The Horsepeople of the Unpocalypse
Big list of magic items, how they work, and who has them:
Organised by Character:
SCIMITAR OF HOLINESS +1 (SMALL) – Rye
Slot none; Weight 4 lbs.
This small blade gives off a faint blue light that illuminates 5 ft. around the wielder. The weapon hums faintly when held with hostile intent. The weapon acts as a +1 scimitar, and does +1 holy (positive energy) damage.
KINDLEGEM – Rye
Slot none; Weight 2
The kindlegem is a fist-sized rock with a dull-red sheen. Once per day, the wearer can use the kindlegem to strike an unattended Fine flammable object, causing it to immediately catch on fire. This is a standard action. The kindlegem works as if you were using flint and steel except that you can use the kindlegem in any sort of weather and it takes much less time to actually ignite an object.
Horn of Rallying – Rye
Slot: none Weight: 3lbs
This bronze horn is inlaid with various dwarven runes for faith, comradeship, bravery and open-heartedness. Once per day, it can be blown to restore courage to allies in a 50 ft. radius. If an ally is panicked, they become frightened. If frightened, they become merely shaken. If shaken, they return to normal. Who is an ‘ally’ depends on the perception of the blower of the horn. This effect is a magical, mind-affecting effect.
Heavy Darkwood Shield +1 of Light – Rye
+3 AC, 5 lbs, light
This heavy shield emits light in a 20 foot radius and increases the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, the light effect does nothing.
Ring of Torag – Rye
Slot: ring; Weight: -
This simple golden ring has a large red gemstone set into it that sparkles with an inner fire. The wearer of the ring gains fire resistance 10 against the first fire attack that hits him that day. This protection renews itself every morning at dawn. In addition, the wearer receives a +1 resistance bonus on saves made against fire spells and effects. The ring must be worn for 24 hours to have any effect.
Bullets +1 x4 – Rye
As per a normal bullet but with +1 to hit and damage.
Firefist Ring – Dunlaid
Slot ring; Weight —
The firefist ring is an ornate ring forged of burnished bronze. It has a flaming hand as its device. Once per day, the wearer can verbally command the ring to give forth a fiery emanation as a standard action. The ring emanates a 15 foot cone of effulgent blue fire as per the spell burning hands, causing 3d4 fire damage and dazzling the enemy for 1 minute; those caught within the cone are subject to a DC 12 Reflex save to reduce this to half damage and negate the dazzle effect.
Light Steel Shield +1 – Dunlaid
+2 AC, 6 lbs, emits light
This light shield emits light in a 20 foot radius and increases the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, the light effect does nothing.
+1 Scalemail (sold)
+1 Full plate
+1 Tower shield
Orc Tusk Pendant – Dunlaid
Slot neck; Weight 1 lbs.
A pair of chipped and dirty tusks hang from this leather cord. With some revulsion you realise that these are the tusks of orcs. Strange runes are carved into the tusks.
This pendant, when worn around the neck, conveys some of the effects of being an orc on the wearer. These effects include light sensitivity and partial orc ferocity.
Light Sensitivity: The wearer is dazzled in areas of bright sunlight or within the radius of a daylight spell.
Half-Orc Ferocity: Once per day, when the wearer is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. If a half-orc wears the Orc Tusk Pendant, he can fight on for two more rounds as if disabled, after which he will fall unconscious and begin dying unless he is brought above 0 hit points.
Cloak of Resistance +1 – Ragthorn
Slot shoulders; Weight 1 lb.
These garments offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Bracers or Armour +1 – Ragthorn
Slot wrists; Weight 1 lb.
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Alternatively, bracers of armor can be enchanted with armor special abilities. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.
Obsidian Wand of Magic Missile (CL 5).
Headband of Inspired Wisdom +2 – Caiora
Slot headband; Weight 1 lb.
This simple bronze headband is decorated with an intricate pattern of small green gemstones. The headband grants the wearer an enhancement bonus to Wisdom of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Cloak of the Black Rat – Caiora
Slot shoulders; Weight 2 lbs.
A cloak sewn crudely from the hides from many black rats. It smells slightly foul. The hem is lined with hundreds of rats’ feet, and conveys a slight prickling sensation when it brushes against the skin.
Once per day as a swift action, the wearer of the cloak can take an additional move action to move on his turn.
Additionally, the cloak can be used as a Mantle of Reinforcement, and contains 20 charges to start with. Once these charges are depleted, the cloak retains its other powers but can no longer be used to cast shield. Unlike a normal Mantle, this effect can be used by any character without a use magic device check. It is still a standard action to activate this effect, and it lasts for 1 minute.
Wand of CLW x1
Hand of the Mage – Caiora
Slot neck; Weight 2 lbs.
This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
NECKLACE OF FIREBALLS (two 3d6 beads left) – Caiora
Aura moderate evocation; CL 10th
Slot neck (does not take up slot); Price: 900 gp Weight 1 lb.
This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
Items are loaned to the party loot until Queck returns to the party.
Queck also has a small light crossbow + 1, and a cloak of elvenkind (+5 to stealth).
Handy Haversack – Queck
Slot none; Price 2,000 gp; Weight 5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Efficient Quiver – Guldir
Slot none; Price 1,800 gp; Weight 2 lbs.
This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staves, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.
Wand of CLW x1
Cloak of Resistance
Wand of summoning I, if you still have that?
Monocle of Cunning – Guldir
This monocle of blue glass is etched with tiny runes on the rim. It continually grants the wearer a +3 competence bonus on Linguistics checks. Note that this does not grant you extra languages.
Unclaimed/Nobody using/party loot
Mantle of Reinforcement x 4- Nobody; note there are four of these spare. – Not sure if this is still true, I think some (all?) may have been sold.
Slot shoulders; Weight 3 lb.
You may wrap this simple grey cloak around you protectively as a standard action, granting you a +4 shield bonus to AC and making you immune to the spell magic missile. This change lasts for 1 minute, although you can end it prematurely as a free action. Doing so consumes a single charge. Once twenty charges have been consumed, the cloak crumbles into ash.
The mantle can usually only be used by wizards or sorcerers; use by other classes requires a DC 20 Use Magic Device check.
Soulspeaker – On loan from Queck, in party loot.
Slot neck (amulet); Weight 1 lbs.
Faint illusion aura, CL 3rd, Price 2400 gp
This grotesque, amulet-like shrunken head is said to contain the enslaved soul of its former owner. Forced to obey whomever carries it, once per day a soulspeaker can repeat a message as if the spell magic mouth were cast upon it. The owner must merely hold the 6-inch-in-diameter head and speak his message and the conditions under which the soulspeaker should repeat it. While it carries a message, the eyes of the stitched head stretch open, closing as soon as its message has been delivered.
Scythe +1 – Nobody
Price 2318 gp, Weight 10 lbs.
Two-handed martial weapon. Grants +1 to hit, does 2d4 +1 piercing or slashing damage. x4 critical modifier. ‘Trip’ weapon feature (if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped).
Fleshblade – Nobody
Slot: none Weight: 1lb (no weight if installed)
On command (the command can be purely mental, or could be spoken), up to x3 per day, the fleshblade will erupt from the user’s body. The fleshblade will erupt from any point that user chooses. This is a painful process, and will cause 1d4 damage to the user. It will also cause 4d4 piercing damage to anyone struck by the blade (a single creature in contact with the user). If no creature is in contact with the user, the user may make a single attack against an enemy within 5ft to do 4d4 piercing damage. The user’s STR modifier may be added to any damage done to an enemy with this attack. Enemies are flat-footed against this attack.
After one round, whether or not the attack was successful (or any damage was done), the fleshblade will retract back into the user’s body.
The flesh-blade must be ‘installed’ in the user before it can be used. Until then, it is merely a mundane dagger. Installation is in itself a painful, magical surgical procedure that is quite costly.
Yellowteeth Sewerpipes – Nobody
Slot none; Weight 3 lbs
If the possessor learns the proper tune (a sometimes jarring, sometimes lilting melody), he can use these pipes to attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. The Perform DC increases by +8 for each time the rats have been called in a 24-hour period.
If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.
Silver Raven of Wondrous Power – Nobody
Slot none Price 3,800 gp Weight 1 lb.
The figurine of wondrous power appears to be a miniature statuette of a creature an inch or so high. When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size. The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.
If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.
This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.
A +1 Heavy Flail, looted from the corpse of Hrok’svar. -Nobody