-------------------- New Races --------------------

 

Mona Ælf (Moon Elf)

Description: Mona elves a rare albino race of elves, thought to be related to Grey elves.  Stories and legends say they have the ability to "see" into the future. They have creamy-white skin, snowy white hair, and pink eyes. Unlike albino humans, their skin is not hypersensitive to the sun nor are their eyes overly light sensitive. They are much taller then other elves and very thin.
Elf Abilities: They are 90% resistance to sleep and all charm-related spells.
When using any bow (non-crossbow), short sword, or long sword, they gain a bonus of +1 to hit.
They have a bonus to surprise opponents if not in metal armor, is alone (or with only elves and/or halflings), or is 90 feet away from others of his party. Opponents suffer a -4 penalty to their surprise die rolls (-2 if the elf must open a door or screen to attack).
Mona elves have 60’ infravision.
By passing within 10 feet of a concealed door a Mona elf has a 1-in-6 (1 on 1d6) chance to notice it. If actively searching, they have a 2-in-6 chance to find a secret door and/or a 3-in-6 change to find a concealed door.
They may choose their one free language from any known language; they generally speak Hēah Ælf (High Elf) and Tradesman (a common language).
They receive Astrology and Fortune Telling as bonus Non-Weapon Proficiencies.
Notes: Mona elves must earn 10% more experience points then is normally required to reach the next level.
They are limited in alignment to Neutral Good, True Neutral (most common), or Neutral Evil.
Mona elves are most commonly found as fortunetellers, mystics, and Seers and because of this they are generally allowed to travel freely unmolested by even “evil” races.
Player characters may be of any class as other elves, but are usually found as Bards or Priests.
Ability Score Ranges: Strength 3-18; Dexterity 7-18; Constitution 5-16; Intelligence 8-19; Wisdom 3-18; Charisma 8-18.
Ability Score Adjustments: +1 to Intelligence; +1 to Charisma; +2 to Comeliness; -2 to Constitution.
Height Ranges (inches): Males 64 +3d4; Females 59 +3d4.
Weight Ranges (pounds): Males 85 +3d10; Females 75 +3d10.
Age Ranges (years): Adolescent 80-119; Adult 120-209; Middle-Age 210-299; Old-Age 300-424; Venerable 425+ (5d100).

 

Sceadu Ælf (Shadow Elf or Half-Drow Elf)

Description: An uncommon race developed from the mixing of surface and Deorc (Dark or Drow) elves that, through the centuries, banded together to form their own clans, eventually becoming an independent race. Their features are similar to Hēah Ælfs (High Elves) with just a touch of the sharper Deorc elven features. Sceadu elves are dark skinned (dark brown to black), with light colored hair (blond, light gold, silver, white, light amber, light red) and brightly colored eyes (blue, green, and hazel).
Elf Abilities: They are 90% resistance to sleep and all charm-related spells.
When using any bow (non-crossbow), short sword, or long sword, they gain a bonus of +1 to hit.
They have a bonus to surprise opponents if not in metal armor, is alone (or with only elves and/or halflings), or is 90 feet away from others of his party. Opponents suffer a -4 penalty to their surprise die rolls (-2 if the elf must open a door or screen to attack).
Sceadu elves have 90’ infravision.
By passing within 10 feet of a concealed door a Sceadu elf has a 1-in-6 (1 on 1d6) chance to notice it. If actively searching, they have a 2-in-6 chance to find a secret door and/or a 3-in-6 change to find a concealed door.
They receive a +1 bonus on all Saving Throws verses magic.
Sceadu have one randomly determined innate 1st level innate Deorc (Drow) spell; dancing lights, faerie fire, or darkness.
They receive the Two-Weapon Fighting Style as a bonus Weapon Proficiency.
Notes: Sceadu elves must earn 15% more experience points then is normally required to reach the next level.
They are limited in alignment to Lawful Good (most common), Neutral Good, or Chaotic Good.
Player characters may be of any class as other elves.
Ability Score Ranges: Strength 3-18; Dexterity 7-19; Constitution 3-17; Intelligence 9-19; Wisdom 4-18; Charisma 3-17.
Ability Score Adjustments: +1 to Dexterity; +1 to Intelligence; -1 to Constitution; -1 to Charisma.
Height Ranges (inches): Males 50 +1d10; Females 55 +1d10.
Weight Ranges (pounds): Males 80 +3d10; Females 95 +3d10.
Age Ranges (years): Adolescent 50-79; Adult 80-139; Middle-Age 140-189; Old-Age 190-224; Venerable 225+ (3d100).

 

[ Return to New Stuff ]

 

-------------------- New Classes & Kits --------------------

 

Blade Master Warrior Kit (by Eleanor W.)

Description: The Blade Master is a warrior who has dedicated his early training and life to a strict regiment focused around the mastery of one weapon, usually a sword, and personal martial arts seeking the perfect blend of wielder and weapon. The Blade Master is an individual of very singular concentration, rare physical coordination, and at least athletic musculature. Generally, a blade master is from an older, aggressive or warrior culture. The weapon limits are based on this assumption, so the DM may wish to change the available weapons to fit different cultures.
Role: The Blade Master is highly respected by any other type of warrior, as well as by the general populace. But is no higher socially than any other type of soldier or warrior.
Kit Requirements: A minimum of 12 Strength, 15 Dexterity, and 11 Wisdom.
He must be of Lawful alignment, although he can be Good, Neutral, or Evil.
Weapon proficiencies: When a Blade Master character is first created, he must choose the melee weapon he wishes to master (1 Weapon Proficiency slot) becoming proficient with that weapon, but not specialized – his initial options may be limited by culture or other factors, but a single sword is the most common type chosen.
The Blade Master must also become proficient in a specialized weapons-based martial art, modified Kobu-justu (1 Weapon Proficiency slot).
His remaining Weapon Proficiency slots must be spent on skills that compliment the preferred weapon such as special maneuvers, fighting styles, and weapon proficiencies that may be used with the preferred weapon (i.e., blind fighting, close quarter fighting, single-weapon style, and etc.)
The Blade Master is granted a bonus Weapon Proficiency slot for Specialization in his preferred weapon. The Blade Master is the only instance where Martial Arts and Weapon Specialization may be used together.
Non-Weapon Proficiencies: Bonus- Weaponsmithing (weapon of mastery only).
Recommended- Special Maneuvers, Alertness, and Endurance.
Armor/Equipment: A blade master does not have to buy a weapon of mastery when he begins play; it is assumed he already has one.
A blade master may not wear armor, as it shows a lack of confidence in his fighting ability and decreases his martial arts abilities.
Special Benefits: Due to his blocking and parrying skill, the blade master subtracts two from his armor class.  This is in addition to the martial arts modifier.
The blade master’s attack and damage rolls increase by +1 for every three levels attained, to a maximum of +5.  This is in addition to the Specialization bonus.
His initiative drops by one for every four levels he attains, to a maximum of -3.  This is in addition to the High Mastery bonus.
The blade master can choose to automatically cause maximum damage with a single attack. The player must announce he is using this ability prior to making his attack roll. If the attack is successful, the weapon automatically causes maximum damage, plus any other damage bonuses. This ability can be used a number of times per day equal to his level. However, this option reduces his number of attacks to one.
Special Hindrances: The blade master may never become proficient in any other weapon or martial art. If he fights with a weapon other than his weapon of mastery, he gains only one-half of the Experience Points from any encounters.
Wealth options: The blade master receives the normal 5d4x10gp.
Race: Any race with the appropriate cultural background can choose this kit, but it is least suited to halflings, gnomes, and most humanoids.
Dungeon Master's Note: This kit can be easily adapted to "Weapon Master", thus allowing a larger variety of weapons for each cultural background.

 

Marksman Warrior Kit

Description: A Marksman is highly skilled with firearms. He has spent the majority of his youth training as a gunsmith, and has had regular practice with his firearm. He is skilled in rapid loading and expert at inflicting the most damage possible with his weapon. Whether the target can only be reached by firing through high winds or is totally concealed, the Marksman is confident of his ability to make the shot. Exuding confidence in his abilities, he tends to disdain those who resort to hand-to-hand combat.
Role: Marksmen form either part of a musketeer unit or make their living shooting for prize money at fairs. When in battle, a Marksman's targets are enemy officers, wizards, and clerics, to prevent them from coordinating attacks or casting spells. His skill with a firearm is highly prized where firearms are in use.
Kit Requirements: A minimum of 9 Strength.
Weapon proficiencies: A Marksman must become a specialist with a firearm.
Bonus- Two Weapon Proficiency slots for Proficiency and Expertise with a firearm.
Recommended- Continued specialization with primary weapon and a proficiency with another type of firearm.
Non-Weapon Proficiencies: Bonus- Artistic Ability, Gunsmithing, Endurance.
Recommended- Alertness, Observation, Direction Sense, Rope Use, Signaling, Survival.
Armor/Equipment: Marksmen start with the firearm of their choice, at no cost.
The character has a supply of perfectly molded balls and high quality Gond or smoke powder (+1 bonus to misfire results, x2 cost) or magic powder.
They carry whatever other equipment they deem necessary.
Special Benefits: In addition to specialization benefits, he gains an additional +1 bonus to attack rolls due to increased training.
He fires faster than other specialists as shown on the table below. This increased number of attacks, or rate of fire, assumes that the Marksman has had time to make up paper cartages, minimizing the time required to reload. He gains these advantages only with his firearm of choice.
Base

Level of

Proficient

Marksman

Level of Expert,

Specialist,

or High Master

Level of

Grand

Master

1-6 7-12 13+ 1-6 7-12 13+ 12 13+
1/4 1/3 1/2 1 1/2 1 3/2 2 5/2
1/3 1/2 1 3/2 1 3/2 2 5/2 3
1 3/2 2 5/2 2 5/2 3 7/2 4
If the Marksman is able to build or have built a custom one-of-a-kind firearm of choice (fine quality or better), and spends the time (one to four weeks) working up a powder charge for the best accuracy (using two to five pounds of powder), he gains an additional +2 to hit at all ranges.
Special Hindrances: Marksmen may not specialization in melee weapons, they are limited to small sized melee weapons, and suffer a -1 penalty to attack rolls with these weapons.
If a Marksman loses or damages his custom-built firearm he loses his bonus to hit. He cannot just pull out another previously built firearm; he must first take one to four weeks to work up an accurate powder charge.
The Marksman must always be concerned about the quality of his fire, powder, and balls. If any are faulty, he must repair or replace them with equipment of higher quality. He can never use equipment of inferior quality, except when in mortal danger or when necessary for the success of a mission.
Wealth options: The blade master receives the normal 5d4x10gp, plus their own customized firearm.
Distinctive Appearance: They are set apart from others by the care they lavish on their firearms. The firearm is made of the finest materials and the butt is often inlaid with intricate patterns.

 

Skin-Shifter Class – Natural Animals (by Christopher W.)

Description:

Draft Rev.1

Skin-Shifters, or Skin-Changers, are characters that have the ability to change their form at will. The Skin-Shifter is one who exploits his or her body to take on the shapes of various creatures. The ability to alter one’s physical form has been limited mostly to high-level spellcasters and druids that have gone beyond a certain point of advancement. However, these different forms of shape-changing have caused a new type of individual to immerge. This is not a form of spellcasting or magical transformation, but has its roots in the ancient druidic form of animal shape changing.
Class Requirements: Ability Requirements- A minimum of 13 Constitution and 12 Wisdom.
Prime Requisites- Constitution and Wisdom. Characters with prime requisites scores of 16 or higher gain a +10% Experience Point bonus.  Characters with a high Constitution gain a number of bonus chosen forms and number of shifts per day.
Races Allowed- Human (U), Half-elf (12), Sylvan and Wilde ælves (12).  Other possible races may include Forest and Uldra gnomes, Athasian, Furchin, Hairfoot, Stout, and Tallfellow halflings, and Swanmay (DM’s discretion).
Alignment- Any neutral (Lawful Neutral, Neutral Good, Neutral, Neutral Evil, Chaotic Neutral)
Armor Allowed- Any natural or once living materials such as leather, hide, and wooden armors may be worn.
Weapons Allowed- Any natural or once living, materials such as wood, bone, and leather weapons may be wielded.
Class Advancement: Level Advancement- As Paladin/Ranger.
THAC0 Advancement- As Warrior.
Saving Throw Advancement- As Warrior.
Base Hit Dice- 1d8. Hit point bonuses for high Constitution gained as Warrior.
Weapon Proficiencies-

Initial- 3 slots, plus one every 5 levels at 5th, 10th, 15th, and etc.

Required- None.

Bonus- Natural Weapon, the character gains one bonus Weapon Proficiency per chosen form to enable the character to be proficient in one attack style of each of his chosen forms; Natural Fighting, which applies to all the character's chosen forms. Other bonus proficiencies may be available based upon the character's chosen forms (DM’s discretion).

Recommended- An appropriate Animal-style Martial Art based upon the character's chosen forms. Other proficiencies may be recommended based upon the character's chosen forms (DM’s discretion).

Non-Weapon Proficiencies-
Initial- 4 slots, plus one every 3 levels at 3rd, 6th, 9th, and etc.
Allowed Groups- General, Rogue, and Warrior.
Required- None.
Bonus- Animal Lore, applies to all the character's chosen forms; Animal Noise, which is only of all the character's chosen forms. Other bonus proficiencies may be available based upon the character's chosen forms (DM’s discretion).
Recommended- Concentration.
Training- Skin-shifters must train under a mentor that is either a Skin-shifter of at least two levels higher or a Shapechanger (druid kit) of at least five levels higher. Upon reaching 10th level the character may be self taught.
Skin-Shifting: A Skin-shifter must “bond” with an animal before he can perform a shift into that creature as a chosen form. To bond with a being the character must be in continuous contact with the living animal for one turn minus one round for every two levels of the skin-shifter. During the time the character is in contact with the animal, he is in a state of meditation and is "reading" and "memorizing" the creature's basic nature. Once the bonding is started, neither the Skin-shifter or creature can pull away from the bonding, nor can either defend themselves if attacked. The chance of a successful bonding is 50% plus 2% per level, to a maximum of 95%. The Concentration Non-Weapon Proficiency grants a +10% bonus with a successful skill check. Whether the bonding is successful or not, the character must make a system shock check. If the check fails, the character dies.
The Skin-shifter shifts into a "memorized" form and takes on all the attributes of that form. It is a complete transformation with the exception of his mind (hit points, saving throws, and THAC0 are unchanged). He can use all the natural abilities of the being whose form he wears. Once shifted into a form, he can maintain the form indefinitely until another shift is performed.

--

-

--

-

-

--

-

-

--

A Skin-shifter can bond a number of chosen forms equal to his level plus a high Constitution bonus; 15 +1 or 16 +2.
A Skin-shifter can change forms a number of times per day equal to his level plus a high
Constitution bonus; 15 +1, 16 +2, 17 +3, 18 +4, or 19 +5. The total number of shifts per day cannot exceed the characters Constitution score. Returning to his humanoid form does not count against this limit.
The Skin-shifter may be able to shift up to once per round. He needs time between shifts for his body to adjust or recuperate. He must wait the number of rounds between shifts equal to twenty minus his
Constitution score.
When shifting, a Skin-shifter loses his Dexterity bonus for Armor Class, if any. In addition, if he is hit and takes damage during a shift, the damage is applied to the form being shifted into. The healing ability cannot reduce damage that occurs once the shift is in progress.
Class Features: Skin-shifters can only assume the form of a natural (real world) animal in its normal proportions. The chosen forms may range in size from as small as a mouse to as large as an elephant. By doing so he takes on all of that creature's characteristics – its movement rate, natural abilities (enhanced senses, flight, and etc.), Armor Class, number of attacks, and damage per attack. Clothing, non-metallic armor, and one non-metallic item held in each hand also becomes part of the new body; these reappear when the character resumes his normal (humanoid) form. The items cannot be used while in animal form.
Shifting takes one round regardless of the character’s level. He need not revert to his humanoid form in order to move from one chosen form to another chosen form, and may revert to his normal form without being counted as a shift.
Special Benefits-

--

-

--

-

--

-

--

-

--

-

-

--

 

--

 

--

 

--

 

--

-

--

-

-

-

-

-

-

-

--

A Skin-shifter has a Ranger’s animal empathy ability, but he imposes a -1 penalty per level to an animal's saving throw.
When a Skin-shifter changes form, including reverting to his normal form, he is healed 1 hit point per level, plus the high
Constitution bonus, if any.
Skin-shifters have a natural resistance to polymorph-based (type) effects of 10% at 1st level, +5% per level thereafter to a maximum of 95%.
Skin-shifters have a natural resistance to lycanthropic effects of 5% at 1st level, +2% per level thereafter to a maximum of 95%.
If a chosen form has a poisonous and/or disease causing attack (such as a poisonous snake or rat) then the character gains a Saving Throw bonus verses poison and/or disease based on their
Constitution as do dwarves; 4-6 +1, 5-10 +2, 11-13 +3, 14-17 +4, or 18-19 +5.
At 3rd level the Skin-shifter has gained enough control over his abilities that he can transform his skin into the thick hide of one of his chosen forms (instead of turning into a bear or crocodile, he transforms his skin into the thick hide of the bear or crocodile). This allows the character to lower his base unadjusted Armor Class to that of the chosen form’s (AC6 for bear, AC5 for crocodile). Modifiers for Dexterity, magic, and etcetera are applied normally. This is not accumulative with armor. Skin transformation does not count against the characters shifting limits, but the number of transformations per day is limited, equal to the character’s level and may not exceed a number of transformations equal to the character’s Constitution. Skin transformations can only be maintained for a number of rounds equal to the character’s level. This can only be accomplished while in the character’s natural form.
Starting at 5th level the Skin-shifter gains the ability to hit as a magical weapon while in a chosen form; 5-6 as +1 weapon, 7-8 as +2 weapon, 9-10 as +3 weapon, and 11 +4 weapon
At 7th level the Skin-shifter has gained enough control over his abilities that he can transform a portion of his body into a portion of a chosen form (instead of turning into a bear, he can a bear's claws from his fingers and make attacks); such attacks may be affected by non-proficiency penalties. Partial shifts do not count against the characters shifting limits, but the number of partial shifts per day is limited and may exceed a number of transformations equal to the character’s Constitution. Partial shifts can only be maintained for a number of rounds equal to the character’s level. This ability can only be accomplished while in the character’s natural form, it allows only one type of partial shift at a time, and is not accumulative with Skin Transformation.
At 10th level the Skin-shifter has gained enough control over his abilities that he can shift as per the wizard spell shapechange, which allows him to temporarily shift into non-chosen forms. This ability also allows the character to shift into variations of natural (real world) animals (such as a giant rat or cave bear). At the DM’s discretion this ability may allow the character to shift into monster animal forms (such as an owlbear or displacer beast), but without the creatures magical abilities. The Shape Change ability can be activated only once per day, Shape Change shifts count against the characters shifting limits (this includes activating the ability and shifts made while the ability is active). The Shape Change ability can be maintained for one turn per level and may not exceed a number of Turns equal to the character’s Constitution. This ability can only be activated when the character is in his natural form, it is not accumulative with Partial Shifts or Skin Transformation.
Special Restrictions-

--

--

--

-

-

--

-

--

Skin-shifters may not shape change while wearing any metal armor, the armor must be removed.
Skin-shifters may not shape change while holding metal weapons, the weapons must be dropped.
Skin-shifters may not specialize in weapons or fighting styles that are not natural (unarmed) styles of combat. They may specialize in one natural attack form from any one of their chosen forms by adding
Weapon Proficiency slots to Natural Weapons.
Due to the potentially large variety of "weapons”, “styles”, and attacks available to a Skin-shifter, they suffer the non-proficient and familiarity (similar weapon) penalties as a wizard, -5 and -3.
Skin-shifters may multi-class within racial class initiations, however, they may not be combined with a Druid or Paladin. Human characters may dual-class into Skin-shifters, however, if they attempt to dual-class from a Skin-shifter into any other class they loose the abilities of this class.

 

[ Return to New Stuff ]

 

-------------------- New Proficiencies --------------------

 

Basket Weaving

Group: General Slots: 1
Attribute: Dexterity Modifier: None
Description: A character with this skill is able to create baskets, mats, water tight containers, hats and various other items from wicker and reeds. A basket weaver may make numerous items per day depending on the complexity of the projects.
Availability: All

 

Glassblowing/Working

Group: General Slots: 1
Attribute: Dexterity Modifier: None
Description: This skill is rare, indeed. A skilled glassblower can make a fine living by selling his creations of daily use or items of exquisitely fine art. As with many forms of art, glassblowing is among the finest and is highly sought after. The use of this skill requires a furnace.
Availability: All

 

Gunsmithing

Group: Warrior Slots: 2
Attribute: Intelligence Modifier: -3
Description: Characters with this proficiency are able to build and repair firearms. If the proficiency check for building fails, the pistol has some error that causes it to explode the first time it is used, causing explosion damage to the user. If a check for repair fails, the character breaks something in the firearm, necessitating two successful checks to repair it.
Availability: Fighter, Bard, and Ranger.

 

Natural Weapon

Group: Weapon Proficiency  Slots: 1
Attribute: N/A Modifier: None
Description: The Natural Weapon Proficiency has been created for the Skin-Shifter class only. This Weapon Proficiency allows the character to be proficient in one of a chosen form’s attack styles (such as the claw/claw attack for a bear or tiger), but not in any of the other attack styles (such as the bear's or tiger's bite attack) or any special attack (such as the bear's hug or tiger's rake attack). The character would suffer a similar weapon-like non-proficient penalty (-3 to hit) to hit with another attack style, and the full non-proficient penalty (-5 to hit) for special attacks.
Availability: Skin-Shifter

 

[ Return to New Stuff ]

 

-------------------- New Weapons & Equipment --------------------

 

[ Return to New Stuff ]

 

-------------------- New Spells --------------------

 

Affect Minor Elements

School: Elemental (All) Spell Level: 1st
Range: 5 yards per level Components: V, S, M
Duration: 5 segments per level Casting Time: 1
Area of Effect: Special Saving Throw: None
Description: This spell enables the wizard to have an effect on normal, non-magical elements. The spell has four forms, one for each element.
     Fire: This form enables the wizard to affect fires, from as small as a torch to as large as the area of effect (10-foot radius). The caster can extinguish them, reduce in size and brightness to mere coals or increase in light to as bright as daylight and increase the illumination to double the radius.
     Water: This form causes all water vapor in the area of effect (10-foot diameter) to form into a light rain. If the temperature is 31º to 33ºF the precipitation will be as sleet. If the temperature is less than 31ºF the precipitation will be as a thick snow.
     Air: This form causes a puff of air, 5-foot wide, to move in any direction desired for 10-feet per level of the caster, up to 40 feet. The force of this wind is enough to extinguish small flames, ruffle cloth/paper, disperse vapors and small insects. It will not work in moderate or strong winds.
     Earth: This form enables the wizard to shift, at will, small areas of earth (5-foot square). This will cause loose items, such as rocks, to fall and any creature to loose their footing and possibly stumble.
Material Component: The material component for this spell is a small amount of the affected element.

 

Air Shield

School: Elemental Air Spell Level: 1st
Range: 0 Components: V, S, M
Duration: 5 rounds per level Casting Time: 1
Area of Effect: Special Saving Throw: None
Description: This spell produces a barrier in front of the wizard in one of two forms.
     Wind: This form creates swirling invisible air. Arrows, bolts and darts suffer a -2 penalty to hit. Sling stones/bullets, daggers and other small thrown missile weapons suffer a -1 to hit.
     Smoke: This form creates a barrier of smoke that partly conceals the caster for a -1 to hit penalty for all non-magical missile attacks. This form will be dispersed by strong winds.
Material Component: The material component for this spell is a small stick and/or bit of ash.

 

Create Minor Elements

School: Elemental (All) Spell Level: 1st
Range: 30 yards Components: V, S, M
Duration: Permanent Casting Time: 1 round
Area of Effect: Special Saving Throw: None

Description:

Reversible

By this spell the wizard is capable of creating (or destroying) any one of the four elements or variations. There are four forms and several variations of the spell.
     Fire: This form creates (or extinguishes) a normal fire in a 5-foot square area of effect. The fire burns for one round, unless it ignites other materials, causing 1d4 points of damage plus 1 point per level of the caster.
     Water: This form creates (or eliminates) 4 gallons of water, or ice, in a container or anywhere with in range. The water in a creature will not be affected by the reverse of this form. Note: A gallon of water weights 8.5 pounds.
     Air: This form creates (or removes) 1-foot cube of breathable air or irritating smoke. The effect of the irritating smoke causes no harm or damage, but may distract a victim. The reverse of this form will not empty the lungs of a creature.
     Earth: This form creates (or eliminates) 1-foot cube of soil, mud, clay or stone. Note: A 1-foot cube block of stone requires a strength of at least 19 to hurled and causes 1d6 points of damage.
Material Component: The material components for this spell are a bit of the affect element and a copper coin.

 

Quicksand

School: Elemental Earth/Water Spell Level: 1st
Range: 10 yards per level Components: V, S, M
Duration: Permanent Casting Time: 1
Area of Effect: 5-foot cube per level Saving Throw: None

Description:

Reversible

This spell turns natural soil, mud or clay (not rock) of any sort into an equal volume of quicksand (or reverse). The depth can never exceed one-half its length or breadth. Creatures unable to levitate, fly, or otherwise free themselves will sink 1 foot per round (3 feet per round if struggling) and suffocate. Unless cast in a conducive environment, the water will evaporate in 1d4 days leaving soft sand or soil.
Material Component: The material components for this spell are a pinch of sand and a drop of water (or pinch of soil and a drop of alcohol for the reverse).

 

Water Shield

School: Elemental Water (Para-Elemental Ice) Spell Level: 1st
Range: 0 Components: V, S, M
Duration: 5 rounds per level Casting Time: 2
Area of Effect: Special Saving Throw: None
Description: This spell produces a barrier in front of the wizard in one of two forms.
     Water: This form creates a barrier of swirling, clear, water. Arrows, bolts and darts are deflected. Sling stones/bullets, daggers and other small thrown missile weapons suffer a -2 to hit. Spears, clubs and other heavier thrown missile weapons suffer a -1 to hit.
     Ice: This form creates a solid barrier of transparent ice. The barrier acts as a shield deflecting all non-magical missile weapons and gives the caster a -4 AC bonus vs. melee attacks. Any physical attack that normally would have hit the caster the barrier absorbs, after absorbing 5 point of damage/level it shatters. This form receives a saving throw vs. magical attacks, shattering on a failure.
Material Component: The material components for this spell are a drop of water, stick, and/or a piece of quartz.

 

[ Return to New Stuff ]

 

-------------------- For DM's Eyes ONLY --------------------

 

Cloak of Doh’mater

Description: This cloak was created by Brother Doh’mater Mutch, a gnomish Priest of Ilmater. It is a gnome or dwarven-sized, gray, thick, wool, hoodless-cloak with simple copper clasp chain. The clasp buttons are formed in the shape of a sheep's hide complete with head and legs.
Functions: The Cloak of Doh’mater grants the wearer a one hit point bonus to natural healing (excluding that required for Critical Hit recovery).
Once per week upon command the cloak can cast one cure spell: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Cure Disease, and/or Cure Blindness or Deafness. The wearer merely states the command followed by the spell desired, “Doh’mater heal me, < spell name >.” The cloak has 7 charges.

 

J’Argo’s Cyprium Pluma

Description: Created by J’Argo se Forgifan, who believed that everyone deserved a second chance. The fleece is commonly called the Sheep Skin of Second Chances. Fleece is thick, soft, unusually fine-haired wool from an unknown breed of sheep. The color of this large (6-foot long) hide is difficult to determine; constantly shifting from white to tan to yellow, but always with coppery highlights. When held to the light, it sparkles brilliantly like highly polished copper.
Functions: The fleece's primary function is to perform each of the following once per round, in order of need (if the needed function has already been used, then it will automatically select the next best function available). The user need only wrap the recipient in the fleece. It will cast Regenerate and Restoration twice each; and Raise Dead, Resurrection, and Reincarnate once each. It has a total of seven uses.
Once the primary functions have been used the fleece may be used to increase natural healing, including that required for Critical Hit recovery, granting an additional 7 hit points per night. The recipient must use the fleece as a blanket, sleeping under it.

 

Lilly Golden’s Story Book (A.C.M.E.)

Description: This unique item is a thick, red-brown colored, leather bound book. The front cover is tooled with a scroll patterned border. The title, "Story Book," is engraved on an oval brass plate in the center. The book has brass hinges and a brass bi-fold, locking clasp of exceptional quality (usually locked be found). At the top of the spine there are letters tooled into the leather, “A.C.M.E.”
Functions:

This is a magical tome which, when opened, randomly places the reader into one of its stories, as the main character. In the “real world”, the reader's body stares transfixed at the book, while the reader’s “mind” is experiencing the story first hand. This will continue, allowing the reader enjoy all the stories in a random order, until the book is closed by anyone including the reader. The reader will not be physically injured, although, a System Shock roll may be required if the character dies in the story (DM's discretion).  The character and may gain experience points for acting out the story as the character (DM's discretion). Each book found may have any number of different stories (DM’s discretion), however, the most common version will be found with the stories listed in the table below.

Roll
01-50

51-75

76-90

91-00

Story
Robin Hood (in Sherwood Forest fighting Little John with staves).
King Arthur (jousting in a tournament).
Sinbad (fighting the Cyclops).
Dragon Slayer (in the cave about to be breathed on by the dragon).

 

Malachite's Ice Pick of Lock Picking (by Rick M.)

Description: This is a nicely made custom ice pick. It has a six inch polish shaft that ends in a near razor sharp point. The four-inch long, round handle is scrimshawed ivory depicting scenes of ships and icebergs. On the end of the handle is a carving of a simple angel with letters around her. Her head and gown are in the shape of a keyhole and the letters spell "Icebreaker".
Functions:

This item has several functions which can be activated by the correct command phrase. The root of the phrase is Icebreaker followed by the functional command: Pick, Split, Shatter, and/or Chip. If no command phrase, or function, it operates as a normal ice pick. “Icebreaker...”

--

--

--

--

"Pick": Will easily split any block of ice up to ten cubic feet in size.
"Split": Functions as a magical +1 weapon, with statistics similar to a stiletto.
"Shatter": Functions as a Stiletto of Sharpness (no light) verses ice creatures.
"Chip": Grants a magical 25% chance to open any non-magical locks (no other modifiers apply), and a 10% chance to open magical and/or complex (combination) locks.

 

Whells’ Second Chance

Description: Suspended from a chain of individually crafted wooden links is a intricately carved mahogany medallion. Around the outer edge of the medallion is a series of twelve runes engraved into its white lacquered face. The ebony minute and hour hands are set to midnight.
Functions: When the minute hand is slowly turned counter-clockwise the wearer is transported back in time. The distance back in time equals how far back the clock is set. The wearer can transport himself back as little as five minutes, or as much as twelve hours.
The medallion may be used only five times and/or for a total of no more then 12 hours. If either of these limits are exceeded the wearer is thrown out of time and is lost forever.
The master wizard H. G. Whells, being of lawful inclination, set limitations to the use of the medallion. First, you cannot use it to save your own life. And second, you cannot communicate in any written, verbal, or magical way that you have foreknowledge of future events. If either of these limitations are broken the wearer rapidly ages and dies.

 

Won Ka’s Chocolate Golems

Description: A small, flat, iron box shaped like a book turned sideways with hinges at the back and a small clasp holding the top closed. The top is sculpted and brown enameled with white lettering and an orange wizard's hat. Inside you find three small, candy encrusted, frosting trimmed, chocolate men.
Functions: Upon eating one of the “chocolate men” the character is granted the powers of an Iron Golem for a number of rounds equal to their Constitution score. The character’s Armor Class is set to 3; his Hit Points are set to 80; his Saving Throws are made as if he were an 18th level warrior; his Strength score is increased to 24; he is granted immunity to all non-magical weapons, all magical weapons of less then +3 enchantment, and all spells; once every seven rounds he may breathe out a cloud of poison gas (Poison Type E) that fills a ten foot cube directly in front of him (this dissipates by the following round).
After the duration time elapses and the effects end, the character looses one point of Constitution, permanently.

 

[ Return to New Stuff ]

 

About RAGG  The Founders  |  Oregon chapter  RAGG News  |  Buck Rogers XXVc Dark Conspiracy  |  Dungeons & Dragons  eMail  |  Site Disclaimer