Specific Armors
Razor Scale
A
suit of +2 Scale that appears as overlapping oiled razors. It automatically scores 1d6+2 slashing
damage on any foe striking it with natural weaponry or bare hands, or on a
successful grapple or slam attack by it’s wearer (although Damage
Masochists Mail
A
tattered leather suit of armor worn by mendicant priests of Ilmater, this
armor is +1 Leather, and confers the advantages of Masochism on its wearer. Whenever the wearer takes damage equal
to his character level, he gains a +1 circumstance bonus to attack and damage
rolls, skill checks and saves in the following round. This armor is also available in torn and
rusted Chain or battered Plate. (An
evil version might be composed of leather flayed from a living creature in
a torture session?)
Melee Weapon Special Abilities
Misery's Passage - can be
cast as an enhancement on any iron weapon that meets the criteria (worked
in conditions of great suffering), causing it to carry and inflict the disease
on a successful hit. +1 Enhancement
bonus, or a straight gp value?
Wounding variant +3 instead of +2 enhancement, the blood lost flows like a serpent through the air towards the weapon user, as long as he remains within 30 ft of the victim, he gains strength when the blood reaches him equal to 1 hp of healing (or 1 temporary hp, if already at full health) for every hp lost to the Wounding effect.
Specific Weapons
Dagger of Ending
Acts as Death Knell at will
as a Standard Action (taken to stab the dying body). The bonuses count as a special unnamed
bonus that stacks with itself (whether or not Death Knell usually does), and
the temporary hit points gained from this effect serve first to heal any existing
damage. Addictive beyond belief.
Acts as Death Knell on any
humanoid it kills by hanging, holds a single charge afterwards, which the
bearer of the noose, who can wear it as a belt or neckslot item, can invoke
at any time as a Free Action, giving himself the energy stolen from the hanged
person. Afterwards it may be
recharged by another hanging...
Weapon of Ending
If
it touches a creature at -1 or lower hp (even if it has just inflicted the
wound that took the creature below 0 hp), it automatically casts Death Knell
as a Free Action, regardless of the holders wishes, drawing the creatures
life-force into itself to power its wielder.
Stacks with itself, but the temporary hp do not count as healing.
It
will use this ability even on its own wielder, should he fall below 0 hp while
holding it, holding his life-energy as a gift for the next person who picks
it up (for years, if need be).
Sadists Scourge
A
perpetually blood-soaked cat-o-nine-tails tipped with fragments of tortured
iron, razors of steel and shards of obsidian glass, this lash confers the
advantages of sadism on its wielder.
When he inflicts damage equal to his character level with the whip,
he gains a +1 circumstance bonus to attack and damage rolls, skill checks
and saves in the following round. This
weapon is treated as a +4 Mighty Whip Dagger from Sword & Fist, with a
+1 Enhancement bonus. (Treat
as a ranged weapon with a 15 ft. range, no range penalties and unable to make
AoO's.)
Bloodlash - Causes 1 pt of
temporary Str damage / strike. The
wielder gains these points as an unnamed bonus to Str that stacks with itself
(but not with any other enhancement bonus, the highest level one takes effect)
and lasts for 10 rds. No matter
how many times it strikes, the total unnamed bonus cannot exceed +10.
Dagger of Many Sacrifices
This ornate dagger has eight
thin razors of black metal in place of blades, and is bound in a tattered
leather handwrap that is soaked through and stiff with the blood of a hundred
victims. When it strikes a helpless
(or willing) victim, it begins to animate and twitch, piercing and dancing
amid the bloody trail of ruin it begins to carve in its new victims flesh. For each round after the intial attack
it does another 2d6 damage (as per torture by dagger), and for every point
of damage it inflicts, adds a 1 pt enhancement bonus to any Intimidate check
performed in that round. More
importantly, it consumes power from its victim, drawing in blood and soul
to feed itself and its master.
For
each HD of victim, it stores 1 charge that can be used as either an Inflict
Wounds (on someone struck by the blades) or Cure Wounds spell (on himself
only), with the holder being able to expend as many charges as her ability
modifier from her primary spellcasting attribute (so a Cleric would use Wisdom,
while a Sorceress would use Charisma) in a single round. Thus a Wizard with an Intelligence of
18 could invoke up to 4 charges in a single round, causing the effects of
either a Cure Critical Wounds on himself, or an Inflict Critical Wounds on
anyone struck by the blade. (The
effects are limited to Cure/Inflict Light, Moderate, Serious or Critical Wounds. No more than 4 charges can be invoked
in a single round.)
An
arrow of amber wood fletched with an arrow from a celestial. The head is made of an alloy of steel
and silver, that counts as silver where necessary. When fired into combat, this +1 arrow
is possessed by a celestial spirit that alters its movements as necessary
to seek out evil targets, and avoid causing harm to those who are good. It has a –4 penalty to attack good targets,
and ignores the presence of good targets within melee with its target, or
who would otherwise impedes its flight path, gracefully arcing to avoid them
(ignoring the –4 penalty that its target might normally gain from the presence
of any good targets in the area). It
is treated as a +2 weapon vs. evil ones, as the arrow not only seeks them
out, but strikes them more truly than it would a neutral or evil target, and
an evil target does not benefit from any Cover or Concealment, as the arrow
divines their presence and swerves to strike them true.
Dagger of Unholy Binding
Allows the use of this spell
(described below) 1 / week, does not degrade when the 'charges' are used up,
can be used again, otherwise is a +2 dagger.
1 HD / level of stored energy can be expended to make the damage from
one attack Vile (activated as a Free Action after the damage is rolled). The wielder / user need not be the one
who performed the sacrifice.
Unholy Binding [Evil]
6th-8th
The
caster sacrifices a single creature of the same species, binding its life-energies
to his own, allowing them to be expended to negate as many level drain attacks
as the creatures level or HD, by burning off those stolen from the victim
in place of his own. Requires
a successful sacrifice and the Focus is the sacrificial blade used to kill
the 'material component.' When
the caster has used up all of the stolen energies, the dagger corrodes away.
The victim cannot be ressurected unless the dagger that contains his
soul is recovered, and for each HD / level used by the caster before then,
he suffers one negative level (that cannot be restored).
If his soul is fully consumed, he is beyond ressurection.
Other uses for stolen life-energies;
to allow another saving throw vs any effect immediately as a Free Action
(only once / round), to alter fatigue levels from Exhausted to Fatigued or
from Fatigued to normal, to cure all subdual damage from any source (even
hunger or thirst), to cure 1d8 + casters Con modifier (up to +5) normal damage,
to allow another use of Turn or Rebuke Undead abilities or to imbue the benefits
of Death Knell for 10 minutes. To
negate an energy-draining attack, allow another Turn / Rebuke attempt or allow
a new saving throw is treated as a Free Action, all other uses are Standard
Actions that do not draw an Attack of Opportunity.
A
caster cannot have more than one life-force bound to himself at one time,
and must expend all stored HD / levels before he can cast this spell again.
Minor Magic Items
Elixer of Demon Fever - one-shot
elixer made from the blood of a Night Hag with Demon Fever. When expended as an extra material component
during any Summon Monster spell to conjure forth a fiendish creature or Demon,
it causes any creature(s) summoned by that spell to be infected with Demon
Fever for the duration of their stay.
Elixer of Devil Chills - one-shot
elixer made from the blood of a Barbazu (or Pit Fiend, rarely) with Devil
Chills. When expended as an extra
material component during any Summon Monster spell to conjure forth a fiendish
creature or Devil, it causes any creature(s) summoned by that spell to be
infected with Devil Chills for the duration of their stay.
Elixer of Warp Touch - one-shot
elixer made from a pellet from a Red Slaadi suspended in the saliva of a Blue
Slaad. When expended as an extra
material component during any Summon Monster spell to conjure forth an Anarchic
template creature, Pseudonatural template creature (see Tome & Blood)
or Slaadi, it causes any creature(s) summoned by that spell to be infected
with Warp Touch for the duration of their stay.
If expended to enhance the conjuration of a Chaos Beast, the creature
instead becomes uncontrollable and is treated as if under the effects of a
Barbarian Rage (as an 8th level Barbarian) for the entire duration of it's
manifestation (the caster may not choose to dismiss it, and it remains regardless
of range to caster).
Elixer of Mummy Rot - one-shot
'elixer' made from the liquified remains of the heart of a destroyed Mummy,
within it's own canopic jar. When
expended as an extra material component during any undead summoning or animation
spell, it causes any creature(s) summoned by that spell to be infected with
Mummy Rot for the duration of their stay.
Much more expensive than the former three 'elixers' as it can affect
a much larger number of permanant undead via Animate Dead.
Talisman of Funeral Pyres
- made from fused ash from the site of a massive funeral pyre (at least 100
good or neutral sentients, whose bodies are consumed by fire (they need not
have been alive when burned)), the wearer contracts Fire Taint, but also transmits
it magically to any target to whom he inflicts at least 30 pts of Fire damage.
Neck slot item.
Talisman of Unholy Corrosion
- made from an unidentifiable lump of fleshy gristle that remains after a
good outsider is consumed by acid, the wearer contracts Acid Fever, but also
transmits it magically to any target to whom he inflicts at least 30 pts of
Acid damage. Neck slot item.
Talisman of Lamentation -
composed of broken glass from a mirror taken from the home of a parent who
has seen her children slain and taken her own life, the wearer contracts Sound
Sickness, but also transmits it magically to any target to whom he inflicts
at least 30 pts of Sonic damage. Neck
slot item.
Talisman of Dark Skies - composed
of twisted metal from the breastplate of a Paladin who has been slain by a
lightning attack from an evil creature / caster, the wearer contracts Lightning
Curse, but also transmits it magically to any target to whom he inflicts at
least 30 pts of Electrical damage. Neck slot item.
Moderate Magic Items
Branding Iron
Anyone branded with this device
and then affected by an Intimidate roll from its holder finds himself unable
to challenge him again while the brand remains. Until the damage from the branding iron
(which counts as 1-3 pts of Vile damage) is healed, the casters commands count
as Suggestion spells to the victim.
Multiple brands have no additional effect, only the initial branding
mark enact the magic (additional brands do not count as Vile damage, and the
damage from them does not count against the damage needed to counter the Suggestion
effect). In the presence of his
torturer (or the iron itself, if in someone elses hands), the victim is treated
as Shaken, and if the original user brandishes the weapon at him and makes
an Intimidate check, he must make a Will save (DC 10 + the number of successes
by which the Intimidate check was made) or be reduced to Cowering for 1 to
3 minutes (depending on the amount of Vile damage remains from the initial
branding).
Hells Brand
The
brand of this iron burns with infernal fire and always hurts. As a Standard Action the holder of the
iron can cause a brand to re-ignite (so long as any damage from it remains)
and inflict a new 1d3 damage on any victim (or victims) within
Inflicting the initial brand
requires a full-round action and the victim to be helpless to resist, else
he will squirm and ruin the arcane significance of the rune (the damage will
not be Vile, and the brand will not be usable to cause additional damage). If simply used as a melee weapon, it is
treated as a Light Mace for damage, and does an additional +1 pt of Fire damage
on a strike due to its perpetually red-hot tip.
[Assorted Branding Iron based
spells that inflict 1d3 pts of Vile damage on a helpless subject, but make
him more suggestible, unable to resist the casters spells (or all of the casters
spells to do extra damage, as per Mortalbane, to him), subject to painful
'reminders' like above, etc until the brand heals. Each requires a special Focus Branding
Iron with a runic brand that represents a character of the Dark Speech (requires
that Feat to create such an item). Brand
of Enslavement - Suggestion, Brand of Vulnerability - DC to resist casters
spells is -4, all effects are 1.5x, as if Empowered, Nybor's Kindly Reminder
- as Hell's Brand, above, Brand of Terror – Target is Shaken or Cowering in
prescence of caster.]
The
Machine
A
room-sized contraption aswarm with Imps, Quasits, Lemures and / or Manes. If anyone enters the man-sized
Iron
Maiden
Can
summon and commune with the spirit of anyone last killed in the Iron Maiden, as
long as you stand within it at the lowest setting for the duration of the Speak
With Dead effect. The spirit shares
your pain, while reliving its own, and can be interrogated for as many rounds as
it survived within the Iron Maiden (every 10 rounds allows 1 question, making
the device unusable to interrogate any creature slain in less than 10
rounds). The Iron Maiden can only
be used once / day, as the damage inflicted upon the user when he calls up those
he has tortured is treated as Vile, and is particularly grueling. A spirit can be summoned and
interrogated day after day. You may
ask as many questions as desired in any given interrogation (for as many rounds
as the spirit relives his original death), but you take 10 hp of Vile damage /
question asked, as each requires a full minute within the Iron Maiden, at 1 hp /
round. Unlike Speak With Dead, this
effect does actually interrogate the spirit of the deceased creature, and the
soul is bound to the Iron Maiden until a new victim is slain by the device, at
which time the spirit is free to transcend to whatever afterlife awaits it. The Will save for the spirit to resist
the interrogation of the Iron Maiden is DC 23.