DM Sketchpad – February 2010
The open game license for this wiki entry can be found here and the archive of DM Sketchpad material will be located here DMSArchive once I get it done.
February 8th, 2010 (by Mark)
With the information on curses out of the way, I think it is time to once again return to the land of the Otyughnomicon. Tonight I’m going to be using at template from Dario Nardi’s Secrets of Pact Magic. The following creature is Open Game Content
Gurglackpulg, The Spirit-Touched
Gurglackpulg, Spirit-Touched Otyugh CR 6 (2,400 XP)
LN Large magical beast
Init +0; Senses book scent 30 ft., darkvision 60 ft., scent; Perception +14
AC 17, touch 9, flat-footed – (+8 natural, -1 size)
hp 57 (6d10+24)
Fortitude +8, Ref +5, Will +3
Immune disease; Resist fire 5
Spd 30 ft.
Melee bite +9 (1d8+4, disease), 2 tentacles +5 (1d6+2, grab)
Space 10 ft.; Reach 10 ft. (15 ft., tentacle)
Special Attacks constrict (tentacle, 1d6+2), battle trance (6 rounds, no one takes 5 ft. steps next to you, ignore sneak attacks of HD less than 10, +2d6 damage to chaotic creatures).
Spell-Like Abilities (CL 6th)
At-will - detect pact spirits
Str 18, Dex 10, Con 17, Int 6, Wis 13, Cha 8
Base Atk +6; CMB +11 (+15 grapple); CMD21 (23 vs. trip)
Feats Skill Focus (Perception), Toughness, Weapon Focus (tentacle)
Skills Perception +14(3), Stealth +2(3) [+10 in lair]; Racial Modifiers +4 Perception, +8 Stealth in lair
Languages Common
All-Around Vision (Ex) Gurglackpulg is never flat-footed and have a +4 racial bonus to Perception checks.
Book Scent (Ex) Gurglackpulg loves to read books and scrolls. He can smell books and scrolls within 30 ft.
Disease (Ex) Filth fever: Bite—injury ; save Fortitude DC 15; onset 1d3 days; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution based.
Minor Binding (Ex) Each day, Gurglackpulg can select one granted ability of a 1st level spirit. Typically, Gurglackpulg binds Forash, Precipice of Spirit’s resist flame ability (already reflected in the statistics)
Pupil of Secret Lore (Su) Gurglackpulg has three secret lore uses per day that can be used to activate comprehend languages, light or read magic spells.
Environment Library of Axion
Organization Solitary
Treasure standard plus 1d4 scrolls and 1d6 books (part of the Richard and Jehanne series)
Gurglackpulg became spirit touched when his lair became unexpectedly coexistent with the Astral Plane for an extended period of time. As Gurglackpulg began to interact with the spirit world, he found he was able to understand them and bind with them. His interactions with peaceful, intelligent spirits led him to surrender his more chaotic, destructive, base tendencies and begin a pursuit of knowledge and literature. Books and scrolls are interesting, though he wishes they had more pictures. Still he really likes a series he has started reading called Richard and Jehanne. It is great. There are lots of pictures. He also likes to be read to by humans and their children. He has not eaten a single child, even though they smell so yummy. Far from his underground lair, Gurglackpulg now lives at the Library of Axion where he helps people reshelve books on the really, really tall shelves and regularly attends story hour.
February 7th, 2010
This is the last week of school before the winter break. I’m hoping to spend most of the winter break finishing up a secret project that I’ve been working on in my “spare time”. I need to write another Wednesdays and Woe for Rite Publishing as well this week, so if you have a horror topic you are interested in please drop me a line and put in a request. Below is the last of the recovered, and reworked cursed items text. All of the text below is Open Game Content
JEALOSY
School necromancy; Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a drop of reproductive fluid)
Range touch
Target creature touched
Duration permanent
Saving Throw Will half; Spell Resistance yes
The player places a curse on the subject. If the target attempts to engage in sexual intercourse with any creature other than with the player, the creature experiences agonizing pain causing 1d6 points of damage per caster level (maximum 10d6), with a Will save half.
If the player has placed a divine or arcane mark upon the creature the spell can be cast at any range.
VACATE BOWELS
School necromancy; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration Instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
The target creature’s bowels completely evacuate, with predictable results, if it fails its Fortitude saving throw. So violent is this action that the creature is immediately stunned (drops everything held, can’t take actions, takes a –2 penalty to AC, and loses Dexterity bonus to AC) until the caster’s turn next round.
REVERBERANT TEMPLATE
The reverberant is the emotional essence of an intelligent creature that has suffered great emotional and psychic trauma as the deliberate results of another’s actions. The reverberant comes into existence with an intense hatred of whoever caused the trauma and beings that wield psionic powers.
Creating a Reverberant
“Reverberant” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid. The creature (referred to hereafter as the base creature) must have a Charisma of at least 6. If their score is below 6 then raise it to 6 before continuing. A reverberant uses all the base creature’s statistics and special abilities except as noted below.
CR Same as base creature +1.
AL Always lawful evil.
Type The creature’s type changes to undead (augmented, incorporeal). Do not recalculate class Hit Dice, BAB, or saves.
AC The creature loses all armor and natural armor but gain the a deflection bonus equal to its Charisma modifier.
Hit Dice Change all racial HD to d8s. Class Hit Dice are unaffected. As undead, reverberant use their Charisma modifier to determine bonus hit points.
Defensive Abilities A reverberant gains channel resistance +2.
Speed Reverberants have a fly speed of 30 ft. with perfect manoeuverability.
Melee All physical attacks are now replaced by incorporeal touch attacks whose attack rolls are modified by Dexterity plus draining touch.
Special AttacksA reverberant gains several special attacks. Save DCs are equal to 10 + ½ reverberant’s HD + reverberant’s Cha modifier.
Draining Touch (Su): When a creature is struck by the reverberant the creature must make a Will save (DC 10 + 1/2 reverberant’s HD + reverberant’s Cha modifier). If the save fails the target creature will be drained of 1d4 power points or 1 point of Intelligence, if they have insufficient power points.
Emotional Disharmonics (Su): The extreme emotions that the reverberant radiates disrupts mental prowess of psionic creatures. If the reverberant is currently threatening a psionic creature then the psionic creature must make a Will Save (DC 10 +1/2 reverberant’s HD + Charisma modifier) or may not manifest powers psionic powers.
Power Conversion (Su): When a reverberant drains power points by means of its incorporeal touch, it immediately heals 1 hit point per power point or 4 hit points per intelligence point drained. It can not gain more hit points than is allowed for its Hit Dice but it could rise above the reverberant’s starting hit points.
Psi-Like Abilities (Ps): At will – detect psionics, energy burst (electricity, 5d6, DC 15 + Cha modifier) or (sonic, 5d6-1, DC 13 + cha modifier). Manifester Level is equal to Hit Dice. The save DC is Charisma based
Ability Scores Cha +4. As an incorporeal undead, a reverberant has no Strength or Constitution score.
Skills Reverberants have a +4 racial bonus to Perception checks.
When a reverberant is reduced to 0 hp it is destroyed. The total of the reverberant’s essence is not lost at this point but instead will remain in this area as 1d3 broken psionic echoes that could later be harvested by a psionic character.
What is a psionic echo and why would I want to harvest it?
Simply put a psionic echo is a piece of the creature’s negative mental energy. Like a strong memory of loss, rage, injury, terror, or death the echoes are carried like baggage throughout a creature’s life only to be released upon the creature’s death. They hang invisibly in the air retaining their mental energy until they dissipate or are harvested. If a psion harvests the echo it can be used and another source of power points to fuel their manifestations.
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February 6th, 2010 (by Mark)
Kent was out today to make his character for the Second Darkness campaign. It looks like he will be playing a Half-giant psychic warrior based on Dreamscarred’s Beta ruleset. He took his character with him so I’m not able to post it but I thought I would put up some more cursed items. There are about three entries left. The material below is Open Game Content
ROD OF BESTIAL FURY (Knowledge (psionics) DC 22)
History: Teelia Sworsjin, a maenad Puppetmaster, was angry. Time and time again her puppets would fall in battle due to their pathetic weaknesses. When she did manage to control a stronger creature, its will over time would assert itself and it would rebel. After the disastrous rebellion of her half-giant ranger at the Blacktooth Canyon, Teelia retreated from the world to reflect on the problem.
“How can I guarantee strength in my puppets while ensuring they unwavering loyalty,” she thought. She crafted a psionic item that would not only increase the power of her puppet but also leave them supple to her will. For a time it seemed her Rod of Bestial Fury had indeed given her everything that she desired. It seemed to be a perfect solution until the half-giant died. Teelia didn’t recognize the emotional trauma that the rod had inflicted on the puppets’ mental essence or the abomination that would result from her careless abuse.
ROD OF BESTIAL FURY
Aura strong psychometabolism; ML 14th
Slot none; Weight 7 lb.
[Description]
The Rod of Bestial Fury is a universal item that can be used once per day. When the rod is touched to a living creature and the command thought is provided by the wielder, the target gains a number of permanent adjustments: +4 enhancement bonus to both Strength and Constitution, –4 penalty to Intelligence and Wisdom, and damage reduction equal to 2/-. If a creature targeted by the rod is reduced to 0 Intelligence or Wisdom, it will die. When the target of the rod dies for any reason their essence does not rest but instead they acquire the Reverberant template below and rise from their body in 1d4 rounds. Once risen, the Reverberant will seek to destroy the creature that hurt it with the rod and then seek out any other psionic creature to destroy.
[Creation]
Psionic Items rod of bestial might
STEELMIND MATRIX (Knowledge (psionics) DC 24)
History: Deep within the foundries of the world, Muckler Steelmind, a duergar shaper, toiled in the darkness trying to end the siege of his homeland. Everyday the duergar defended the entrance to their clanhold against the vile possessors, but the clan’s numbers were falling to these foul children of outer gods.
The clan elders met and chose Muckler Steelmind to create a number of cognizance crystals that the clan’s psychic warriors could use to take the fight out of the clanhold and end the threat of these foul aberrations.
Resources in the clanhold were short, as the siege of the possessors had gone on for several months, so instead of investing in new materials Muckler had to realign older psychoactive materials to make the 30 crystals the elders demanded. When the psychic warriors had prepared themselves to lead an assault against the possessors, the power promised to them never came and they too were possessed. The clanhold fell two days later.
STEELMIND MATRIX
Aura moderate psychokinesis; ML 9th
Slot none; Weight 1 lb.
[Description]
The Steelmind Matrix acts as a cognizance crystal in many ways; in fact it will hold 9 power points when fully charged. However the matrix used to hold the power is unstable and requires 2 power points to be used to store a single point, although the user will not recognize this flaw. Additionally the matrix is only considered stable when holding 0, 3 or 9 points; if the matrix is currently holding another number of points it will lose an additional 1 power point every minute until it has only 0 or 3 power points in it. The curse of this item results from poor craftsmanship and not from any malicious intent.
[Creation]
Psionic Itemscognizance crystal
WINTERSCARRED SILVER (Knowledge (geography) DC 20)
History: The death of Olaf Stonesinger and his bodyguards in the Winterscarred Mountains was a great loss to their clan. In tribute to the Olaf and his bodyguards, 8 silver ingots were forged and were left with their bodies in the tomb to mark their sacrifice for the good of the clan. Olaf’s courage against the gargantuan remorhaz that haunted the mountains became a legend to be respected and remembered.
Since the day of his entombment, the men of his clan would each day visit the tomb to pay their respects after toiling for silver in the Winterscarred Mountains. The clan was blessed for their reverence and dedication to traditions for centuries, until a young thief named Razul Shalesplitter stole one off the silver ingots and fled. In outrage at the sacrilege perpetrated by one of his clansmen, Kragmor Thornwarmer, the high priest and spiritual leader of the clan, brought his god’s fury to bear upon the clan. First he laid a powerful curse on the remaining 7 silver ingots and then he called a great glacier down upon the mountains sealing the tomb and silver mine off from the rest of the world. The clan was forced from their holdings, their prosperity, and their traditions. Now the clan exists as a shadow of its former glory and its members endlessly travel and search for the missing ingot that has robbed them of their destiny.
WINTERSCARRED SILVER
Aura strong enchantment; CL 14th
Slot none; Weight 1 lb.
[Description] Winterscarred Silver is the name given to any of the 7 remaining ingots that were first laid in remembrance of the Stonesinger sacrifice. These ingots are palm-sized, square and have been stamped with the image of a miner’s pick. They possess no magical properties beyond their two-fold curse. Any creature who takes one of the silver ingots for their resting place in Olaf’s tomb is immediately seized by the curse and will not part with his ingot unless he is trying to returning to it rightful resting place. Any time another creature asks the cursed creature for material or financial assistance the cursed creature must make a Will save (DC 18). If the save is failed the cursed creature must provide that assistance to the creature as best he can and make a second Will save (DC 18). If the second save fails as well the cursed creature will explain, “I freely will give all that you ask and I can provide for I, like a base villain, have stolen a silver ingot from the sacred Stonesinger Tomb and it is all that I will ever need.” This curse can only be lifted if all 8 silver ingots are returned to the Stonesinger Tomb in the Winterscarred Mountains.1
[Creation]
Magic Items none
(Tomorrow I’ll post the last remaining spells and templates needed for this material).
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February 5th, 2010 (by Mark)
I’m still recovering from a busy, busy week at school so I thought I would continue to add material from my cursed item book, updated and now appearing here on the DM Sketchpad. The following material is Open Game Content.
KEEPER’S TOOLBELT (Knowledge (planes) DC 25)
History: The keepers are an enigmatic class of automatons that are tasked with maintaining the Clockwork-Driven Lighthouse, a demiplane built by the forces of law2. These beings flit through the Lighthouse making sure that it does not fall into disrepair. While the automatons are not seen outside of this demiplane that does not mean that their presence is not felt.
When the forces of law built the Clockwork Driven Lighthouse, they were concerned that some diabolical force may attempt to harm the keepers and prevent the maintenance of this powerful weapon. Therefore, they levied a curse upon each Keeper’s Toolbelt to make sure the keepers’ numbers would remain constant. When a keeper is destroyed the divine spark that animated and gave life to it is transferred into its toolbelt. Some foolish planar travelers will actually take the toolbelt from the keeper’s broken form as a trophy.
KEEPER’S TOOLBELT
Aura strong transmutation; CL 16th
Slot belt; Weight 4 lb.
[Description]
The Keeper’s Toolbelt is a magical belt that provides a +8 competence bonus to all craft checks and reduces the cost of crafting any item by 50% as the crafter’s understanding of construction methods is augmented. Once a creature wears this belt for more than 1 week, the true intent of the belt begins to assert itself. Each time the wearer constructs an item of metal he, unbeknownst to him, gains a point of hardness. The wearer may learn of this condition if he is attacked and notices some of the damage has somehow been mysteriously resisted. Once the wearer has accumulated 20 points of hardness; he will undergo a metamorphosis that takes 10 minutes as his form shrinks and his body and mind transform into that of a keeper.
As a keeper he will immediately begin constructing a temporary portal, which takes 3 days, and return to the Clockwork-Driven Lighthouse. This portal will be big enough for medium size creatures to pass through and will collapse after 1 hour.
[Creation]
Magic Items craftsman’s belt
NOBLE’S HONOUR (Knowledge (nobility) DC 16)
History: Unfortunately not all rulers rise to power because of their fair judgment and wise leadership. Jerith Lars wanted to rise to power using his good looks, and why should he not? He was a dashing figure, after all. But he was getting older and his looks were beginning to fade, while he still had a long way to go to attain the power he wanted.
In the city in which he lived, now forgotten to time, there was a mature human sorceress that Jerith had heard possessed great mastery of the arcane arts. He met with the sorceress and after a period of weeks was able to work his way into her bed and heart. Once he was sure her love was true, he convinced her to craft for him a headband of alluring charisma as a present. The sorceress was no fool; she had seen how Jerith looked at the young maidens at court and knew how charming he could be already. Thus, she crafted into the cloak a way to retain the man’s faithfulness. It was only a week after she presented the headband to Jerith that he poisoned her and left to find new conquests. It was not long before her terrible curse became apparent.
NOBLE’S HONOUR
Aura moderate necromancy; CL 8th
Slot head; Weight 1 lb
[Description]
The Noble’s Honour acts as a headband of alluring charisma +4 with one serious drawback. The suspicious sorceress realized that the noble could use the cloak to help work his way into the beds of other women and so cursed the item with a variant form of jealousy. Should the wearer bed any member of the opposite sex with the help of the headband, the wearer, from that point on, would be bound to that lover, suffering (8d6) damage for any attempt made to use a charisma-based skill to positively affect the attitude of another member of the opposite sex or if the wearer commits an act of unfaithfulness. The wearer is allowed a Will save (DC 16) to take only half damage. This curse persists for as long as both bonded creatures live, even if the headband is thrown away.
[Creation]
Magic Items headband of alluring charisma
GUILT
School enchantment (compulsion) [mind-affecting]; Level bard 1, cleric 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a small mirror)
Range medium (100 ft. + 10 ft./level)
Target one nongood creature
Duration 1d4 rounds
Saving Throw Will negates; Spell Resistance Yes
A nongood creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
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February 4th, 2010 (by Mark)
I was up late writing letters of reference and creating midterm reviews on Thursday night so I know this is a day late but I’m going to try to not let my lates build up like last month. Here are some more cursed items.
ELIXIR OF FREEDOM (Knowledge (religion) DC 25)
History: Some say that this elixir was first crafted by a gnome cleric by the name of Brindle. He maintained a small shrine at the edge of a small town that was often the thoroughfare of adventurers. Adventurers who demanded healing spells or curative potions constantly approached Brindle. They would callously toss a pouch of coins at him feeling that this was restitution enough for access to his divine gifts, and for a time it was. Gradually however, Brindle realized that all the powers that his god would grant him were each day were being squandered on adventurers that took no heed of his teaching or of his god’s ways. Dissatisfied by the turn that his life had taken, Brindle hatched a plan to end the adventurer plague that had befallen him. It was at this time he created the Elixir of Freedom.
The Elixir of Freedom
Aura faint conjuration; CL 5th
Slot none; Weight —
[Description]
This potion appears to be nothing more than a standard cure light wounds potion by its colour, smell and taste, due to the prestidigitation spell that is at the heart of this elixir. Upon drinking this elixir, which is disguised as a healing draught, the creature is targeted with the spell vacate bowels. The creature may attempt to resist the effects of this elixir with a successful Fortitude save (DC 12). A successful save by the creature still leaves the creature sickened for one round.
[Creation] cure light wounds
HARP OF HEROES (Knowledge (history) DC 12)
History: One cannot be sure where the Harp of Heroes came from, since as many tales exist about its origin as the tales that have been told with it. The most popular tale recounted among the clerics of law is that the harp was cursed by the Lawgiver and given to a boastful charlatan who would tell great lies, exaggerating his own deeds against the forces of chaos and ignoring the deeds of those with him. Having been abandoned by his peers, he drifted from town to town until he found a shrine to the Lawgiver, whom his father had worshipped, where he prayed for vengeance on the ignorant people who failed to recognize his greatness and abandoned him. The Lawgiver was insulted to be sought after by such a petty selfish fool and decided to punish the man.
Before leaving the shine the man found a beautiful harp with the sweetest of song. It was when he next performed a tale of his heroics, while plucking the harp, that he discovered some of the powers that had been entrusted to him. As he told the tale, the air was filled with moving images of his heroic self and the foul beasts that he defeated and the sounds of conflict. All in attendance rewarded the man with great amounts of money in recognition of his performance and marveled at how real it had all seemed. It was days later that he realized how real the images and beasts he created actually were.
Harp of Heroes
Aura strong illusion; CL 18th
Slot none; Weight 3 lbs.
[Description]
The Harp of Heroes is a masterwork harp enchanted to create illusions of the actions depicted in any tale that is told while playing the harp, as if the musician is using ghost sound and silent image at will. However, that is not all the harp does, 1d3 + 2 days later the antagonist or antagonists defeated in the tale will appear 2d12 miles from where the tale was told, summoned from the Questing Grounds, a outer plane where stories and legends live. The creatures will then begin to hunt down the protagonist or protagonists of the tale. The antagonists will appear exactly as they did in the tale, although they will also possess the questing beast template (see below) and be intent on killing the protagonist. If the protagonist is killed by the questing beast, the questing beasts will wink out of existence. This can be an extremely dangerous curse for any overly-boastful character or for those that heckle the storyteller, since they may find themselves included as protagonists themselves in the story. (The Harp of Heroes was inspired by earlier work by Michael Hammes in Forbidden Arcana: Magical
Pipes and Tobacco)
[Creation]
Magic Items harp of heroic tales
Detect Disease
School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Ranged 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level (D)
Saving Throw none; Spell Resistance no
The player can detect in a creature the presence of disease or disease-causing filth or conditions, etc. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of disease.
2nd Round: Number of disease or disease-ridden areas and the location of each. If a disease source lies outside your line of sight, you discern its direction but not its exact location.
3rd Round: The general type of disease: the damage it inflicts, the incubation period, contagion factors, and the relative difficulty of the save.
Note: Each round, you can turn to detect disease in a new area. The disease can barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 1 yard or wood or dirt blocks it.
February 3rd, 2010 (by Mark)
My third Wednesdays and Woe’s article has just been published on Rite Publishing’s website. This week’s entry featured a number of cursed items and I thought that since I hadn’t written up many cursed items for the DM Sketchpad I should put a few up here. I wrote these some time ago for an ebook project that is not readily available anymore, so to allow them to live on an accessible way I’m posting them here over the next couple of days. The following material is Open Game Content
Cursed Items for the Pathfinder Roleplaying Game
Cursed items are magic items with some sort of potentially negative impact. Occasionally they mix bad with good, forcing characters to make difficult choices. Cursed items are almost never made intentionally. Instead they are the result of rushed work, inexperienced crafters, or a lack of proper components. While many of these items still have functions, they either do not work as intended or come with serious drawbacks. When a magic item creation skill check fails by 5 or more, roll on Table: Common Item Curses to determine the type of curse possessed by the item.
Identifying Cursed Items: Cursed items are identified like any other magic item with one exception: unless the check made to identify the item exceeds the DC by 10 or more, the curse is not detected. If the check is not made by 10 or more, but still succeeds, all that is revealed is the magic item's original intent. If the item is known to be cursed, the nature of the curse can be determined using the standard DC to identify the item.
Removing Cursed Items: While some cursed items can be simply discarded, others force a compulsion upon the user to keep the item, no matter the costs. Others reappear even if discarded or are impossible to throw away. These items can only be discarded after the character or item is targeted by a remove curse or similar magic. The DC of the caster level check to undo the curse is equal to 10 + the item's caster level. If the spell is successful, the item can be discarded on the following round, but the curse reasserts itself if the item is used again.
Specific Cursed Items
Most of the items detailed below have been created from a creature’s willful intent to do harm to another creature. Each cursed item follows the following format:
NAME OF CURSED ITEM (KNOWLEDGE DC)
History: If a character makes a successful Knowledge check, that character will know that the item is not a regular magic item. A second successful check will reveal this information from the items past.
Name of Curse Item
Aura strength type; CL XX
Slot location; Weight XX
[Description]
A description of the mechanics of the cursed item.
[Creation]
Magic Items the false identity of the cursed item.
BEAUTIFUL LONELINESS (Knowledge (nature) DC 18)
History: There came a time when the men of the northlands decided they must expand their dominion into the ancient forests. Many attempts to clear-cut the area met with failure as workers vanished and equipment was sabotaged. An old trapper warned them that their incursions into the forest were drawing the attention of the faerie realms, but the foresters did not heed his warning. Instead they convinced a young mage to craft for them 4 magical handaxes of cold iron that could be used to slay the fey that had plagued the northland’s expansion.
Unfortunately, this plan was overheard by a redcap named Bricriu who then hatched a plan of his own. He hid in the young wizard’s home as the weapons were being enchanted. While the wizard rested, the fey laid his own curse within the handaxes.
Beautiful Loneliness
Aura faint evocation; CL 3rd
Slot none; Weight 3 lb.
[Description]
The +1 cold iron handaxes known to bards as Beautiful Loneliness carry a curse that first emerges when the wielder of the axe wounds a creature of fey type. As blood is drawn the wielder becomes imbued with the unnatural majesty and beauty of the fey. This beauty radiates from the wielder for 1d4 rounds and all non-fey creatures within 30 ft. must make a Fortitude save (DC 15) or die. The wielder becomes the target of the guilt spell if he meets the alignment restriction with a Will save (DC 15) as well. Those that make the saving throw are immune to these effects for 1 hour. Once the wielder has drawn blood he will suffer this curse each time he injures a creature of fey type regardless if he is using the handaxe or another weapon.
[Creation]
Magical Items +1 cold iron handaxes
BRACELET OF WEAKNESS (Knowledge (nobility) DC 28)
History: The Bracelet of Weakness was first crafted by Gelhind Morimis, an unscrupulous advisor to the throne of Viraitia. The power hungry advisor seized upon his opportunity to bring this foul device into existence when the king became ill. This simple bracelet is made of flexible silver wire capped by silver balls.
Gelhind Morimis designed the bracelet to monitor the king’s health while slowly sapping his strength, causing the king to succumb to a series of illnesses until his inevitable death.
Bracelet of Weakness
Aura moderate divination; CL 7th
Slotwrists; Weight —
[Description]
The Bracelet of Weakness is enchanted to detect disease within the wearer and will glow with a green light when the wearer is afflicted with a malady. While concentrating on the bracelet, all the information granted by the detect disease spell can be gleaned from it. Once the bracelet has detected its first disease in the wearer, that wearer will suffer a -4 penalty to saves against the effects of any future diseases. In addition, any time the wearer contracts a disease they will suffer 1 point of Constitution drain.
[Construction]
Magic Items bracelet of health watch
DRUID’S VENGEANCE (Knowledge (nature) DC 21)
History: Kiruk Halroth hated animals; they hated him as well. All his life animals had barked, hissed, screeched, and clawed at him. It reached a point where Kiruk would no longer leave the house for fear of being attacked. Kiruk hated being a prisoner to these lower creatures and hired an unscrupulous band of adventurers to capture a local druid by the name of Silhia to find a remedy for his situation.
At first the druid seemed understanding and open to Kiruk’s problem. Unfortunately, Kiruk’s goal to create a weapon capable of slaughtering animal and his disrespect toward the natural world soon caused the conversation to become one-sided. Angered at the druid’s refusal to help, Kiruk imprisoned him in his cellar and began a regular regiment of torture trying to force the druid to capitulate. After two months of constant abuse, Silhia realized a way out and vowed to craft a mighty spear that could be used to slay even the most savage of beasts. Of course, as Kiruk found out, the spear also carried a powerful curse.
Druid’s Vengeance
Aura moderate conjuration; CL 8th
Slot none; Weight 6 lb.
[Description]
The Druid’s Vengeance is a +2 animal bane spear. When a wielder first touches the weapon one part of the curse falls upon him. All encounters between animals and the wielder will begin at unfriendly and can never become better than indifferent. This effect will persist even if the wielder is no longer using the spear; in effect, it becomes their personal curse. When the wielder strikes an animal with the spear it makes the animal just as violent and aggressive as Kiruk believed it to be. The animal is affected by the rage spell and continues fighting until it is at –10 hp and dies or until the person who injured it with the Druid’s Vengeance is dead. The creature’s nature attacks become one die size larger as well as if they possessed the Improved Natural Attack feat for their natural weapons.
[Creation]
Magic Items +2 animal bane spear
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February 2nd, 2010 (by Mark)
My home game is starting up again and we will be playing a Pathfinder campaign using the Second Darkness Adventure Path. I typically run a DNPC to help smooth out games in which we are short on players. For this campaign, I’ve decided on an Half-Orc Foe Hunter. The Foe Hunter is a binder class from Dario Nardi’s fantastic Secrets of Pact Magic. The following character is Open Game Content.
Kovosk, Foe Hunter 1 (Second Darkness Campaign)
We used the Heroic Method for generating ability scores, two traits, and average gold.
Kovosk, Foe Hunter 1
Male half-orc foe hunter
NG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
[Defense]
AC 13, touch 11, flat-footed 12 (+2 leather, +1 Dex)
hp 11 (1d8+3)
Fort +3, Ref +3, Will +2
Defensive Abilities orc ferocity
Weakness spirit driven
[Offense]
Speed 30 ft.
Melee great axe +2 (1d12+3/x3); +3 damage on crit
Ranged shortbow +1 (1d6/x3); 20 arrows; +3 damage on crit
Special Attacks favoured spirit enemy (undead ) +2, mark foe +1
Bind Spirit (BL 1st; d20 + 5; DC 13)
1st level spirit – cave mother (bound, good pact)
Constant - know direction
At-Will - burning hands (1d4 fire, DC 13, 5 round recharge), detect magic, disrupt undead (1d6+1, rta), //obscuring mist
Tactical Bonus +1 for two minutes; interact with undead, move through underground, succeed at sleight of hand, use magic within 5 ft. of fire.
[Statistics]
Str 14, Dex 13, Con 16, Int 14, Wis 13, Cha 18
Base Atk +0; CMB+2; CMD 13
Feats Extended Tactical Bonus
Skills Acrobatics +5(1), Disable Device +6 (1), Intimidate +10 (1), Knowledge (religion) +3(1), Knowledge (planes) +3(1), Perception +5(1), Sleight of Hand +5(1), Stealth +5(1), Survival +5(1); Racial Skills +2 Intimidate
Traits Killer, Looking for Work (Intimidate)
SQtrack
Languages Abyssal, Common, Draconic, Orc
Gear backpack, belt pouch (11 gp), wineskin, vial of antitoxin
When bound to the cave mother, Kovok has callused and winkled hands, his skin is ashen and his back stops from years of labour in the field. Kovok can normally suppress this aspect of pact binding. Kovok is in town because he has hasn’t had any commissions lately but he’s the owner of the new casino will need more staff, perhaps a bouncer.
Kovok meets the binding requirements to bind the spirits Aza’zati, the Green Wyrmling; Cave Mother, Sorceress of Secrets; General Hessant, Patron of Lost Soldiers; Gwenolyn’s Ghost; The Haunting Lover; Dantalios, the Broken Athlete; Eos Dei, The Loney Archon; Milo of Clyde, Detective of Despair
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February 1st, 2010 (by Kristian)
I got word from Kristian earlier in January that his computer spectacularly failed as well. I hope he can get his computer up and running again soon. I hate being without a computer myself. Before the hardware failure, Kristian had created an overland map for the DM Sketchpad and he would like this map declared as Open Game Content

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