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 Reduction will defend against this damage normally).  Once / day it can fire off all of its razor scales explosively, inflicting 2d6 damage to all within 30 ft. of the armor wearer.  Until the next midnight, it will only function as +2 Hide Armor, as the scales must regenerate magically.

 

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.

 

Noose of Ending

 

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). Most generally found on weapons associated with death, such as executioners axes or swords, scythes, daggers, etc. and / or weapons composed of bone.

 

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.) The blade can only hold eight charges at a time.

 

Angelic Arrows

 

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 Close range.  The initial damage is Vile, but not the damage inflicted at range.

 

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.]

Specific Cursed Items

 

Deathsong Elixer.  The drinker of this elixer must save or contract a horribly concentrated form of the disease, Deathsong, and if so begins keening on the following round, suffering the full effects of a single days incubation *each round* until he either makes his DC 25 roll to throw off the disease or dies.  As long as the character lives, his keening causes all within 60 ft to make a seperate DC 25 roll or contract the normal form of Deathsong, with the normal incubation time of 24 hours.  The disease is not passed on via Contact, instead only by the magical keening, and silencing the victim, magically or by rendering him unconscious, or otherwise incapable of screaming, will serve to protect all around him, although he will continue to suffer the effects each round until the disease is resisted, cured or kills him.  Others may also leave the range, or deafen themselves to avoid contagion.  Requires a dose of Liquid Pain generated from someone being slain by exposure to Deathsong to create the elixer.  [Alternately, shutting him up saves him too?  Perhaps magical silence or otherwise shushing him causes magical pressure to build up within him until he explodes messily and fatally, as the magical 'deathsong' has no release?]

 

 

Minor Artifacts

 

The Machine

A room-sized contraption aswarm with Imps, Quasits, Lemures and / or Manes.  If anyone enters the man-sized ‘operating theatre’ they are killed, no save.  If the machine is fed 10 pints of dragons blood, it whirs into life, and remains 'active' for 1 hour. If a single Medium-sized creature enters, he is instead ejected forth 10 minutes later at 1d4 hp with the dragons blood now infusing his veins.  This has no effect on most, but a Wizard gains the ability to cast her currently memorized Cantrips as a Sorcerer, mixing and matching between them.  (If she has multiples of one particular Cantrip studied, she must memorize a new Cantrip to fill that slot, but once it is filled, they remain unchangeable.  When she gains a new Cantrip because of level increase she also must memorize a new Cantrip, which them becomes a permanent option.) It is rumored that if a Sorcerer enters with the heart of a medium-size dragon in her hand, she is spit forth 10 minutes later at 1d4 hp adjusted by the appropriate Half-Dragon template. This feature remains unconfirmed...

 

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.