SYSTEM REFERENCE DOCUMENT 3.5 |
Axe of the Dwarvish Lords: This is a +6 keen throwing goblinoid bane dwarven waraxe. Any dwarf who holds it doubles the range of his or her darkvision. Any nondwarf who grasps the Axe takes 2 points of temporary Charisma damage; these points cannot be healed or restored in any way while the Axe is held. The current owner of the Axe gains a +10 bonus on Craft (armorsmithing, blacksmithing, gemcutting, stonemasonry, and weaponsmithing) checks. The wielder of the Axe can summon an elder earth elemental (as summon monster IX; duration 20 rounds) once per week.
Codex of the Infinite Planes: The Codex is enormous—supposedly, it requires two strong men to lift it. No matter how many pages are turned, another always remains. Anyone opening the Codex for the first time is utterly annihilated, as with a destruction spell (Fortitude DC 30 for only 10d6 damage). Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a Spellcraft check (DC 50) to learn one of its powers (choose the power learned randomly; add a +1 circumstance bonus on the check per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Will save (DC 30 + 1 per day of study) to avoid being driven insane (as the insanity spell). The powers of the Codex of the Infinite Planes are as follows: astral projection, banishment, elemental swarm, gate, greater planar ally, greater planar binding, plane shift, and soul bind. Each is usable at will by the owner of the Codex (assuming that he or she has learned how to access the power). The Codex of the Infinite Planes has a caster level of 30th for the purposes of all powers and catastrophes, and all saving throw DCs are 20 + spell level. Activating any power requires both a Concentration check and a Spellcraft check (DC 40 + twice the spell level of the power; the character can’t take 10 on this check). Any failure on either check indicates a catastrophe befalls the user (roll on the table below for the effect). A character can only incur one catastrophe per power use, even if he or she fails both checks.
d% |
Catastrophe |
01–25 |
Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader. |
26–50 |
Fiendish Vengeance: A gate opens and 1d3+1 balor demons, pit fiends, or similar evil outsiders immediately step through and attempt to destroy the owner of the Codex. |
51–75 |
Ultimate Imprisonment: Reader’s soul is captured (as trap the soul; no save allowed) in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment). |
76–100 |
Death: The reader utters a wail of the banshee and then is subject to a destruction spell. This repeats every round for 10 rounds until the reader is dead. |
Cup and Talisman of the Demigod: The Cup is a large gem-set golden chalice requiring two hands to lift. It emits light (as the daylight spell) at all times and automatically dispels any darkness-based spells whose area it enters. If the cup is filled with holy water (requiring a full gallon), that substance will act as a potion of cure critical wounds or a potion of neutralize poison (owner’s choice) if drunk. This liquid can’t be saved or stored in any way. The Talisman is a small eight-pointed platinum star hanging from a chain of gold and pearls. The wearer gains a +6 enhancement bonus to Charisma and may cast remove blindness/deafness, remove curse, and remove disease at will. Furthermore, if the Talisman is placed within the Cup and the Cup filled with holy water, that liquid acts as a special elixir of resurrection (as the spell). This effect will function only once per month. Any evil or chaotic creature that touches the Cup or Talisman is struck with a holy word (if evil) or dictum (if chaotic) spell (or both if the creature is chaotic evil).
Eye of the Orc: This lump of rock has a marquis-cut black sapphire set in its center, making it appear similar to a large eye. If possessed by an orc, it grants a +6 enhancement bonus to Strength and Charisma, and the orc’s darkvision range is doubled. Nonorcs who possess the Eye gain a +2 enhancement bonus to Strength but take a –2 penalty to Intelligence and Charisma. Regardless of the owner’s race, any weapon wielded by the owner of the Eye is considered an elf bane weapon. Furthermore, by holding the Eye before the character, he or she can perceive things as if he or she had true seeing cast upon him or her. This can be activated only once per day but lasts as long as the character concentrates on it (requiring a standard action each round).
Golem Armor: This enormous suit of black iron +10 full plate armor increases the wearer’s size by one category (to a maximum of Colossal). The wearer gains a +10 enhancement bonus to Strength and is rendered immune to mind-affecting effects, poison, disease, and similar effects. He or she is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Golem Armor is immune to rust attacks. The wearer of Golem Armor gains damage reduction 15/adamantine. He or she also cannot regain hit points by any means (mundane or magical) while the armor is worn. It requires 1 hour to don or extract oneself from Golem Armor.
Invulnerable Coat: The Invulnerable Coat +5 chain shirt of heavy fortification. It grants its wearer damage reduction 10/epic and resistance 20 against acid, cold, electricity, fire, and sonic energy. If the wearer can turn undead, treat the wearer as having +4 class levels for purposes of caster level, turning undead, smiting evil, and laying on hands.
Iron Gauntlet of War: The Gauntlet grants a +8 enhancement bonus to Strength. The wearer doubles the damage bonus on any smite attacks he or she makes. If the wearer has the Leadership feat, the wearer’s Leadership score increases by +4, but the wearer can never attract or keep followers or cohorts who are good or chaotic. Once per day, the wielder can use implosion as a 20th-level caster (DC 23). The Iron Gauntlet of War is intelligent (Int 13, Wis 18, Cha 24, Ego 26) and lawful evil. It can communicate telepathically with its wearer, though it cannot speak. It will always seek to dominate any wearer who isn’t lawful evil, forcing such an owner to commit lawful evil deeds (or else find a more suitable wearer).
Ring of Nine Facets: This ring is set with a gem of nine facets, each one in-scribed with a different incomprehensible rune. Each day at sunrise, the gem turns to display a different facet. The active facet determines the Ring’s power for that day. Each day, roll 1d10 to determine which facet (and thus which power) is active.
1d10 |
Active Facet Power |
1 |
Wearer is immune to disease |
2 |
Wearer needs no air to survive |
3 |
Wearer gains +5 natural armor bonus |
4 |
Wearer gains low-light vision |
5 |
Wearer gains fast healing 1 |
6 |
Wearer can fly at will |
7 |
Wearer gains cold resistance 30 |
8 |
Wearer gains freedom of movement |
9 |
Wearer gains +5 resistance bonus on saving throws |
10 |
Wearer may select which facet is active |
The wearer of the Ring can, with a great deal of mental exertion, attempt to change the active facet away from one he or she does not desire. This requires a full-round action and a Concentration check (DC 50), and deals 2d6 points of nonlethal damage regardless of success. If the save is successful, the new facet is determined randomly. If the Ring is removed, the former wearer takes 2d6 points of nonlethal damage each minute until it is replaced or until his or her nonlethal damage exceeds his or her current hit points (though the nonlethal damage resumes again immediately when the former wearer regains consciousness).