Severance Package

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This article details the gifts given to The Hunted by Sever in Session 28.

Contents

Eye Patch, Pirate’s

Aura faint transmutation; CL 2nd

Slot eye; Price 2,600 gp; Weight

This black silk eye patch is adorned by a skull and crossbones worked in silver thread.

The wearer of this patch gains a +2 competence bonus on Swim and Climb checks. In addition, once per day, the wearer of this eye patch can gain the effects of either touch of the sea or expeditious retreat on command (wearer’s choice).

Campfire Bead

Aura faint evocation; CL 1st

Slot none; Price 720 gp; Weight

This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again. The fire radiates heat and light as normal, but the flames it produces do not actually burn anything, so it can safely be used in otherwise dangerous conditions such as dry grasses or on the wooden deck of a ship.

Bottled Yeti Fur

Aura faint abjuration; CL 3rd;

Slot none; Price 800 gp Weight

This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt.

While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.

Steadfast Gut-Stone

Aura faint abjuration; CL 3rd;

Slot none; Price 800 gp Weight 2 lbs.

This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0.

When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage.

Only one gut-stone may be in a creature's body at a time.

Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.

Dust of Emulation

Aura faint illusion; CL 1st

Slot none; Price 800 gp ; Weight

A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.

Bookmark of Deception

Aura faint illusion; CL 5th;

Slot none; Price 1,500 gp Weight

This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with non-detection.

Blood Reservoir of Physical Prowess

Aura faint necromancy; CL 3rd;

Slot none; Price 2,000 gp Weight

This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer's blood, it gains powerful magic.

Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.

The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer's next turn.

The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer's blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.

Candle of Truth

Aura faint enchantment; CL 3rd

Slot —; Price 2,500 gp; Weight 1/2 lb.

This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.

Stone of Alarm

Aura faint abjuration; CL 3rd Slot —; Price 2,700 gp; Weight 2 lbs.

This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).

Martyr's Tear

Aura moderate necromancy; CL 6th; Slot none; Price 6,000 gp Weight

This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are marred by a single crack or chip near the gem's middle.

Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.

Hourglass of Last Chances

Aura moderate conjuration and transmutation; CL 11th; Slot none; Price 10,000 gp Weight

This tiny hourglass is filled with blood-red sand.

The sand flows only one way and turning it to start the flow activates its magic. It grants a target creature within 30 feet the following benefits for a limited time—freedom of movement (as the spell), and suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended and this suspended time does not count toward the duration of the suppressed effect.

Ending the hourglass's effects is a swift action. The hourglass can be used for up to 5 rounds in total before its magic is consumed. These rounds need not be consecutive.

Construct Channel Brick

Aura moderate transmutation; CL 7th

Slot none; Price 10,000 gp; Weight 1 lb.

This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the artifice domain, she adds +2d6 points of damage to her channel energy result when repairing constructs and objects.

Glowing Glove

Aura faint universal; CL 1st

Slot hands; Price 2,000 gp; Weight

The wearer of this slender white leather glove may, as a standard action, press it against any surface or object and cause a luminous handprint to appear. This print glows any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. Such handprints last for 1 day before fading away. The glowing handprint matches the wearer’s hand in terms of size, position of fingers, and so on.

Cap of Light

Aura faint evocation; CL 1st

Slot head; Price 900 gp; Weight

This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle.

The wearer can command the statue to radiate light (as light). The light can also be turned off on command.

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