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Loot (Skaya)

Started by Anastasia, October 26, 2023, 03:09:25 PM

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Nephrite

No, he's extremely grateful to them and will be sure to show that appreciation. He'll ask them if they have any issue with him studying / scribe some spells at their temple while the recovery efforts take place and he'll continue to help out with healing duties there as well.

This leaves Devar with 3299.56 gold.

Anastasia

Did you have any particular spells in mind?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

Luminous Armor at least, beyond that if Sanda had any ideas on ones to search for he'd be open to options.

Anastasia

Sanda's fairly practical with her spells. She honestly prefers non combat spells, but her current situation is what it is, so she works with it. If you look at her two spell lists, she has combat spells as well as things like dimension hop, she's not just about raw offense.

Think about the utility you need.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

In that case I'll look for the following:

-Deflect
-Ectoplasmic Armor
-Greater Mage Armor
-Greater Mage Hand
-Luminous Armor
-Nerveskitter
-Resist Energy

Anastasia

Sanda has Greater Mage Armor and Resist Energy as it is, so no need to ask around.

Deflect's easy enough to get.

Okay on Ectoplasmic Armor and Greater Mage Hand.

Nerveskitter is fine, it's been used in a bunch of games.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

I will jot down that I found them all then!

Anastasia

Starre money give away.

10,000 gold to the party to spend as they see fit.
3,000 to Anne's orphanage.
The rest to Dareslan's recovery.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

I guess that goes 2k each? In that case Rina gets my 2k and my debt is paid off really quickly.
<Steph> I might have made a terrible mistake

Anastasia

That works if that's how you want to do it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

#85
A wand of CLW, CL3, 3 charges left. This wand has retired.

A wand of Magic Missile, CL 3, 38 37 charges left.
<Steph> I might have made a terrible mistake

Anastasia

Storm's Eye

An intelligent lance. You don't know its powers, but for now treat it as a lance+1, shocking. You can summon it or banish it from your hand as a swift action. More will likely come in time, but this is a bare minimum.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#87
Underground Cities Loot

Boots of Lightning Obsession (Cursed)

These boots compel whomever touches them to wear them (DC 22 Will negates). When worn these boots function as Boots of Striding and Springing, as well as grant electricity resistance 5. However, the wearer gets strong desire to handle and feel electricity, no matter how damaging it is to them. The boots are immune to any damage from electricity, including secondary sources (such as a body on fire from electrocution). This immunity does not stop the boots from being a strong conductor for electricity and do not shield the wearer in any way.


Storm's Eye

An intelligent lance. You don't know its powers, but for now treat it as a lance+2, shocking. You can summon it or banish it from your hand as a swift action. It has multiple powers as described below.

Once per encounter as a standard action, it can summon lightning on a single target, dealing 5d8 points of electricity damage (DC 20 Ref halves), this causes it to banish itself and be unavailable for the rest of the encounter.

If you cast a spell that deals electricity damage onto Storm's Eye, it absorbs it harmlessly. The next attack you make deals electricity damage equal to the spell's damage with a -1 penalty per damage die. A spell cast onto Storm's Eye fades after three rounds if you do not strike a creature.

If fed sufficiently powerful magical equipment, Storm's Eye can produce tiny gemstones. Each gemstone, if consumed by a creature, provides resistance to electricity 1. Multiple gemstones stack.

Identify fails on Storm's Eye.

Amulet Of Natural Armor+2

+2 enhancement bonus to natural armor.

Ioun Stone, Incandescent Blue Sphere

+2 enhancement bonus to Wisdom.

Gemstone Of Great Health

Break this gemstone open and drink the liquid within to gain a permanent bonus to Constitution.
Rina liked it.

Winter Lament

A heavy hammer made of cold wrought iron. Winter Lament is a greathammer+1, frost. Grants resistance to fire 10. The wielder gains the benefits of the Power Attack feat if they do not possess it. If they do, they gain a +1 competence bonus to attack rolls and may wield Winter Lament as if they were proficient with it, even if they are not, and do not count Winter Lament's weight against their total encumbrance.


Snow Crystal Pendant

This is an unholy symbol to Auril that provides a +2 enhancement bonus to Charisma. However, it is cursed, the wearer cannot remove it once it is donned without a remove curse spell. If the wearer does not worship Auril, they suffer 1 point of frostburn damage per day and cannot heal frostburn damage of any kind. This damage fades instantly if they submit to Auril.

Bastia's Belt

A plain leather belt with strong enchantments on it. It does not wear down or get dirty, and is durable enough to last for ages. It is a monk's belt. If the wearer has a monk's fast movement class feature, they count as five levels higher for it. Twice per day as a swift action, the wearer can gain the benefits of Presip's Life Walk for three rounds. The wearer ignores difficult terrain, grease spells and other hazards that may make them fall (but not being knocked prone, tripped or similar effects).

Oathstrike

A steel heavy mace made entirely of polished steel, it does not stain, dull or get dirty. It is a heavy mace+1. In the hands of a lawful good character, it is a heavy mace+2 that deals triple damage on a critical hit. In the hands of a lawful good character who serves a good or lawfully aligned deity and has the True Believer feat, it is a heavy mace+3 that deals quadruple damage on a critical hit.

Anyone who wields Oathstrike finds themselves unable to lie as long as they wield it.

Oathplate

A steel breastplate made entirely of polished steel, it does not stain, dull or get dirty. It is a breastplate+1. In the hands of a lawful good character, it is a breastplate+2 that grants a +5 competence bonus to Heal and Knowledge (Religion) checks. In the hands of a lawful good character who serves a good or lawful aligned deity and has the True Believer feat, it is a breastplate+3 that grants a +10 competence bonus to Heal and Knowledge (Religion) checks.

Anyone who wears Oathplate finds themselves unable to lie as long as they wear it.

Choked Whisper

This is a greataxe stained by unimaginable filth. It is a greataxe+2. Anyone who touches or is injured by the axe contracts Filth Fever (DC 24 negates, incubation time 1d6 hours, damage 1d6 Strength and Dexterity). This version of Filth Fever spreads through the air as well as through contact with bodily fluids, and is in general spreads easily and rapidly.

Armor of Diseases

Armored stained by mud tainted by Ooze, this armor offers power, but at a price. It is full plate armor+2 that grants immunity to disease when worn. However, when first worn, the wearer must make a Fortitude save (DC 27) or contract Blinding Sickness, Mindfire, Red Ache and Slimy Doom. So long as the armor is worn (and permanently if the armor is donned willingly), the wearer cannot be cured of these diseases, but must recover naturally instead. Each disease is saved against separately and has a DC of 27. Should a wearer recover naturally from all four diseases, they may wear Armor of Diseases without further penalty. A non-willing wearer cured of these diseases is not and is at risk of contracting them again with further use of the armor.

Tome of Great Might

This large, heavy book was once a special tome to permanently increase Strength. It was converted into a blessed book, with the most curious results. It functions as a blessed book with 100 pages and all pages empty. Any spell, no matter how complex, only takes one page in this book. Additionally, spells in this book gain various special properties.

All Spells: The caster may use their Strength modifier in place of their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 5th Spell: The caster may use their BAB in place of caster level. Any bonuses to caster level still apply.
Every 10th Spell: The caster may add their Strength modifier in addition to their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 25th Spell: On inscribing this spell, the caster may choose to sacrifice one point of Intelligence, Wisdom or Charisma. They gain a +1 bonus to Strength if they do. This loss and gain is permanent, and reversing the loss negates the gain.
Every 50th Spell: The spell may be delivered as if it were a touch spell that affects a single target. How this interacts with spells not suited to this varies wildly from spell to spell.
Every 100th Spell: For filling the entire book, the caster gains a +1 bonus to Strength. If the caster has sacrificed one or more points of Intelligence, Wisdom and Charisma, they gain an additional +1 Strength.

A scribed spell gains all benefits it counts for. The 10th spell in the book counts as every 5th and 10th spell, for example.

Ring Of Sure Strikes

This ring negates the miss chance from concealment, including total, as well as invisibility, mirror image, blur and even blink.

Bearheart Pendant

A silver, heart shaped locket with the image of a bear within. Grants a +2 enhancement bonus to Constitution. If the wearer is a spellcaster who has Bear's Endurance prepared (if a prepared caster such as a wizard or cleric) or known (if a spontaneous caster such as a sorcerer or favored soul), grants an additional +2 enhancement bonus to Strength and Dexterity.

Icon Of Azure Flames

This item has Magic Aura cast on it, but Devar made his Will save and he discerns the true function of the icon.

The Icon Of Azure Flames is meant to test the resolve of those who approach it and stare into its eyes. They must make a DC 23 Will save. Failure results in hurling themselves into the chasm below. Success bestows a special magical mark on them that is keyed to something else here. Moving the icon, attempting to protect or ward yourself to resist the Will save or otherwise interfering in the test results in automatic failure as well 10d6 points of damage (no save).


Ignisa

This large longspear+1 deals x4 instead of x3 when it inflicts a critical hit. It increases the caster level of fire spells or spell-like abilities by 1, and allows any spellcaster  that possesses it to know or prepare the following spells: 1: Burning Hands. 2. Flaming Sphere. 3. Fireball. 4. Wall of Fire. 5. Flame Strike. This even extends to factotums and similar classes that mimic spellcasting.


Tiny Gems x 3

Each gemstone, if consumed, grants resistance to electricity 1. Multiple gems stack.

Goldenfang

This sword seems to be made of pure gold, but is strong as steel. It is a longsword+1 that grants a +2 enhancement bonus to Constitution. Any creature that attacks the wielder when it is drawn must make a DC 24 Will save or be dazzled for the rest of the encounter. Unlike the normal dazzled condition, this inflicts a -3 penalty attack rolls and Perception checks. Finally, twice per day the wielder may use glitterdust as a standard action and a 20ft area radius spread (DC 24).

Armor of Purity

Armor purified of a wretched taint of disease and Ooze, this armor protects the wearer's purity.  It is full plate armor+1 that grants immunity to diseases and poisons of all kind, as well as a +4 bonus to saving throws against curses. Once per day as an immediate action when the wearer dips below 50% hit points, and automatically if reduced to 0 or less hit points, the armor can cast a cure critical wounds spell (caster level 10th). This can prevent death if it heals sufficiently. Finally, any tainted food or water the wearer touches is purified and safe for consumption.

Icewind Tear

This blue tear shaped gemstone is intensely cold, enough to cause frostbite with only minutes of exposure to bare skin. However, when worn around the neck as part of a pendant or necklace, it grants resistance to cold 10 and a +2 competence bonus to attack and weapon damage rolls versus dragons.

Potion of Cure Moderate Wounds

Potion of Darkvision

A potion that's now spoiled and acts as a poison (DC 18 Fort, 1d2 Con plus sickened/1d4 Con plus nauseated).

Yuki Onna's Sword

A slender short sword that is constantly chilled. It counts as a cold iron short sword+1, frost. The extra damage from frost repeats the following round at the start of a damaged creature's turn. This also applies for any other cold damage the weapon deals. The wielder also gains resistance to cold 10 as long as it's on their person.

Ring of Sustenance.

As the SRD.

Sphere of the Elements x5

Each of these spheres allows one to immediately gain the half elemental template of choice. This includes quasi and para elemental planes. The sphere will eliminate or minimize any drawbacks, such as ability score loss. Each person can only benefit from one.

Unidentified Items

Several familiar heavy gold coins, from your mountain treasure hunting.
Gold and orange gemstone pendant, not magical.
Small black smooth stone sphere, shiny and cold to the touch, not magical.
Strange plant with acidic green berries, not magical.
Golden Wires, strangely acid resistant.
Dire bear's armor/barding/whatever it was, not magical.
Broken and ruined tiara, gemstone destroyed, no longer magical.
A few dozen tiny, sparkling gemstones of various colors, no longer magical.
4 salamander spears, not magical.
1 armored salamander's armor, not magical.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Updated:

Storm's Eye

An intelligent lance. You don't know its powers, but for now treat it as a lance+1, shocking. You can summon it or banish it from your hand as a swift action. Once per encounter as a standard action, it can summon lightning on a single target, dealing 5d8 points of electricity damage (DC 20 ref halves), this causes it to banish itself and be unavailable for the rest of the encounter.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

 1 CLW to everyone, 1 CSW to Sanda and to Rina each, 1 CMW to Anne, Skaya and Devar each.

A wand of Magic Missile, CL 3, 36 charges left.
<Steph> I might have made a terrible mistake