Woodland Magic Items

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Bracers of Brachiation: The slim bracers of brachiation grant the wearer a climb speed of 20 feet in forested areas. The user gains a +8 racial bonus on all Climb checks, and it can always choose to take 10, even if rushed or threatened while climbing. In addition, while using its climb speed to move in forested areas, the creature gains a +2 insight bonus on initiative checks and Reflex saving throws. Moderate transmutation; CL 7th; Craft Wondrous Item, spider climb, creator must have at least 10 ranks in Climb; Price 18,400 gp; Weight 1 lb. Bracers of Foesmiting: The faces of these wooden bracers of foesmiting depict relaxing scenes of woodland majesty. The bracers allow you to preserve natural features in the area of destructive spells or spell-like abilities you cast. When you cast the spell with the acid, cold, electricity, fire, or sonic descriptor, the effects do not harm natural vegetation, ground cover, and any creatures of the animal or plant type in the area that you wish to exclude from damage. You do not need line of sight to an object to exclude it from the damage, but you must know the creature or object is there to prevent the damage from applying. Faint transmutation; CL 5th; Craft Wondrous Item, creator must have the animal companion class feature; Price 16,000 gp. Cutting (Weapon Quality): The cutting weapon quality can be placed only on a slashing weapon. A cutting weapon's blade becomes serrated, and it works especially well against plants and plant creatures. The weapon ignores a wooden object's hardness. Additionally, a cutting weapon deals an extra 2d6 points of damage against a wooden object or a plant creature. Moderate transmutation; CL 10th; Craft Magic Arms and Armor, blight, keen edge; Price +1 bonus. Feytracker: A feytracker is a handheld hoop of cold iron about the size and shape of a magnifying glass, save that it is not set with a lens. This magic device aids greatly in tracking creatures not only in wooded terrain, but in any terrain, provided the creature being tracked is a natural being. The feytracker grants a +5 competence bonus on Survival checks made to track animals and plant creatures. It grants a +15 competence bonus on Survival checks made to track fey, rangers, and druids. A feytracker can even track a creature that uses a pass without trace effect to avoid leaving tracks. In this case, the creature to be tracked gains a Will saving throw (DC 15). If the creature fails its save, it leaves behind faint traces that only a feytracker can detect. When a user looks through the feytracker, the user sees marks that resemble the tracked creature's footprints. Tracking in this manner otherwise works just like tracking a creature that did not use pass without trace. When tracking such a creature, you do not gain a circumstance bonus on Survival checks if the creature is an animal, plant, fey, ranger, or druid. Moderate divination; CL 9th; Craft Wondrous Item, true seeing; Price 22,500 gp; Weight 1 lb. Horn of the Wakened Forest (Minor Artifact): The horn of the wakened forest looks like an oversized ram's horn, but closer examination reveals that it is carved from wood. In truth, these objects are fantastically powerful and rare minor artifacts that dryad druids purportedly carved from the living hearts of trees who were willing to give up their existence to help create an object of great power to help protect the forest. Anyone can blow a horn of the wakened forest as a standard action, and doing so generates a low, rumbling tone that seems to reverberate through the bones and branches of all creatures and trees within an the area. If used in an area of civilization, the sound causes wooden buildings within an 80-foot spread to rumble and seethe as the spirits of the wooden planks and boards rise up in rebellion. All wooden buildings in this area immediately take 100 points of damage; this is enough to collapse a moderately sized wooden building with ease. Hardness does not reduce this damage. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble. Creatures that are pinned take 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

If used in an area not dominated by wooded terrain or civilization, the horn instead causes an explosive eruption of plant growth. Over the course of 1 round, the terrain in an 80-foot spread violently transforms into a dense forest. Any nonplant creatures in this area take 12d6 points of bludgeoning damage from the explosive growth; a DC 20 Reflex save reduces the damage by half. At the end of the round, creatures that fail their saves end up 3d4x10 feet in the air, suspended in the tangled branches of the trees. Creatures of Large size (or larger) cannot be supported by the branches and immediately fall. The user of the horn can select any creatures in the area to be immune to the effects of the explosive growth at the time the horn is sounded. The forest so created by this use of the horn is real, and if the surrounding terrain is hospitable, the forest thrives. If used in a forested area, the horn's effects are even more astounding. In such a region, three effects simultaneously occur. {{bu}}All of the undergrowth in an 80-foot spread animates and functions as an entangle spell against any creatures that would do you or the forest harm. This entangle effect is heightened to a 9th-level spell, for a base save DC of 19 modified by your Wisdom modifier. This effect fades after 24 hours. {{bu}}All allies of yourself or the forest immediately gain fast healing 5 as long as they remain within 80 feet of where you initially sounded the horn. This effect fades after 24 hours. {{bu}}Six trees within 80 feet of you are immediately transformed into treants with maximum hit points and a +4 bonus to their Strength and Constitution. These treants serve you without question, as long as your goals don't seem to work against the safety of the surrounding forest. The treants can travel beyond the initial 80foot range of the effect, but once 24 hours have passed, they revert to normal trees. Horn Treant (hp 80) see Monster Manual, page 244, except grapple +24, slam +14 melee (2d6+11), trample 2d6+15 (Reflex DC 24 half), Fort +12. The power of a horn of the awakened forest is potent, and as such it cannot be used more than once per day. Strong conjuration; CL 20th; Weight 5 lb. Tendriculos Seed: This spherical brown object looks like a closed up pinecone. It rattles when shaken, and it feels heavier than it looks like it should. When placed on the ground and when the command word is spoken, the seed instantaneously opens and transforms into a fully grown tendriculos under the complete control of its owner. The tendriculos can understand simple spoken orders, like "Attack those creatures" or "Guard this grove of trees," but it can't follow anything more complex. The tendriculos remains for one day before wilting; a tendriculos seed may be used only once. If the tendriculos seed is activated in a forested area, the tendriculos created is hasted and gains a +4 sacred bonus to its Strength, Dexterity, and Constitution. Strong transmutation; CL 15th; Craft Wondrous Item, control plants; Price 6,000 gp, Weight 5 lb. Treebed: A treebed looks (and functions) like an ordinary bedroll. If unrolled in the branches of a tree, though, it attaches to surrounding branches and the trunk in a manner similar to a hammock. A creature that sleeps in the treebed is protected from the elements (as if by endure elements) and remains dry and comfortable even in the most violent downpours. Finally, the treebed becomes warded with an alarm spell when so deployed. Faint abjuration; CL 3rd; Craft Wondrous Item, alarm,endure elements; Price 2,750 gp; Weight 3 lb.

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