Täällä sivulla on kampanjan erityislaatuista tavaraa.

Erikoiset esineet


Helbrand
Asmodeaaninen artefakti, miekka helvetistä.
+4 unholy good outsider bane bastard sword
LE, Int: 12, Wis: 16, Cha: 14, Ego: 19; telepathy; darkvision 60ft
purpose: defeat the servants of Mitra and return Asmodeus to dominance in Talingarde
1/day: dimensional anchor, greater infernal healing; CL 18th


Stygian Mirror
Obsidianista ja luusta tehty kokovartalopeili. Toimii vankilana kahdelle luupaholaiselle. Kun vangit ovat peilin sisällä, tulee heidän puhua aina totta. Vapauttamiseen riittää vain peilin hajoittaminen.


Chalice of Aurelious Vestromo
Vestromon vampyyrisuvun voimakas artefakti. Tällä artefaktilla Ghastenhallin alamaailman herra Gaius Vestromo saisi korjattua pilaantuneen verenperimänsä.


Thaziol
Serpentairen suvun miekka, josta on poistettu isoisän ja lukuisien muiden orjien sielut. Tällä hetkellä miekassa on Thaziol Pa-Riva, raivotarpaholainen. Hän asuttaa miekkaa ___ vuoden ajan. Miekka on mekaanisesti älykäs taikaesine.


Bodyparts from Kirin
Every kirin yields 5,000 gold pieces in magical components. Half that value is in the shimmering iridescent pelt. This value may be converted into any magical item made of leather (cloaks, belts, robes and the like) assuming the PCs have the necessary feats. The horns (1,500 gp each) make magnifcent wands, rods and stave tips as well as magical daggers. The blood (1,000 gp) is a phenomenal potion and alchemical item base.

If any of these components are used for their appropriate item type, they speed up magical creation. Instead of 1,000 gp of magic item being created, these allow for magical creation at the rate of 1,500 gp a day


Narwhale horn (MYYTY!)
Worth 2000gp for its rarity. Works as a masterwork quarterstaff. If enchanted as a magical staff, rod or wand, subtract its value from the creation cost of the magic item. Creating this item requires one day for each 1,500 gp of the base price (instead of the usual 1,000).


Concentrated Wolfsbane
Type poison, ingested; Save Fortitude DC 16
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d3 Con damage; Cure 1 save


Loitsukirjat


Richter’s Tome of Arcane Armament (Level 3 Universalist)
This beautiful book is made of fne cerulean leather embossed with gold leaf. Its edges are reinforced with brass fttings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover.
Value 350 gp
Blank Pages 63
SPELLS
2nd – bull’s strength, flaming sphere, hideous laughter, invisibility
1st – alarm, charm person, expeditious retreat, feather fall, mage armor, magic missile, mount, shield, sleep
0th – all cantrips in the Pathfnder Roleplaying Game Core Rulebook


Tacitus’ Spellbook “The Heart of All Flame”
Bound in the crimson, scaled leather of some indeterminate reptilian beast, this large locked tome bears its title proudly in Common across the front cover. Inside is found not just spells but a lovingly written treatise on the beauty and purity of flame and how ice, when it grows cold enough, also burns.
Value 1445 gp
SPELLS
4th –
fire shield, ice storm, stoneskin, wall of fire
3rd –
dispel magic, flaming arrow, fireball, fly
2nd – bull’s strength, burning gaze, flaming sphere, protection from arrows, pyrotechnics, scorching ray, web

1st – burning hands, dancing lantern, expeditious retreat, mage armor, magic missile, sleep
0th – standard plus spark


Örkin viillosta löydetty loitsukirja "Älkäämme unhoittako pahuutta, sillä se on aina olemassa"'
''Ensimmäisellä sivulla on seuraava teksti: ”Tämä kirja on osa Ghasterin kirjaston tutkimusta pahoista loitsuista. Tutkimuksen tarkoituksena oli säilyttää kaikki löydetyt pahat loitsut, sillä vaikka loitsut ovat suunnattoman ilkeitä ja eivät sovellu Talingarden rauhaan, edustavat ne silti arkaanista historiaa. Tieto, on se kuinka pahaa tahansa, on aina arvokas osa meidän kollektiivista historiaamme sekä valtion historiassa että taikuuden historiassa. Kun kaikki pahat loitsut ovat kerätty talteen näihin kirjoihin, tullaan muut lähteet tuhoamaan. Näihin kirjoihin on pääsy vain harvoilla ja valituilla tutkijoilla.

Mikäli sinä, lukijani, et kuulu näihin harvoihin tutkijoihin, laita kirja pois välittömästi. Sielusi riippuu tästä.

Kunnes kaikkialla on valoisaa, Tutkija Albert Rhennon”
SPELLS
6 – Hellfire Ray, Circle of Death, Furious Fire Barrage, Decapitate
5 – Wracking Ray, Summon Infernal Host, Greater Appearance of Life, Dominate Person
4 – Unholy Ward, Greater Infernal Healing, Apparent Treachery
3 – Appearance of Life, Hellfire
2 – Compulsive Liar, Corrupt Item, Mortal Terror
1 – Grasping Corpse, Infernal Healing, Protection From Good


Polydorus’ Primer of Prognostication (Level 10 Diviner)
This heavy tome is plain enough on the outside – a rugged leather volume bearing its title in the common tongue. Inside, the book is simply crammed with spells and notes, with every page (and even margins) laden with text. Still, if one cares to actually delve into the voluminous text this primer reveals itself to a broad and reaching text with amazing insights regarding the nature of magic in general and divination in particular.
Value 2850 gp
Blank Pages 0
SPELLS
5th – Abjuration: dismissal; Divination: prying eyes, telepathic bond; Evocation: cold of cold, lightning arc
4th – Abjuration: stoneskin; Divination: locate creature, scrying; Evocation: greater flaming sphere, wall of ice
3rd – Abjuration: dispel magic; Divination: arcane sight, clairaudience/clairvoyance, tongues; Evocation: freball, lightning bolt
2nd – Divination: see invisibility, locate object; Evocation: scorching ray; Illusion: mirror image
1st – Abjuration: alarm, endure elements, protection from evil, shield; Conjuration: mage armor, mount; Divination: comprehend languages, identify; Evocation: magic missile; Transmutation: expeditious retreat
0th – all cantrips in the Pathfnder Roleplaying Game Core Rulebook save for those of the conjuration and necromancy schools''


I, Having Roamed Beyond the Wall of Death (Level 18 Necromancer)
This is not a single spellbook but three heavy, cracked and worn leatherbound volumes tied together by a leather belt. The three volumes have no formal title, though all are marked with an ornate G.S. monogram. Instead the title comes from the frst sentence upon the first page which is written boldy and largely before the work descends into hundreds of pages of rambling, mad, tiny script.
Value 19,320 gp
Blank Pages 4
SPELLS
9th – Conjuration: teleportation circle, Necromancy: energy drain, wail of the banshee; Universal: wish
8th – Abjuration: prismatic wall; Conjuration: incendiary cloud, rift of ruin; Necromancy: create greater undead, horrid wilting, orb of the void, symbol of death
7th – Conjuration: caustic eruption, greater teleport; Evocation: forcecage, mage’s sword; Necromancy: control undead, finger of death, plague storm, waves of exhaustion; Transmutation: greater age resistance
6th – Abjuration: greater dispel magic; Conjuration: acid fog; Divination: true seeing; Necromancy: circle of death, create undead, symbol of fear, undeath to death; Transmutation: age resistance
5th – Conjuration: acid spray, cloudkilll, wall of stone; Enchantment: Feeblemind; Necromancy: suffocation, symbol of pain; Transmutation: Baleful Polymorph; Universal: permanency
4th – Conjuration: black tentacles, dimension door; Divination: detect scrying, Necromancy: animate dead, bestow curse, enervation, fear, greater false life
3rd – Conjuration: stinking cloud; Necromancy: healing thief, ray of exhaustion; Transmutation: fly, haste
2nd – Abjuration: resist energy; Conjuration: acid arrow, web; Necromancy: blindness/deafness, ghoul touch, scare, spectral hand; Illusion: magic mouth, mirror image
1st – Abjuration: alarm, endure elements, protection from good, shield; Conjuration: mage armor, mount; Divination: comprehend languages, identify; Necromancy: ray of enfeeblement, ray of sickening, restore corpse, sculpt corpse; Transmutation: expeditious retreat
0th – all cantrips in the Pathfnder Roleplaying Game Core Rulebook save for those of the evocation and illusion schools


Vetra-Kalin silmät (Vetra-Kalilla)


The Eye of Vigilance (the First Eye of Vetra-Kali)
Aura strong divination (evil); CL 15th
Slot none; Weight –
DESCRIPTION
This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 gp. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature. The Eye of Vigilance was the magical focus used to create the Horn of Abaddon in the first place and so it is connected to every square inch of the structure. The bearer of this jewel may scry the Horn of Abaddon just as if he possessed a crystal ball. The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material plane. If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Eye of Vigilance functions as a crystal ball with true seeing again limited to the confines of the Horn itself.


The Eye of Hatred (the Second Eye of Vetra-Kali)
Aura strong divination (evil); CL 15th
Slot none; Weight –
DESCRIPTION
This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 gp. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature. The Eye of Hatred was the magical focus used to dedicate the Horn of Abaddon to the Four Horsemen. It is thus sensitive to any outside interference. The Eye of Hatred pulses whenever any divine magic of Mitran origin is used within the Horn of Abaddon. The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material plane. If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Eye of Hatred not only pulses when such magic is used but immediately directs the Eye of Vigilance to show that magic being used.


The Withering Eye (the Third Eye of Vetra-Kali)
Aura strong evocation (evil); CL 15th
Slot none; Weight –
DESCRIPTION
This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 gp. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature. The Withering Eye was the magical focus used to first summon Vetra-Kali from the lower planes to the prime material. It is thus attuned to Vetra-Kali and a powerful channel for daemonic energy. The Withering Eye when placed in the statue of Vetra-Kali descrecates (as the spell except it affects both undead and daemons) the entire Horn of Abaddon. The DC to resist negative channeled energy within this area gains a +6 profane bonus. Every undead or daemonic creature gains a +2 profane bonus on all attack rolls, damage rolls, and saving throws. An undead or daemonic creature created within or summoned into such an area gains +2 hit points per HD. Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead. The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material plane. If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Withering Eye not only desecrates the Horn but also grants all daemons within fast healing 1.


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