23.12.2012 Views

Adventurer's Vault.pdf

Adventurer's Vault.pdf

Adventurer's Vault.pdf

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

THOMAS DENMARK<br />

Foe stone<br />

Horn of Blasting Level 17<br />

This adamantine-trimmed hunting horn unleashes a powerful<br />

blast of thunder when blown.<br />

Wondrous Item 65,000 gp<br />

Power (Daily ✦ Thunder): Standard Action. When you<br />

sound the horn, make an attack: Close blast 5; +19<br />

vs. Fortitude; on a hit, the target takes 2d10 thunder<br />

damage and is dazed and deafened until the end of your<br />

next turn; on a miss, the target takes half damage and is<br />

deafened until the end of your next turn. On a critical hit,<br />

the target is also pushed 1 square and knocked prone.<br />

Horn of Summons Level 7<br />

This steel battle horn alerts even those allies you cannot see.<br />

Wondrous Item 2,600 gp<br />

Power (Encounter): Standard Action. When you sound<br />

the horn, all creatures within 1 mile hear its call. Allies<br />

within that range are awakened if they are sleeping, and<br />

instantly know your current location, hit point total, and<br />

any effects currently affecting you.<br />

Horn of Undead Enmity Level 17<br />

The haunting sound of this bone horn forces undead to turn<br />

against their own allies.<br />

Wondrous Item 65,000 gp<br />

Power (Daily ✦ Charm): Standard Action. When you<br />

sound the horn, make an attack: Close blast 5; targets<br />

undead only; +20 vs. Will. On a hit, the target makes<br />

its next attack against one of its adjacent allies. If it has<br />

no adjacent allies, it charges its nearest ally. If the target<br />

can’t attack or charge, it moves its speed away from you.<br />

Hunter’s Flint Level 2<br />

This chunk of flint strikes sparks that can ignite a magical<br />

blaze.<br />

Wondrous Item 520 gp<br />

Power (Daily ✦ Illusion): Standard Action. Use this flint to<br />

light a campfire. The fire burns without smoke or sound.<br />

The light of this magic campfire is invisible from outside<br />

its 10-square radius, though creatures and objects within<br />

that radius can be seen normally with darkvision or if<br />

existing light allows. The campfire is a normal fire in all<br />

other respects. The fire lasts for 12 hours (requiring no<br />

additional fuel) or until extinguished normally.<br />

The flint can be used to light lanterns and other fires as<br />

normal, but such fires gain no magical effect.<br />

Immovable Shaft Level 12<br />

This 1-foot-long black metal rod can defy gravity, supporting<br />

weight and resisting manipulation.<br />

Wondrous Item 13,000 gp<br />

Power (At-Will): Minor Action. Place the immovable<br />

shaft into position. It remains in that spot even if<br />

such placement defies gravity. You can reposition the<br />

immovable shaft using another minor action, but any<br />

other creature seeking to move it must succeed on a DC<br />

25 Strength check and spend a standard action to move<br />

it 1 square.<br />

Instant Campsite Level 5<br />

This tightly packed satchel expands into a complete campsite<br />

that can automatically pack up again.<br />

Wondrous Item 1,000 gp<br />

Power (Daily): Standard Action. You open the satchel and<br />

it magically expands into a complete campsite, including<br />

a campfire and four two-person tents with bedrolls. The<br />

campfire lasts for up to 12 hours (requiring no fuel) or<br />

until you spend another standard action to pack the<br />

campsite back into the satchel once more.<br />

Invulnerable Case Level 15<br />

This smooth metal case protects its contents from all but the<br />

most devastating damage.<br />

Wondrous Item 25,000 gp<br />

Property: The invulnerable case can hold one item the size of<br />

a large book. It opens easily to the touch of one wanting<br />

to access its contents, but otherwise stays closed despite<br />

any external forces acting on it. The case has resist 30 to<br />

all damage and 100 hit points, and it regenerates 10 hit<br />

points per hour. As long as the case has at least 1 hit point,<br />

any item held within it is immune to damage.<br />

CHAPTER 2 | Magic Items<br />

WONDROUS ITEMS<br />

173

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!