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Entangling Whip

Entangling Whip

Entangling Whip

Aura faint transmutation; CL 5th
Slot none; Price 18,904 gp; Weight 2 lbs.

Description

The handle and most of this +1 whip appears to be like any other lash of leather. Unique to this weapon, however, is a frayed end made from a dark vine that occupies the core of the weapon.
Three times a day a character wielding an Entangling Whip can (as an immediate action) command the weapon to make a trip attempt after a successful attack roll (using the wielder’s relevant bonuses). This trip attempt does not provoke attacks of opportunity (although the regular attack roll provokes as normal). Should the wielder so choose they may release the weapon and entangle the target of a successful trip initiated by this ability (DC 12 to escape)
This ability does not have to be used against only creatures and more than one adventurer owes their continued existence to creative uses of the weapon, catching themselves when a looming death extends before them. In addition to this enchantment, the wielder of an Entangling Whip may command the weapon to sprout barbs and thorns that protrude from the leather as a free action, changing its damage type to normal slashing damage rather than nonlethal damage.

CONSTRUCTION
Requirements Craft Magic Arms and Armor, vines from a sun-deprived bog, animate rope; Cost 9,452 gp (378 xp)

History

On a successful Knowledge (nature) check, a PC may learn more about the origins of the Entangling Whip, depending on the result of their check:

DC 15 Wicked druids and fey have been known to use these confounding weapons. Talk of wandering blighters with an Entangling Whip are common in taverns throughout the realm and more than one teller speaks the truth, having seen an ally fall prey to traps and creature swarms after being tripped by the enchanted lash.

DC 20 Magical craftsmen trying to replicate this unique whip have failed time and again, and many theorize that components in its creation are only found in the deepest groves, their properties largely unknown.

DC 25 Only vines grown in the deepest bogs, utterly deprived of sunlight, can be used to craft an Entangling Whip. Some extremely knowledgeable druids (many consumed by the darker aspects of nature) have ways of replicating the exotic plants, but these heretics rarely give away this secret freely.

DC 30 In the primordial ages it is said that a shaman utterly disgusted by the ways of opposing tribes became obsessed with a ‘spirit plant’ found deep in the wildest territory. After a weeks long disappearance, he emerged with enough Entangling Whips for the entire clan. They became a completely uncivilized empire nearly overnight and were it not for the infighting that quickly dissolved the savages, their imprint on history would be far greater than this enchanted weapon.

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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Ashenbone Axe

Ashenbone AxeAshenbone Axe

Aura moderate enchantment; CL 7th

Slot none; Price 8,320 gp; Weight 12 lbs.

Description This well-crafted axe appears to be made from the shaped thighbone of a large humanoid and the double-head of the weapon is as unique as the handle; a pair of jagged and razor-sharp steel blades are firmly fixed to the end of the haft, chipped and encrusted with decades of gore. Attached to the pommel of the weapon is a fine chain of metal, a few bone tokens strung along it. Each ornament is marked with a magical rune of power, that gently pulses with energy. Occasionally the faint sounds of battle can be heard coming from the finely wrought greataxe, and the magical runes never seem to be exactly the same (in number or type) from one day to the next.

This medium-sized+1 greataxe has an eldritch glow that sheds a slowly pulsing amber energy (equivalent to a light spell: a bright light within a radius of 20 feet and shadowy light out to 40 feet). In the hands of a raging character (whether via a class ability, racial ability or spell effect) this weapon deals an extra 1d8 points of damage. When used by a character that is not raging (regardless of their capacity to do so) the damage of the weapon is instead reduced by 1d4.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, rage; Cost 4,320 gp (320 xp)

History     A character that makes a Knowledge (local) or Knowledge (history) check to learn about the item identifies the following fragments of lore:

DC 20     This weapon was reputedly created by the berserker adept Danyathos the Grey nearly four centuries ago. Designed to enhance the damage of his tribe’s champion during their frequent and bloody raids on other clans in the region (both human and humanoid), the axe was forged from the best steel that they could acquire whilst the haft and the magical tokens were created from the thighbone of a heavy-set frost giant. Every tribal champion who had the honor of wielding the Ashenbone Axe added another token to the chain through a bloodsoaked ceremony, gradually granting his own fury to the weapon’s savage wrath.

DC 25     The clan, along with Danyathos the Grey, disappeared many decades ago in the cold lands of the north during a conflict with a large tribe of hobgoblins under the leadership of a creature simply known as Il’ixicu’us; a powerful devil of some sort, although speculation remains heated about his exact type.

DC 30    It is said that the two tribes met in battle and fought each other to mutual destruction over three days, the human champion banishing the devil back to the infernal planes of Baator with the last swing of his weapon before succumbing to exhaustion and numerous mortal wounds. The enchanted greataxe was lost to history afterward and has not been seen since.

 

Created by Jonathan Ely

 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item that you want to see wrought into artwork? 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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Magic Item Mondays: The Armory of Adventures

Celurian-Wishing Pen

 Are you…..

an enchanter?

a crafter of fine weaponry?

an armorsmith of renown?

an engineer of ingenious devices?

an artisan of the highest order?

an inventor of magical items that would like to see their creation brought to life?

somebody that really wants an artistic portrayal of their most unique and favorite piece of loot?

 

AdventureAWeek.com has need of your services!

We are accepting magical item submissions for the company blog and we want to hear your ideas! AdventureAWeek.com subscribers are our preferred authorship but it’s not an exclusive club; everyone is encouraged to submit an entry and successfully submitted entries will be rendered into a piece of artwork!

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

 

Celurian-Phase Glove

AdventureAWeek.com will do our very best to reply to you within a week (feel free to notify us if we haven’t) and if we like what we see you’ll be sent a contract from us and asked to prepare an entry for our blog! Unfortunately not every mystical apparatus can exist in every world but we’ll do all we can to help you work out something appropriate.

 

Please bear the following in mind before you submit anything for review:

1. Anyone can submit an entry.

2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

3. All entries become property of Adventureaweek.com, LLP.

4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

8.  Your statblock must be properly formatted.  Please follow these directions:

Item Name: This section is self-evident. The magic item name header in the Pathfinder RPG Core Rulebook looks like this is in all caps, but it’s just a text style—don’t type yours in all caps!

Aura: This section exists so the GM can quickly tell a player what schools of magic the item uses. This is noteworthy only if the PC fails the Spellcraft check to identify the item and needs an idea of what it may do. Auras are always written as “faint,” “moderate,” or “strong,” plus the appropriate school or schools, and perhaps a subschool if relevant.

CL: The caster level tells you what caster level the item operates at. This means you don’t have to specify a caster level in the item’s description—if you find an orb that can create a fireball, it doesn’t need to say “fireball (10d6).” Unless otherwise specified, the item uses this caster level for all of its abilities. The caster level should include the ordinal abbreviation for that number: “CL 1st” instead of just “CL 1,” “CL 2nd” instead of just “CL 2,” and so on.

Slot: This slot tells you which of the magic item “body slots” the item uses (Core Rulebook 459). If you have to hold the item in your hand (like a rod of wonder) or if it doesn’t use a slot at all (like an ioun stone), it’s listed slot is “none.” (Paizo used to put a dash there for slotless items but no longer does it that way.)

Price: This is the item’s market price—how much you’d pay for it if you bought it from an NPC. This is never expressed as a fraction or decimal; “12 gp, 5 sp” is correct, “12.5 gp” is not, nor is “12 1/2 gp.” If the item costs more than 999 gp, put a comma in to separate the thousands (“20,000 gp” instead of “20000 gp” or “20.000 gp”). If your item costs more than 200,000 gp, it’s probably an artifact rather than a regular magic item. If the item has several types (like a figurine of wondrous power) with different costs, each is listed here, separated by commas.

Weight: This is how much the item weighs, in pounds (abbreviated “lb.” for 1 pound or less and “lbs.” for 2 or more pounds). Most common items in the game have a specific weight, just for consistency. For example, boots weigh 1 lb., so players don’t have to remember different boot weights. Some light items, like gems, headbands, and rings, have a standard weight of “—,” which means individually their weight isn’t important (though the GM can rule that a chest full of them has weight). When in doubt, find a similar item in the Core Rulebook and use the listed weight.

Description (Header): This is a text format we call a “breaker”—the all caps and lines above and below the text are just an applied style. Like the title, don’t type this line in all caps, and don’t add underlining.

Description (Paragraph): The paragraph description of a magic item should say (1) what it looks like, (2) what the item does, and (3) how often you can use the item.

Normally, using a magic item is a standard action. You shouldn’t give an item a shorter activation time than that because it messes with the “action economy” of the combat round—a player who tries to create a faster item is trying to do more than one magical thing per round.

Whether or not using an item provokes an attack of opportunity is built into how it’s activated (Core Rulebook 458). This means for command word items you don’t need to say that it’s a standard action to activate and that it doesn’t provoke attacks of opportunity—that’s assumed for all command word items. In fact, the assumption is if an item doesn’t say how you activate it, it’s a command word item.

Magic items that have effects requiring saving throws should include those saves in the item description. If it’s duplicating a spell, the default save DC is the minimum for casting that spell: 10 + 1.5 x the spell’s level.

If you refer to specific spells, italicize them, like fireball or pearl of power. If you refer to feats or skill names, capitalize them, like Power Attack, Weapon Focus (longsword), Perception, or Knowledge (local). There’s very little else in the game that always requires capitalization—you don’t capitalize class names (cleric), race names (dwarf), combat maneuvers (grapple, trip), or other specific rules (breath weapon, drowning, trample, poison).

Construction (Header): Like the Description header, this is not all caps and not manually underlined.

Requirements: This section is all the stuff a character needs to create the item using an item-crafting feat. List the crafting feat first (capitalized), followed by spell names (italicized), followed by any other requirements such as needing ranks in a skill (capitalized) or an ability like channel energy.

Cost: This is the item’s sale cost—how much a PC could get for selling it to an NPC. This is always half the item’s Price (with the exception of magic weapons, magic armor, and items with expensive material components or foci, because the extra cost is factored in differently). If your item’s Cost isn’t half its Price, you’ve done it wrong. All rules for the Price apply to the Cost (no decimals, no fractions, separate variants with commas).

We look forward to hearing your ideas so drop us a line at submit(at)adventureaweek.com! This is an excellent opportunity to test the waters of game design and if we receive enough entries, you may just see your name in an AdventureAWeek.com book. Besides, who doesn’t want to see their ingenious devices receive the royal, artistic treatment?

 

We’ll see you (and your gear!) in the Armory of Adventures!