combat School that all Pantathian apprentices go through. Pantathians also have a tough but finely scaled skin that gives them a natural AC 5. Feral Pantathians: Have a natural AC 6. They may also do a weapon attack and a natural attack receiving normal two-handed attack penalties. Jaws 1D8, Horns 1D6, Tail 1D4 (rear only) Winged Folk : Receive +1 to hit with spears and polearms. ****************************************************************************** Bonded Items: Bonded items are a unique aspect of Eldirad. They are the manifestation of the magical nature of several races. A bonded item is a living artifact. It draws lifeforce from it's owner. Bonded Items because of this link are telepathically activated. It takes 1 segment to activate a bonded item's power. Bonded items are not intelligent or self aware. They are more like an extension of their owners spirit. Because of this connection only the owner of a bonded item may activate it. The only exceptions to this rule are Arusians. Bonded items slowly die after their owners death. At the time of the owners death the bonded item must make an immediate system shock roll equal to its owners. A bonded item lasts 1 segment per Power point it contains after its owners demise. (Power points will be discussed shortly.) After this time period it dies. Bonded Items are ranked by the amount of power their owners have invested into them. A Character who possesses a bonded item must pay experience points to the bonded item to keep it functioning. This represents the lifeforce investment. The minimum upkeep is 15%. The character may spend up to 25%. These experience points go into the items XP pool. Points from this pool may be spent on special powers. Special powers are bought by spending experience points. Some powers may be bought multiple times. Each succesive purchase doubles the cost of the power. Each purchase is called a stack. (For instance, a power is purchased at 1000 xp. The next stack in this power costs 2000xp, and a third stack in this power would cost 4000). Power points for any particular item are determined by adding the number of stacks in an item together and multiplying this total by two. this number plus a base of 8 power invested upon the item at creation equals the power rating of an item. (e.g. 8+(2 x stacks). ) If a power states that die level may be increased by stacking refer to the following chart: Die Dice Die Dice Level Level 1 1D3 6 1D10 2 1D4 7 1D12 3 1D6 8 2D8 4 1D8 9 1D20 A character may purchase powers from a different bonded item's power list at double the cost. But one may never buy a power from a different species power list. (e.g. an elf character with a bonded bow may buy powers and stacks for those powers from the bonded seed power list at double the cost. But he may not buy powers from the drow item lists or any other race's power list.) ****************************************************************************** Bonded Items Cost Base Power Elven: Staff 500 +1 to hit /+2 to damage Bow 400 +1 to hit /+1 to damage Shield 400 5% magic resistance Seed 500 Shield Maiden spell 2/day Drow: Amber Sword 400 +1 to hit /+1 to damage Javelin 450 Returning power Fungal Skin 600 AC 6 protection Rod 500 +2 to saving throws Pantathian: Fist-mace 500 +1 to hit /+2 to damage Eye Talisman 400 Continual wizard eye Skull Talisman 600 stores 3 levels of spells Heart Talisman 500 Animate dead 3/day Centaur: Spear 500 +1 to hit /+1 to damage Quiver 400 Never empty Headdress 500 AC 6 protection Totem 600 +2 to saving throws Immaril: Totem, BearClaw 500 Totem, Eagle 400 Blinding Beam as the Priest spell. Totem, Lizard 400 Animal Growth as the Priest spell. Totem, Snake 600 Snakebolt Power. Illithid: Tentacle Ring 600 Amulet 600 Jar 1000 ****************************************************************************** Elven ----- Staff Base Power: +1 to hit/+2 to damage Cost Stk Power 200 N Change length: The staff can be extended or retracted magically. The range is 1 foot to 15 feet. 800 Y Enchantment: The staff gains +1 to hit/+1 to damage, cumulative. 1000 N Faerie Fire: Same effects as the spell. 2/day. 1000 Y Monster summoning: Same as spell. Each stack increases level of the summoning. 1500 N Entangle: Same effect as the spell. Cast at owners level. 3/day. 1800 Y Elf Cure: Same effects as a Cure serious wounds spell, except that it only affects elves. 1/day per stack. 2000 N Protection from plants: Same effect as the scroll. 3/Day. 2000 Y Protection from Fire: Same effects as the Priest spell. Cast at Owners level. 1/day per stack. 4000 Y Spell Storing: store 3 levels of Plant sphere spells per stack. 5000 Y Tree-Ent: This power transforms a creature that can be affected by normal weapons into a Tree-Ent. The target gets a saving throw at a -4 penalty. If the target saves it is stunned for 1d3 rounds. If the target fails it's save it is transformed into a tree. It must pass a system shock roll to transform. If this system shock roll is failed the subject dies. This tree will animate itself 1d3 rounds later and be friendly to the caster of the spell. The tree has all the statistics of a treant. Within a week the change will become permanent. The only way to reverse this spell is Polymorph combined with exorcism spells to remove the possessing treant's spirit. However, after a week has passed the change is permanent. Usable 1/day per stack. Bow Base Power: +1 to hit/+1 to damage Cost Stk Power 500 Y Detect Life: Same effect as spell. 2/day per stack. 850 Y Enchantment: The bow gains +1 to hit/+1 to damage, cumulative. 850 Y Fungicide Arrows: These arrows magically sprout from the aiming nock of the bow. They drip a venom deadly to all fungal life. They cause 3d6 damage per arrow hitting. Creates 3 arrows per day per stack. The arrows are active for only 3 rounds. 1000 N Strongbow: The bow adjusts itself to match the owner's exceptional strength. The owner gains his strength bonus to the bow's arrow damage. 1000 Y Plant Cocoon: This power activates when the bow's owner falls unconscious or below 1 hitpoint. A fibrous cocoon springs into existance around the owner. The cocoon seals all wounds, preventing any further damage. The cocoon is AC 2 with 32 hit points. Once the cocoons hit points are expended it's destroyed. 1200 Y Moss Arrows: These arrows infest any target they hit with a deadly heat draining moss. The arrows cause 3d6 of damage. Cold protection spells are effective against these arrows. Creates 3 arrows per day per stack. The arrows are active for only 3 rounds. 1800 Y Elf Cure: Same effects as a Cure serious wounds spell, except that it only affects elves. 1/day per stack. 2500 Y Seeking Arrows: These arrows home in on their target. They are +4 to hit and cause 2d6 of damage. Normal line of sight is still required. The bow creates 3 arrows per day per stack. The arrows are active for only 3 rounds. 3000 N Thorn Armor: Causes an elf wearing wood armor to sprout 1 foot long spines which are soft and rubbery to elves but otherwise stiff and razor sharp to non-elves. They inflict 1d6 of damage when used in a grappling attack. The spines also exude a resin which is a sleep poison requiring a normal poison save. Usable 3/day. 4000 Y Spell Storing: The owner may store 3 levels of spells in the bow. 3 more levels may be stored per stack. Shield 500 N Change size:The shield will change from buckler size to tower shield at will. 750 Y Protection from normal missles: Same effect as spell. 2/day per stack. 800 Y Protection from Magic Missles: This power renders the user impervious to the magic missle spell and magic missle wands. 2/day per stack, duration 2d6 rounds. 1000 Y Protection: +1 to AC rating of shield. 1500 Y Repel Wood: This power produces a 5 foot radius around the elf which prevents any dead wood from entering. Elvish bonded items are considered living wood. 1/day, duration 1 turn. 2000 Y Protection from Acid: Same effects as the Priest spell. Cast at Owners level. 1/day per stack. 2500 Y Ironguard: Same effect as spell. 1/day 3000 N Weapon breaking: This power breaks weapons that are used against the wielded shield if the attack roll was a 1 or a 2 and a miss. 4000 Y Shield of life: This power causes the shield to produce a 10'r. barrier which keeps out all nonliving substances except air. The barrier will even screen out poisonous gases. This barrier lasts 1 turn and may be activated 1/day per stack. Seed Note: The Seed will bear only one batch of fruit per day for each type of fruit that it can produce. 750 Y Fruit of Quenching: This power causes the seed to bear 1d3 magical fruits. Die level may be increased by stacking. The fruit may be thrown and will explode extinguish all fires, including magical ones, in a 5 foot diameter on contact. 750 Y Fruit of Defense: This power causes the seed to bear 1d3 magical fruits. Die level may be increased by stacking. This fruit when eaten provides a magical +1 protection for 1 turn. The protection from eating multiple fruits is cumulative up to a maximum protection of +6. 800 Y Fruit of Healing: This power causes the seed to bear 1d3 magical fruits. The fruit will heal 1D3 hit points instantly when eaten. Die level may be increased by stacking. 1000 Y Magic Resistance:Every stack provides a cumulative 5% magic resistance. This may be stacked up to 50%. 3000 N Summon Shambling Mound:Same as summon elemental Priest spell except that a shambling mound is summoned by this spell. 1/day. 4000 Y Fruit of Remembrance: This fruit allows a wizard to recall all of his most recently memorized spells up to 3rd level. 1/day per stack. ****************************************************************************** Drow ---- Amber sword 500 N Nightglow:The sword will produce an amber glow that illuminates a 20 foot raduis. The glow is only visible to creatures with infravision. 500 Y Detect wood: This power detects wood at a 60 foot radius and can distinguish between living elvish wood and normal wood. 800 Y Enchantment: The sword gains +1 to hit/+1 to damage, cumulative. 800 N Darkness 15 foot radius: Same effect as the spell. Cast at owners level. 3/day. 800 Y Exude Acid: Sword drips a strong corrosive acid upon command. This acid will cause an extra 1D3 hit points of damage. The die level of damage may be increased by stacking. 1000 Y Protection from slimes and jellies: The invoking of this power renders the swords owner immune to the attacks and poisons of slimes and jellies of all sorts. This immunity lasts 1 turn. 1/day per stack. 2000 Y Protection from lightning: Same effect as the spell. Cast at owners level. 1/day per stack. 4000 Y Caustic Vapors: This Power causes a cloud of corrosive vapors to appear in front of the wielder. The cloud has a volume of one 5 foot cube per level of caster. The cloud will billow 10 feet per round in a direction that the caster desires, as long as the caster concentrates. The cloud causes 5D6+1/lvl of the caster damage. The cloud dissipates slowly, so damage is reduced by 1D6 for every round since its casting. For example a sixth level Drow warrior invokes a the caustic vapor power in his amber sword. The cloud produced is 15x10x5 (six 5' cubes). The cloud causes 5D6+6 on the first round and causes 4d6+6,3D6+6,...etc. on subsequent rounds until the cloud causes only six points of damage per round. The cloud lasts one round per stack. 1/day/stack Javelin Base Power: +1 to hit/+1 to damage 500 N Returning: The javelin will return to the casters hand 2 segments after being hurled. 800 Y Enchantment: The javelin gains +1 to hit/+1 to damage, cumulative. 850 Y Mushroom Toxin: The javelin injects a dose of toxin upon impact. This toxin is a type B poison. Stacking increments the poison's type. Usable 1/day. Extra uses per day cost 1 stack each. 900 Y Toadstool Toxin:The javelin injects a hallucinogenic poison. The poison induces a befuddled state wirh the same effect as a confusion spell. The poison also does 1-3 points of damage a round for 1-3 rounds. Usable 2/day.Extra uses per day cost 1 stack each. 1000 Y Exude Acid: The javelin drips a strong corrosive acid upon command. This acid will cause an extra 1D3 hit points of damage. The die level of damage may be increased by stacking. 3000 Y Stunning: The javelin emits a small thunderclap on impact. all creatures within 10 feet must make a saving throw versus breath weapons, any who fail are stunned. Stunned creatures size M or less are knocked to the ground. Stunned creatures may not attack, defend with a -1 penalty to their AC, and defend without any dexterity bonuses to their AC. Creatures who save successfully attack at -2 to hit and also lose any dexterity bonuses to AC. Usable 2/day. Extra uses per day cost 1 stack each. Fungal skin Base Power: Protects as AC 6 armor 800 Y Protection: Armor class may be improved by 1 for every stack. 1000 Y Spell Turning: The skin will turn first level spells on a turning roll of 15. Stacking will either increase the level of the spells that the skin can turn or reduce the roll by 1. 1800 Y Dark Elf Cure: Heals 2D8+1 hit points. Works only on Drow. Usable 1/day. Extra uses per day cost 1 stack each. 2500 N Resucitation:if the wearer of the armor falls below 0 hit points the armor revives him to 1 hit point in 1-3 rounds. The wearer is stunned for 1 - 10 rounds however. If the wearer falls below -10 HP he dies instantly. Usable 1/day 3000 N Acid Resistance: All acid damage dealt to the wearer of the fungal skin is halved. Saving throws against acid damage are made at +3. 3000 Y Spore Burst:The wearer may cause the skin to puff forth a burst of irritating spores. The spores effects are the same as a stinking cloud. Drow are immune to the spores. All others save at -4. 4000 Y Fire Resistance: All fire damage dealt to the wearer of the fungal skin is halved. Saving throws against fire damage are made at +3. Rod Base Power: All saves made while in contact with the rod are made at +2. 1000 Y Envenom: Creature targeted is poisoned with type B injected poison. The rods range is 10 feet. Stacking doubles range at each stack or increases deadliness of poison type. Usable 2/day. Extra uses per day cost 1 stack each. 1500 Y Summon Pudding: The owner may summon a 5 HD brown pudding. Stacking increases the pudding's hit dice by 2HD per stack. Usable 1/day. Extra uses per day cost 1 stack each. (Black pudding costs 3000xp base). 1800 Y Dark Elf Cure: Heals 2D8+1 hit points. Works only on Drow. Usable 1/day. Extra uses per day cost 1 stack each. 2000 Y Fungal Flesh: Causes flesh to become rubbery allowing some damage from melee attacks to be shrugged off. The effect is the same as a Stoneskin spell. Usable 1/day. Extra uses per day cost 1 stack each. 3000 Y Spore Cloud: The wearer may cause the rod to puff forth a cloud of irritating spores. The spores effects are the same as a stinking cloud. Drow are immune to the spores. All others save at -4. The cloud has a 5 foot radius per every two levels of the owner. The cloud drifts in place for 1 round per 3 levels of the owner. The cloud will billow 10 feet per round in a direction that the caster desires, as long as the caster concentrates. Usable 1/day. Extra uses per day cost 1 stack each. 4000 Y Spell Storing: The owner may store 3 levels of spells in the item. 3 more levels may be stored per stack. ****************************************************************************** Pantathian ---------- Fist Base Power: +1 to hit /+2 to damage 250 N Claws: Claws spring forth from the mace's head. Mace now uses claw-mace statistics. 800 Y Seek Life: This power has the same effect as a detect life spell. Usable 1/day. Extra uses per day cost 1 stack each. 800 Y Enchantment: The mace gains +1 to hit/+1 to damage, cumulative. 1500 Y Contagion: This power has the same effect as the contagion spell. Usable 2/day. Extra uses per day cost 1 stack each. 2000 Y Protection from Necromancy: The mace will imbue its owner with a magical aura that interferes with necromantic spells being cast upon him. The aura will also interfere with necromantic spells being cast by the owner. Any spells affected have a base 15% chance of being negated. Each stack adds 15% to this chance up to a maximum of 90%. The aura will last 1 hour. Usable 1/day. Extra uses per day cost 1 stack each. 3000 Y Heartstop: When this power is activated the next time the mace hits a victim the target must save or go unconscious. The unconscious victim is reduced to 1 hit point. If the victim saves he takes 2D6 damage in addition to the regular melee damage of the mace. Usable 2/day. Extra uses per day cost 1 stack each. Eye Note: All the powers affect or are projected from the eye unless stated otherwise Base Power: Continual wizard eye as per the spell. 500 Y Infravision: As per the spell infravision. Usable 2/day. Extra uses per day cost 1 stack each. 750 Y Floating: The eye will normally float if left in mid-air This power allows the eye to move at a rate of 2" per stack placed into this power. 800 Y Detect Invisible Beings: This power function as per the wizard spell detect invisible. Usable 2/day. Extra uses per day cost 1 stack each. 1000 Y Minute Seeing: this power functions as per the magic item eyes of minute seeing for a duration of 3 turns. Usable 2/day. Extra uses per day cost 1 stack each. 1500 Y Spectral Hand: The effect of this spell is the same as the wizard spell spectral hand except that the level is unlimited. Usable 1/day. Extra uses per day cost 1 stack each. 1500 Y Project Image: As per the wizard spell. Usable 1/day. Extra uses per day cost 1 stack each. 2000 Y Fire Spray: A 20' long 10' wide cone of fire projects forth from the eye when this power is used. the fire does 1D3 per level of the owner. The die level may be increased up to 1d6 by stacking. Usable 1/day. Extra uses per day cost 1 stack each. 3000 Y Acid Spray: This power is identical to Fire Spray except that the damage is caused by a spray of acid. All items the victim is carrying must also save vs acid. The maximum damage is 1D8/lvl. Usable 2/day. Extra uses per day cost 1 stack each. Skull 400 Y Blindvision: This power allows the caster to use the skull as a focus for sonar imaging. (The type of "sight" that bats use in the dark). The imaging cone projects from the skull and extends 50' in a 60 degree arc. This power lasts for 1 turn per level of the owner. Usable 1/day. Extra uses per day cost 1 stack each. 900 Y Protection: The armor class of the owner is improved by 1 for every stack while the owner is in contact with the skull. 1500 Y Protection from Undead: As per the scroll of the same name. The power has a duration of 1 turn. Usable 1/day. Extra uses per day cost 1 stack each. 1750 Y Ray of Trueseeing: The skull will project a 30' long by 20' wide invisible cone when this power is activated. Anything within the cone will be viewed by all as if it were being viewed with a gem of trueseeing. The ray lasts 5 rounds. Usable 1/day. Extra uses per day cost 1 stack each. 2000 Y Negative Plane Protection: As per the wizard spell of the same name. Usable 1/day. Extra uses per day cost 1 stack each. 3000 Y Shapechange to Undead: This power is a limited form of the wizard spell Shapechange. The owner is transformed into an undead creature when this power is activated. The owner retains his memories and skills. Spellcasting abilities may be affected by the new form however. For instance a skeleton cannot voice the verbal components of spells, GM is final arbiter of the abilities of the shapechanged form. All powers of the new form are available to the owner. Thus an owner in the form of a wight could drain levels on a successful hit. The duration of the new form is the same as the spell. The chance of remaining an undead creature is also the same as the spell. The forms available initially are skeleton and zombie. Stacking makes new forms available according to this chart. extra stacks form 1 Ghoul 2 Ghast or Shadow 3 Wraith 4 Mummy 5 Spectre 6 Vampire 4000 Y Spell Storing: The owner may store 3 levels of spells in the item. 3 more levels may be stored per stack. Heart 850 Y Choke: As per the wizard spell choke. Usable 1/day. Extra uses per day cost 1 stack each. 1000 Y Spell Catching: This spell will activate an aura around the owner that will absorb and store spells targeted at the owner. The owner must make a special save of 19 in order to absorb the spell. This save may be reduced by 2 per extra stack. The spells are stored in a similar manner to the ring of spell storing and may also be cast from the heart as if it were a ring of spell storing.The aura lasts 3 rounds plus 1 round per level of the owner and may be activated 1/day.Extra uses per day cost 1 stack each. 1400 Y Ghoul Touch: As per the wizard spell ghoul touch. Usable 1/day. Extra uses per day cost 1 stack each. 2000 Y Control Undead: This power allows the owner to control undead as if he were an evil priest in the PH. The owner may control 2HD undead. Stacking increases HD size by 1 per extra stack. Usable 1/day. Extra uses per day cost 1 stack each. 2000 Y Raise Undead: Allows the owner to raise a 1HD (skeleton)undead from a fresh humanoid corpse. The corpse may be no larger than 7' tall and it must have been slain no more than 24 hours prior to the use of th power. The HD of the undead created by this power may be raised by 1 HD per extra stack. Usable 1/day. Extra uses per day cost 1 stack each. ****************************************************************************** Centaur ------- Spear Base Power: +1 to hit /+1 to damage 800 Y Enchantment: The spear gains +1 to hit/+1 to damage, cumulative. 900 Y Calm Chaos: As per the spell calm chaos. Usable 1/day. Extra uses per day cost 1 stack each. 1000 Y Hornung's Baneful Deflector: As per the spell of the same name. Usable 1/day. Extra uses per day cost 1 stack each. 1000 Y Otto's Sure Footed Shuffle: As per the spell of the same name. Usable 3/day. Extra uses per day cost 1 stack each. 1200 Y Protection from Paralysis: As per the spell of the same name. Usable 2/day. Extra uses per day cost 1 stack each. 2000 Y Piercing: This power causes the spear to deal double damage when the owner's player rolls a natural 20 on the "to hit" dice. Extra stacks will reduce this number by one to a minimum of 15. Note the UNADJUSTED number must equal the target number and if the adjusted "to hit" roll misses the owner still misses dealing no damage. 3000 Y Forrest's Fiery Constrictor: As per the spell of the same name. Usable 2/day. Extra uses per day cost 1 stack each. 4000 Y Vampirism: When this power is activated the spear radiates a red light and will, on the owners next succesful attack, heal the owner hit points equal to half of the total damage dealt in the attack. Usable 1/day. Extra uses per day cost 1 stack each. Quiver Base Power: Never empty always has at least one flight arrow in it. Note: All enchanted arrows drawn from the quiver become normal arrows after they are used. After 24 hours all arrows drawn from the quiver evaporate. 900 Y Tenser's Steady Aim: As per the spell of the same name. Usable 1/day. Extra uses per day cost 1 stack each. 1200 Y Bloodrinker Arrows: When this power is activated the next arrow drawn from the quiver will draw fluids from any creature it wounds causing 3D8 damage.(4D8 damage to water elemental creatures or plants). Creatures without necessary body fluids (such as undead or golems) take only 1D4. Usable 2/day. 2 extra uses per day costs 1 stack. 1500 Y Tenser's Deadly Strike: As per the spell of the same name. Usable 1/day. Extra uses per day cost 1 stack each. 1800 Y Arrow of Healing: This power enchants the next arrow drawn from the quiver. The arrow when touched to a wounded creature will expend its enchanment by healing 3D6 damage to the creature touched. Usable 1/day. Extra uses per day cost 1 stack each. 3000 Y Fire Arrows: The next arrow drawn from the quiver envelops the creature it wounds in fire. The effects are the same as the spell shroud of flame. If the targets initial save is successful the arrow only does 1D10 damage and does not ignite. Usable 3/day. Extra uses per day cost 1 stack each. Headdress Base Power: Provides the owner with a base AC of 6 whenever he wears it. 800 Y Protection: The armor class of the owner is improved by 1 for every stack while the owner is in contact with the headdress. 1000 N Flight of the Pegasus: This power affects the owner like a fly spell. Usable 3/day. 1500 Y Razor Hoof: This power causes all kick attacks made by the owner to cause 2D6 of damage for 1 Turn. Usable 2/day. Extra uses per day cost 1 stack each. 2000 N Healing Gift: When this power is activated all healing spells cast by or on the owner heal twice the number of dice than normal. Usable 2/day. Extra uses per day cost 1 stack each. 3000 N Invincible Rage: The owner goes into a berzerk rage for 1 turn. The owner gains +1 to hit and +2 to damage. He also gains an extra attack with his primary weapon. The owner can even stand and continue fighting after he goes below 0 hit points. Once the turn is over though if the owner at any time went below -10 hit points he dies (even if healed back above 0). Usable 1/day. Totem Base Power: Provides the owner with +2 to all saving throws. 700 Y Arrow Blessing: This power gives an arrow +1 to hit and +2 to damage. Usable 1/day. Extra uses per day cost 1 stack each. 1500 Y Misdirection: This power causes a displacement aura to envelop the owner for 1 turn. This aura has the same effect as a cloak of displacement. Usable 1/day. Extra uses per day cost 1 stack each. 1500 Y Summon Osquip: This power summons 1 osquip per 2 levels that the owner has. Control of these osquips lasts for the completion of 1 assigned task or 2 turns whichever is comes first. Usable 1/day. Extra uses per day cost 1 stack each. 3000 Y Malec Keth's Flame Fist: Same as spell of the same name. Usable 1/day. Extra uses per day cost 1 stack each. 4000 Y Spell Storing: The owner may store 3 levels of spells in the item. 3 more levels may be stored per stack. ****************************************************************************** Immaril ------- Bear Claw (No, not the pastry!) Base Power: +1 To hit +2 to damage 1000 Y Deflection: as per the priest spell. 1/day/stack. ****************************************************************************** Magic Items Armor ----- Frogemoth Hide: This tough hide Provides a base AC of 5 and may be further enchanted. 450gp 200xp +200xp per +1 Silver shield: This winged folk item gives the user +3 to save versus breath weapons. It is otherwise a normal +1 medium shield. 1500gp 750xp Weapons ------- Battle Axe of Hurling: This +2 axe is only usable by dwarves. The axe returns to its wielder after being thrown. The axe has a range of 40 feet. 2000gp 1000Xp Elf Arrows: These arrows appear as a bag of seeds. When tossed on the ground they grow into 5D4 +1 sheaf arrows. 1000gp 500xp Pearl arrows: These winged folk arrows appear in sheafs of 3-12. They are +1 to hit and cause 1-10 points of damage. 100gp/arrow 50xp/arrow Rannarsh's Sword of Nightmares: This +2 sword allows the wielder to enter a ream state where he enters a mindless berserk slaying foes. In this state the sword becomes +4 and the wielder gains +3d8 hit points. The user may attempt to exit the dream state once all foes are vanquished by making a succesful save versus spells. If this save is failed the user will attack the nearest being, friend or foe. A save may be attempted once per round. 5000gp 1200xp Sword +1, +4 vs. (race): The chart below specifies which races. Roll Result 1-2 Elves 3 Dwarves 4-5 Drow 6 Pantathians 7-9 Kathodons 10 Centaurs 11-14 Illithids 15-16 Archons 17 Winged Folk 18-20 Arusians Wands and Staves ---------------- Prismatic Wand: This wand emits a random prismatic ray with the same effects as the spell. 8000gp 4000xp Miscellaneous ------------- Drow Mage Masks: Amber - The Amber mask is +1 to AC, +2 to saves versus gases, and +3 versus gaze attacks. 3000gp 1400xp Silver- The Silver mask is +1 to AC and +3 versus poisons. 2500gp 1200xp Gold - The Gold mask is +2 AC, +1 to Constitution while worn. 4000gp 2200xp Dwarvish Talismans: Battle- The Battle talisman is in the shape of an axe. This talisman when worn provides a +1 to the dwarf's AC. It also allows the wearer to cast a cure serious wounds 1/day. 1000xp Prayer- The Prayer talisman is a stone. This talisman adds +1 to Wisdom when worn and reduces all saves against the wearers clerical spells by -1. 750xp Spell - The Spell talisman is a Piece of Dwarvish Mithril. This talisman adds +1 to the wearers save versus spells when worn. It also stores 3 levels of spells as per the ring of spell storing. 1000xp Hero's Cloak: This kathodon magic item provides +1 to AC, +1 to Constitution, and +1 to Strength. 8000gp 200xp Illithid Drugs: These potions are made by Illithids for thier own personal use. The concoctions are reknowned for their potency and reliablity. But they are extremely hard to come by. Hallucinating: The imbiber of this potion. Acts as if under the effects of the confusion spell for 1D3 turns. 10xp Healing: This potion will heal 6D6 of damage when ingested. 750xp Fortifying: This potions effect is the same as the Aid spell except that it adds 2D10 extra hit points. 750xp Pantathian Eyes These mummified eyes are usually set into a piece of crystal the shape of a normal pantathian eye. These items are invested with some of the most powerful magics available to the pantathians. In order to activate their magic the user must replace one of his own eyes with the magic eye. He may see normally with it as long as the eye holds charges. The activation time for these items is 2 segments. Eye of Death: The eye of death operates at 12th level. And holds 2D20+8 charges. Mummy Touch as per the spell. Costs 2 charges to use. Shroud of Flame as per the spell. Costs 4 charges to use. Death Spell as per the spell. Costs 6 charges to use. 7000xp Eye of Enervation: The eye of enervation operates at 8th level. And holds 2D8 charges. The eye may be recharged with enervation spells. The eye casts an enervation spell when activated expending one charge. 2750xp Eye of Necromancy: The eye of necromancy operates at 12th level. And holds 2D20+8 charges. Chill Touch as per the spell. Costs 1 charge to activate. Detect Undead as per the spell. Costs 1 charge to activate. Undead Mount as per the spell. Costs 2 charges to activate. Hold Undead as per the spell. Costs 3 charges to activate. Vampiric Touch as per the spell. Costs 4 charges to activate. 6000xp Eye of Undead Control: The eye of undead control operates at 12th level and holds 2D20+8 charges. Skeleton or zombie 2 charges. Ghoul 3 charges. Ghast or shadow 5 charges. Wraith 6 charges. Mummy 7 charges. Spectre 8 charges. Vampire 10 charges. Equipment --------- Name Damage Spd -------------------------------------------- Klanth: A pantathian flatchet. 2h Klanth 1d10 +1 / 1d12 +1 8 1h Klanth 2-8 / 1-10 7 Pantathian Fist Mace: 1h Fist-Mace 1-6 / 1-4 6 Pantathian Claw Mace: 1h Claw-Mace 2-8 / 2-7 7 Swordcatcher:Disarms and does half damage on a natural 20. Requires 2 proficiency slots to learn. 1h Swordcatcher 1-6 / 1-8 6 ****************************************************************************** Tables Armor Types Size ---- 01-35 Human 36-60 Dwarf 61-70 Centaur 71-90 Light --See table below. 91-100 Special--See table below. 1: Light L H FH A W M ----- 01-08 Archon Lion 1-3 4-7 8-10 09-16 Archon Wolf 1-2 3-7 8-10 17-40 Elf 1-3 *4-10 41-65 Drow 1-2 3-4 5-8 *9-10 66-85 Kathodon 1-3 4-8 9-10 86-100 Winged 1-3 4-5 6 *7-10 *Light Types Amber Wood Mithril ----------- Scale 1-2 1-2 1-3 Banded 3-5 3-4 4-7 Plate 6-8 5-7 Half Plate 9-10 8-10 8-10 Special ------- 2: 01-15 Dwarven MU Banded 2: 16-25 Dwarven MU Field Plate 2: 25-30 Dwarven MU Full Plate 31-40 Archon,Lion Pearl Scale 41-50 Archon,Wolf Pearl Scale 51-57 Archon,Lion Pearl Half-Plate 58-65 Archon,Wolf Pearl Half-Plate 3: 66-85 Human,Sembian Cloth 4: 86-100 Pantathian Ring Notes: ------ 1: L Leather H Hide FH Frogemoth Hide A Amber W Wooden M Mithril 2: 50% chance of being magical. 3: 50% chance of having a special property. 4: 20% cance of being magical.