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Magic Item Monday (Destiny Derailed): Curious Ink Well

ink quill

Curious Ink Well
Aura strong universal; CL 17th
Slot none; Price 61,200 gp; Weight 20 lbs.

DESCRIPTION
This ink well can hold about a quart of ink, though it’s much heavier than its size would suggest.

Once per day a batch of blood placed in a curious ink well becomes enchanted, enhancing the prophetic properties of the fortunetelling press. When this treated ink is run through the press, it gives the doppix inhabiting it a limited ability to shape the future. Stories that are printed with ink from a curious ink well become more likely to occur with additional influence. These are only minor changes to reality—such as a suggestion effect to sway an action one way, or a minor illusion here or there—are generated with this process. The save, if applicable, for these effect is DC 14 + spell level of effect duplicated.

HISTORY
DC 15     Lately, stories printed in the Steamtown Herald have been related, as if telling a long-running narrative.
DC 20     Every week, the newspaper is printed with blood that arrives in special vials.
DC 25     Alligotonium is known to heighten magical effects.

CONSTRUCTION
Requirements Craft Wondrous Item, wish, 10 lbs. alligotonium; Cost 30,600 gp

Blood for the press is first brought to a secret location where the curious ink well is located, where it is processed almost every day. Typically it takes between five and six applications of ink to produce a run for a single newspaper; as such, the doppix is limited to producing one of these stories to about once a week.

 

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Magic Item Monday (Destiny Derailed): Frozen Ore Railroad Spike

1280px-CPR_Last_SpikeFrozen Ore Railroad Spike
Aura faint transmutation; CL 4th
Slot none; Price 400 gp; Weight 1 lb.

DESCRIPTION
These spikes differ from their mundane counterparts in that they are slightly heavier and flecked with silver flakes.

Frozen ore railroad spikes are used every so often to deter thieves, scavengers, and saboteurs. Once a rail is secured with one of these spikes, it can only be safely removed by casting dispel magic—otherwise, it can only be removed by physically destroying the rail around it. However, the process of hammering the spike also infuses the rail with some of the frozen ore. Items created with the scavenged rails or spikes always carry a minor curse, such as causing minor injuries, always breaking, or otherwise being troublesome.

HISTORY
DC 15     Early attempts at long distance railroads have been plagued by thieves and scavengers.
DC 20     The creation of frozen ore railroad spikes is said to involve a rare element called frozen ore and infuses them with a malicious spirit.
DC 25     Few know how to work frozen ore, but a smithy that travels with the railroad in Steamtown is known to be able to craft items from it (like the frozen ore railroad spike).

CONSTRUCTION
Requirements Craft Wondrous Items, inert frozen ore (alligatonium) fragments, make whole; Cost 200 gp

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Wonders of NaeraCull: Igneous Trinket

Ioun Stone (Igneous)

Ioun Stone (Igneous)

Igneous Trinket
Aura faint abjuration; CL 3rd
Slot none; Price 300 gp; Weight 1 lb.

DESCRIPTION
These rocks are generally unremarkable and can only be differentiated from a normal, non-magical rock by those with arcane or divine means,. Formed naturally from the effluent of Mt. Mahangua along with hundreds of mundane specimens, when found these are immediately cut and polished.

Igneous trinkets have formed naturally over the years from multiple eruptions of Mt. Mahangua. When they are harvested, they have no discernible powers until blessed by the lizardmen’s shaman. The ritual to create the stones has been passed down from generation to generation. A resist energy spell is bound nto the stone, which the igneous trinket is able to impart to the bearer due to its inherent properties. While the ritual of how to craft an igneous trinket remains, the knowledge of the spell used to enchant them has been long lost. Each igneous trinket absorbs 10 points of fire damage before becoming inert. Once inert, the polish fades and the rock becomes dull. The igneous trinket only has to be carried to be effective.

HISTORY
DC 15     Igneous trinkets are prized by the lizardfolk for their protective qualities. They are somewhat rare and generally only handed out to the leaders and shamans on patrol.
DC 20     The lizardfolk believe that the igneous trinkets protect them from becoming an undead creature, and carry them even after they have become inert.
DC 25     It is said that igneous trinkets are made from an ancient cutting and polishing process, lost long ago to time, but once common among the ancients. Speculation says that if an alchemist were to learn this lost method, other, similar types of magical stones could be made.

CONSTRUCTION
Requirements Craft Wondrous Items, igneous rock fragment from Mt. Mahangua, resist energy (fire); Cost 150 gp

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Atalai Breastplate

Atal'ai's breastplate Atalai Breastplate
Aura 
moderate conjuration; CL 9th
Slot body; Price 12,700 gp; Weight 28 lbs.

DESCRIPTION

This masterful breastplate is created from the finest steel that has been polished to a bright sheen, inlaid with a series of intricate designs in gold. When viewed for several moments, you realize that the obscure design depicts the stars of a distant night sky circling around a celestial body whose form bears the likeness of a beautiful human female.

This +3 breastplate is sized for a Medium humanoid and sparkles with a gentle silver eldritch twinkle that illuminates the area equivalent to a light spell (bright light radius of 20 ft. and shadowy light out to 40 ft.). Three times per day, if worn by a paladin of 10th level or higher the breastplate can be used to cast remove disease on a single target—it is especially effective at removing lycanthropy, granting a +5 bonus to the caster check against it. When the spell is successful, it automatically triggers a lesser restoration.

 

HISTORY
Success on a Knowledge (local) or Knowledge (religion) check to learn more about atalai breastplate reveals some of the facts about the unique item’s lore
:

DC 20     This ancient breastplate was created by the crusading paladin Hrogar Hereot to fight a large group of evil werewolves that threatened a number of communities along the borders of known civilization. A devout worshiper of the goddess of the stars, Hrogar dedicated himself to limiting the predations of evil lycanthropes after the loss of his wife (Atal’ai) and young family to a singularly powerful werewolf.

DC 25     The armor defended the young paladin well for many years, for he was truly blessed by his patron and furthered her interests against the evil shapechangers, seemingly immune to their foul taint. Indeed, he was so successful that many evil lycanthropes sought refuge in easier regions away from his holy words, deadly sword, and burning zeal.

DC 30     Hrogar never remarried and died without naming an heir, while his success lead to him being named as a minor saint by his faith (although his name is rarely recognized or invoked nowadays). His famed breastplate, amongst other treasures, was claimed by his faith but all were stolen many centuries ago by parties unknown. It is said that the church would pay a handsome reward for the return of atalai breastplate .

CONSTRUCTION
Requirements Craft Magic Arms and Armor, lesser restoration, remove disease; Cost 6,350 gp

Original Creator Hrogar Hereot, approximately 280 years ago.

 

[Submitted by Jonathan Ely!]

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)

  • one or two sentences about its appearance

  • what the item in question does

  • the components and spell(s) used in its construction

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Necropus Laruascriptum (Lesser)

Necropus Laruascriptum
Necropus Laruascriptums are evil magic items, powerful spellbooks of necromancy generally considered to be minor artifacts (though in truth, not all are). The flesh-covered tomes bind spirits within their pages, subjecting them to serve the owner of the book. Found within the pages of a necropus laruascriptum are a plethora of necromantic spells, preparation rituals and study guides designed for (optimal) use by necromancers.

There are two versions of these volumes; the more common “lesser” version, and the coveted, more powerful “greater” version (which is extraordinarily rare to find even in the possession of the most powerful of mages and is a true artifact in its own right).

 

Necropus Laruascriptum

Necropus Laruascriptum (Lesser)
Aura moderate necromancy; CL 5th
Slot none; Price 159,564 gp; Weight 6 lbs.
Alignment If any volumengeists are bound within the spellbook it is considered to have an alignment of Chaotic Evil with a faint aura for 1-2 spirits and a moderate aura for 3 spirits.
Opposition Schools (Special) All other than Necromancy

DESCRIPTION
Bound in thick, leathery human flesh, this volume contains one hundred pages of vellum crafted from the skin of various humanoids. Its front and reverse covers are seared with various arcane sigils. The book is bound shut with a simple leather cord toggled by a single humanoid finger bone. In the alphabet of the common language, the words “et Necropus Laruascriptum minores” are emblazoned in gold flake along the spine.

All text and illumination within the book is inscribed in blood.
A DC 10 Knowledge (arcana) skill check reveals that the sigils burned upon the binding are necromantic in origin, suggesting that the contents of the book are related to the necromancy school of arcane magic.

CONSTRUCTION
Requirements Ability to create a spellbook, Craft Wondrous Item, Spell Focus (necromancy), skins of various humanoids, blood of living creatures, bleed, cause fear, command, disrupt undead, ghoul touch, halt undead, ray of enfeeblement, spectral hand, touch of fatigue; Cost 79,782 gp

Page Number(s) Page Contents
1-5          (5) 0th/1st-level spells (all necromancy)
6-11        (3) 2nd-level spells (all necromancy)
12-17      (2) 3rd-level spells (all necromancy)
18-20      (1) Preparation Ritual: Breath of the Grave
21-30      (1) Study Guide: Introduction to Necromancy
31-35      Ritual for Volumengeist Binding
36-100    Blank Pages

Spells in the Necropus Laruascriptum
0th     bleed, disrupt undead, touch of fatigue
1st     cause fear, ray of enfeeblement
2nd    command undead, ghoul touch, spectral hand
3rd     halt undead, ray of exhaustion

Preparation Rituals in the Necropus Laruascriptum
When a spellcaster prepares spells using the preparation rituals contained in the Necropus Laruascriptum, as long as he prepares at least three spells from within he gains a temporary boon. The boon lasts until its effect is spent (as specified by the boon description) or the spellcaster prepares spells again (at which time it can be reapplied by preparing at least three spells from the spellbook). A spellcaster can only take the effect of one preparation ritual when she prepares spells.

Preparation Ritual: Breath of the Grave (Su) A character may, as a swift action, spend this boon’s effect to breathe a 15-foot cone of rotting stench. Creatures within the cone must succeed at a Fortitude saving throw (DC 10 + caster level) or be sickened for 1 round. This spends the boon. After this boon has been spent, you take a –4 penalty on Diplomacy and Stealth checks until the character prepares spells again.

Study Guides in the Necropus Laruascriptum
When a character uses the study guides contained in the Necropus Laruascriptum in tandem with performing specific skill checks (as determined by the effects of the study guide) they receive a bonus to their skill check roll.

Introduction to Necromancy
If using this book as a reference when performing a Spellcraft check to determine a necromancy spell being cast or to identify the properties of a magic item that has an aura of necromancy, the character receives a +3 bonus to that skill check.

SPECIAL ABILITIES
Spirit Binding
Up to 3 lesser page spirits (See Volumengeists)

Scribe Rejection
Any non-necromancy spell scribed in the spellbook magically vanishes. Any writing applied to the pages of the spellbook magically vanish if they are not scribed in the blood of a creature that was living at the time of the writing.

 

[The Necropus Laruascriptum was submitted by Justin Andrew Mason!]

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)

  • one or two sentences about its appearance

  • what the item in question does

  • the components and spell(s) used in its construction

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Venerable Quarterstaff

Venerable QuarterstaffVenerable Quarterstaff
Aura faint necromancy; CL 5th
Slot none; Price 17,100 gp; Weight 4 lbs.

DESCRIPTION
This simple wooden staff does not appear to be very dangerous. The polished wood is well-lacquered and though a bit dull from age, shines with an unmistakable luster. on the top where it is most worn. Dirt covers the lower half, making the bottom of the staff appear to be older.

Three times per day, the wielder of this +1/+1 quarterstaff can strike an opponent with a melee touch attack to activate the weapon’s additional property (dealing no damage but activating the magic item instead). A creature hit by the wielder’s melee touch attack must make a Will save (DC 10 + wielder’s HD) or age one category, accruing all the physical penalties for doing so and none of the benefits to mental attributes. Creatures so affected remain this way for 50 minutes or until they are knocked unconscious.
The wielder of the venerable quarterstaff may reduce their age category (without losing any benefits to mental attributes granted by their age category) by one step for the duration of any creature’s advanced age caused by the weapon. Once a creature has been affected by a venerable quarterstaff or succeeded in their save against its effects, they are immune to its aging properties for 24 hours.

HISTORY
A character that makes a Knowledge (arcana) or Knowledge (history) check to learn more about the venerable quarterstaff reveals some of the unique weapon’s lore:

DC 10     Wizards across the land often make one of these weapons and carry it into retirement.
DC 15     More potent versions of the venerable quarterstaff exist, and some (cruel) mages have prolonged their lives for quite some time using the weapon.
DC 20     The creator of the item was the wizened and powerful Hofsgarth the Bold. He was a pioneering sage in his time, credited with founding numerous arcane academies and complex schools of thought on the subject of magic.
DC 25     Hofsgarth was in fact a horrible man, hated and despised by the lesser mages he kept in heel for the long age he lived. Some of the tales about the ancient wizard claim that he still walks the lands, sapping the lifeforce from unsuspecting apprentices in an unending quest to sate his insatiable thirst for his youth.

CONSTRUCTION
Requirements Craft Magic Arms and Armor, rot of ages (3.5) / sands of time (PF); Cost 8,550 gp 208 xp 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction

 

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Ring of the Vampire

ring of vampire image

Ring of the Vampire
Aura strong transmutation; CL 16th (3.5)/13th (PF)
Slot ring; Price 418,000 gp; Weight

DESCRIPTION
This jet black ring holds a single, quaint red ruby in a silver fitting at its top. More of the lustrous metal covers its edges and makes up the highly stylized and esoteric runes that encircle the precious metal band.

This appears to be little more than a ring of chameleon power to anyone that fails to succeed on the Lore checks (see below) to understand its true power (alternatively, a DC 42 Spellcraft check identifies all of the properties of this item). Anyone that wears the ring of the vampire and kills in bloodlust (while using the rage class ability, rage spell or under a similar effect) or commits murder in cold blood finds their bodies change—their canine teeth grow into fangs as a gray pallor overcomes their skin and their eyes turn jet black, transforming them into a facsimile of a vampire.

In addition to the bonuses granted by a ring of chameleon power (free action for +10 Hide/Stealth, disguise self at will), the wearer’s type changes to undead and they gain the following abilities while a ring of the vampire is equipped:
Blood Drain (Su) The wearer can suck blood from a grappled opponent; if they establish or maintain a pin they drain blood, dealing 1d4 points of Constitution damage. The wearer heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Dominate (Su) The wearer of a ring of the vampire can crush a humanoid opponent’s will as a standard action. Anyone the wearer targets must succeed on a Will save or fall instantly under their influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Defensive and Offensive Abilities Channel Resistance +2, DR 5/silver, Resist Cold and Electricity 10, Fast Healing 2, a slam attack (1d4) and energy drain to all natural attacks (1 level, DC 10 + 1/2 HD + Charisma modifier).
Gaseous Form (Su) As a standard action, the wearer of a ring of the vampire can assume gaseous form at will (caster level 5th), but can remain gaseous indefinitely and with a fly speed of 20 feet (perfect maneuverability).
Shadowless (Ex) The wearer casts no shadows and shows no reflection in mirrors.
Spider Climb (Ex) The wearer of a ring of the vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Immunity to Aging (Su) While wearing the ring of the vampire, the metabolic operations of its owner stop functioning until it is removed. They accrue attribute bonuses from aging, but none of the penalties associated with them and they cannot die from old age. When removed, the wearer of a ring of the vampire is restored to the same age that they were when they first put on the enchanted band (losing all age-based bonuses to attributes as the clarity of undeath leaves them).

These are not the only things bestowed by a ring of the vampire; its wearer suffers the litany of weaknesses vampires bear, as well as a few other detrimental side effects:
The wearer cannot tolerate the strong odor of garlic and will not enter an area laced with it.
Similarly, they recoil from mirrors or strongly presented holy symbols.

These things don’t harm the wearer of a ring of the vampire—they merely keep it at bay. A recoiling wearer must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a wearer of a ring of the vampire at bay takes a standard action. After 1 round, they can overcome their revulsion of the object and function normally each round they make a DC 25 Will save.

The wearer cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
The wearer of a ring of the vampire is immune to aging effects, but if brought below 0 HP the enchantments granted by the ring immediately end (at which point they suffer all accrued age penalties and likely die).
Exposing the wearer to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape.
Each round of immersion in running water inflicts damage on a wearer of the ring of the vampire equal to one-third of its maximum hit points.
Driving a wooden stake through the heart of a helpless wearer of the ring of the vampire instantly slays them (this is a full-round action).
—The wearer of a ring of the vampire gains an unnatural aura that disturbs animals and the young; they suffer a -6 penalty to all Charisma-based checks when interacting with animals and creatures that have the young template or who have not yet reached the adulthood age category.

Removing a ring of the vampire is no simple task; they must do so at the dawn of a new day, and only if they are of Good alignment. Even then, they must succeed on a DC 30 Will save to do so. Cutting of the finger bearing the ring does not remove it; the ring of the vampire simply appears on another finger and within a few seconds, the fast healing granted by the item has repaired the lost digits.
Alternatively, particularly desperate individuals have cut off their hands to remove the ring; this provides a +15 bonus to the Will save to remove a ring of the vampire, but if the dismemberment is done at any other time than dawn, the enchantment persists (and the ring of the vampire appears on their toe until a ring slot is available on the wearer’s hands).
If the wearer’s feet are also then removed from their body, the ring of the vampire appears as an earring, then upon the lip and finally on the wearer’s eyebrows as a piercing. If all of these are cut off of the wearer’s body (incurring a cumulative permanent -1 Charisma penalty for each piece removed) the ring of the vampire finally removes itself from their person in the last piece of flesh it can cling to (leaving its previous wearer hideously deformed).

HISTORY     A character that makes a Knowledge (nobility) or Knowledge (religion) check to learn more about the ring of the vampire identifies important information about how the devious device operates:
DC 25      These rings of chameleon power once belonged exclusively to noble houses. Those who return them to the royalty that once owned the precious metal bands are rewarded extremely handsomely.
DC 30      Rings of this type are spoken of often in legend; it is said that rings of chameleon power that bear a ruby and the strange markings have turned many assassins into vampires, though how exactly none are sure.
DC 35     A barbarian warlord that plagued the northern lands for centuries wore this ring, and only when he was finally slain by a devout adventuring party was it revealed that somehow, the ring of chameleon power turned him into a vampire.
DC 40     The ring of the vampire is the powerful enchanted item you hold in your hands. Activating it requires a bloody, fatal end delivered by a raging blade or duplicitous dagger, but once that has been done, the wearer gains phenomenal powers of the undead. Removing it is another matter entirely, however, and the immortal monsters that created these rings made sure that identifying anyone who has done so is an easily accomplished task.

CONSTRUCTION
Requirements Forge Ring, polymorph any object (3.5) / greater age resistance and undead anatomy III (Pathfinder), dominate person, gaseous form, spider climb, the blood of five vampiric supplicants; Cost 209,000 gp
8,360 xp

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction

 

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Draft of Distilled Magic

jar

Draft of Distilled Magic
Aura strong abjuration; CL 13th

Slot none; Price 3,400 gp; Weight 1 lb.

DESCRIPTION
This stout clay jar is filled with a heavy, thick liquid. In the sunlight its contents appear to be pinkish syrup, and in the reflection of the moon or torchlight it looks to be a frothy cyan beverage.

A creature that drinks a draft of distilled magic is able absorb a number of spell levels equal to their hit die. After drinking a draft of distilled magic, when the creature is next targeted by a spell, spell like-ability or supernatural effect, they automatically absorb it so long as they have at least as many hit die as the spell or spell-like ability’s level. The creature is then able to discharge the magical energies as a standard action at one target within 30 feet at any time within the next 24 hours. With a successful ranged touch attack, the discharged magic deals 1d6+1d6 per spell level force damage.
Only the first applicable spell targeting a creature that has imbibed a draft of distilled magic is absorbed (any additional un-absorbed levels are lost). For example, a 10th level fighter targeted by a ray of exhaustion absorbs 3 spell levels and can discharge a 4d6 ray of force damage; any subsequent spells targeting him are resolved normally.

HISTORY     A PC that makes a Knowledge (arcana) or Knowledge (history) check to learn more about the draft of distilled magic identifies the following fragments of lore:
DC 15     Tribal warriors save drafts of distilled magic over generations, using them to fight off the incursion of planar interlopers that have plagued their civilization for centuries.
DC 20     The Maxia tribe was once a great peoples that ruled a tract of hotly contested land against countless other forces. Their high mages developed these potions shortly before incurring disaster in the realm by garnering the attentions of entities far more powerful than themselves.
DC 25     Vysagodrix “the Ventilator” was the last great leader of the Maxia, and brought destruction upon his peoples. Before his death at the hands of the planar invaders, he performed a great ritual that insured his spirit would remain to impart knowledge upon the following generations.
DC 30     Every century a grand mage, tutored by the spirit of Vysagodrix, rises to power in the tribe and leads them in a deadly (and high casualty) combat to beat back the interlopers first summoned by the ghostly wizard.

CONSTRUCTION
Requirements Craft Wondrous Item, spell turning; Cost 1,700 gp 68 xp

 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

 

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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Rhythmic Nunchaku

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 04Rhythmic Nunchaku
Aura moderate enchantment; CL 7th
Slot none; Price 25,152 gp; Weight 2 lbs.

DESCRIPTION
This nunchaku is made from two ornate, beautifully wrought metal bars connected by a simple steel chain.

Three times per day as a free action, a monk making a flurry of blows with this 
+2 nunchaku gains a bonus to hit an opponent based on the number of times it has already successfully hit that opponent. Each time the wielder successfully strikes an opponent with a melee attack during a flurry of blows, they gain a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 3 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0, but any accumulated temporary hit points remain. The temporary hit points and morale bonuses on attack rolls disappear 7 rounds after the first flurry of blows is resolved.

HISTORY A character that makes a Knowledge (history) check to learn about rhythmic nunchaku identifies the following fragments of lore:

DC 15     The first wielder of rhythmic nunchaku was said to travel the lands far and wide many centuries ago. His prowess in combat was legendary, and it is said that he has seen him in unfair battles. fighting on the side of justice. None have ever captured him or claim to have spoken to the mysterious warrior, but tales of the Rhythmic Pugilist persist.
DC 20     Each generation has its own Rhythmic Pugilist; the sacred order raises all of their kin to assume the position, and every three years tournaments are held to determine whom will hold the mantle. The finest warriors to rise during this training period receive rhythmic nunchaku, ever ready to take the place of their peer should they fall.
DC 25     The Rhythmic Pugilist has never been a man. A warrior cult of female monks carry the tradition maternally, avoiding revealing their gender whenever possible. Their nobility is matched only by their staunch secrecy, and some loremasters know that those who learn of the Rhythmic Pugilist’s true origins often meet with untimely, quiet ends.
DC 30     A princess of the realm first wielded the rhythmic nunchaku, taking up the whirling weapon in the name of the oppressed peoples ruled over by her father. She oversaw the fall of his tyranny, and instilled the order of the Rhythmic Pugilist. It has become an honored, clandestine royal organization, its secret known to only a handful of the nobility.

CONSTRUCTION
Requirements Craft Wondrous Item, heroism (3.5) / righteous vigor (PF); Cost 12,752 gp 511 xp

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction