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.

Pearl Sea Horse Level 9<br />

This figurine depicts an iridescent sea horse wearing a saddle.<br />

Wondrous Item 4,200 gp<br />

Power (Daily ✦ Conjuration): Standard Action. Use this<br />

figurine to conjure a Large majestic sea horse (see below<br />

for statistics). There must be a body of water adjacent<br />

to you for the sea horse to appear in; otherwise, the<br />

figurine cannot be activated. As a free action, you can<br />

spend a healing surge when activating this item to give<br />

the creature temporary hit points equal to your healing<br />

surge value.<br />

While riding the sea horse, you breathe water as if it<br />

were air and can speak normally underwater.<br />

The sea horse can carry one Medium or Small character<br />

weighing no more than 300 pounds. If more than 300<br />

pounds are placed on it, the creature disappears and<br />

cannot be conjured again until after an extended rest.<br />

Pearl Sea Horse<br />

Large natural animate (aquatic, mount)<br />

Initiative as conjurer Senses Perception +4<br />

HP 14; Bloodied 7<br />

AC 17; Fortitude 17, Refl ex 15, Will 13<br />

Speed swim 10<br />

M Tail Slap (standard; at-will)<br />

Reach 2; +10 vs. AC; 2d8 + 4 damage.<br />

Aquatic Charge (while mounted by a friendly rider of 9th level<br />

or higher; at-will) ✦ Mount<br />

The sea horse’s rider deals an extra 1d10 damage when he or<br />

she attacks after the sea horse charges. While in water, the<br />

rider also gains a +2 bonus to attack rolls against creatures<br />

without a swim speed..<br />

Waterborn<br />

While in water, the sea horse gains a +2 bonus to attack rolls<br />

against creatures without a swim speed.<br />

Alignment Unaligned Languages —<br />

Str 18 (+8) Dex 15 (+6) Wis 10 (+4)<br />

Con 20 (+9) Int 2 (+0) Cha 9 (+3)<br />

Bag of Tricks<br />

These small leather bags come in a variety of colors,<br />

gray being the most common. You can use a bag of<br />

tricks to conjure an obedient beast. You must spend<br />

a healing surge to activate the bag’s power, and you<br />

gain no other benefit for spending the healing surge.<br />

When you use a bag of tricks to conjure a creature,<br />

it appears in an unoccupied space within 5 squares<br />

of you; the space must be large enough to contain<br />

the creature without squeezing. The creature obeys<br />

only you, responding to commands spoken in any<br />

language. The creature remains until the end of the<br />

encounter or for 5 minutes. The conjured creature<br />

acts on the same initiative count as you. Every action<br />

it takes costs you a minor action (which you use to<br />

issue commands), and a conjured creature cannot<br />

exceed its normal allotment of actions (a standard,<br />

a move, and a minor action) during its turn. If you<br />

spend no minor actions on your turn to command<br />

the creature, it remains where it is without taking any<br />

actions on its turn.<br />

A conjured creature is a minion (MM 282). It<br />

has no healing surges and cannot be healed, and it<br />

cannot gain temporary hit points. When reduced to 0<br />

hit points or fewer, the conjured creature disappears.<br />

If an object is placed in the bag of tricks, the bag<br />

ceases to function until the object is removed. A bag of<br />

tricks used for simple storage holds up to 3 pounds.<br />

BAGS OF TRICKS<br />

Lvl Name Price (gp)<br />

8 Bag of tricks, gray 3,400<br />

18 Bag of tricks, rust 85,000<br />

28 Bag of tricks, vermilion 2,125,000<br />

Bag of Tricks, Gray Level 8<br />

This simple, leather bag produces feral critters that you can send<br />

against your enemies.<br />

Wondrous Item 3,400 gp<br />

Power (Daily ✦ Conjuration): Standard Action. Use this<br />

bag to conjure a Tiny minion (see below for statistics).<br />

Roll a d8 to determine which beast is produced and<br />

modify its statistics accordingly:<br />

1: Bat; this creature also has a fly speed of 6.<br />

2: Rat; this creature also has darkvision.<br />

3: Cat; this creature also knocks the target prone on a hit.<br />

4: Weasel; this creature does not provoke opportunity<br />

attacks for moving.<br />

5: Snake; this creature also deals 2 poison damage on a<br />

hit.<br />

6: Badger; this creature gains a +1 bonus to attack rolls.<br />

7: Spider; this creature also has a climb speed of 6.<br />

8: Scorpion; this creature deals ongoing 1 poison damage<br />

(save ends) on a hit.<br />

CHAPTER 2 | Magic Items<br />

BAG OF TRICKS<br />

183

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

Saved successfully!

Ooh no, something went wrong!