Gauntlet of Vengeance
Description: On first glance, this gauntlet looks like a normal piece of armor colored blood red with a strange white circle on the palm.
Powers: These gauntlets are treated as medium armor and come in variants at each "level" (+1 to +5). All powers of the gauntlets increase in power accordingly and is referred to as +X for simplicity. These bonuses only apply if there is nothing being held in that hand
+X Deflection bonus to AC
+X+2 Enhancement bonus to Jump rolls
Increases flight skill by one step
As a standard action, you may make a ranged attack with a +X bonus to hit, Xd4 force damage and a range increment of 30 feet.
Special: If a pair of these gauntlets are equipped, the following additional powers are activated
An additional +1 Deflection bonus to AC
An additional +2 Enhancement bonus to Jump rolls
The attack option on the gauntlet may either be used as a single attack with the better of the two attack bonuses and the sum of the two damages OR they may be dual-wielded as light weapons
iRod
Description: This rod has a superficial similarity to a Rod of Wonder that has been thoroughly abused. It also has
various geometric shapes along the base of the rod including a triangle, a square, and two vertical rectangles. Further, there are several depictions of Kender along the rod.
Powers: When the triangle is touched, the rod plays music that only the wielder of the rod can hear. The two rectangles will disrupt the current song or continue playing it. The square will end the song entirely. If a song ends, another one plays immediately.
Its most valuable ability is to quietly prevent a Kender from being bored for long periods of time.
Shield Rod
+2 Club
Deflection AC +1
Grants various powers based upon wielder's shield.
Minor Cloak of Displacement
Deflection AC +1
Wielder has a %10 chance of dodging any attack against AC.
Sword Guardian
+X Dancing Great Sword
This sword can float on its own and will attack any creature its "wielder" specifies.
X starts at 1. Sword gains XP from each creature it helps kill. Every level gained increases X by 1 to a max of 5.
Sword of Dawn
+4 Holy Great Sword
Once per day, wielder may summon a Warrior of Dawn. Wielders who can cast summon spells may replace a summon spell with this ability.
Rune Sword
+5 Throwing Great Sword of Returning
This sword can be thrown without penalty at any creature within 30 feet and will return to wielder's hand instantly.
Blood-Drinker
+X Falchion
On hitting a living creature, wielder gains Xd6 HP (will not bring wielder above max HP)
X starts at 1. Sword gains XP from each creature it helps kill. Every level gained increases X by 1 to a max of 5.
Growth Artifacts
These special items are designed to be useful for a character during their entire adventuring career. As the adventurer levels up, the item grants more of its power to its wielder. The requirements to unlock more power on each item is specific to the class (or classes) that that item was designed to be used by.
Crescent Moon Dagger (Rogue)
Sneek Attack Damage: Dagger Powers
1d6: Masterwork
2d6: +1
3d6: Bonus Feat (Weapon Finesse: This Dagger)
4d6: +2
5d6: Returning
6d6: +3
7d6: Seeking
8d6: +4
9d6: Speed
10d6: +5
11d6: Haste
Elven Family Shortsword (Rogue)
Sneek Attack Damage: Sword Powers
1d6: Masterwork
2d6: +1
3d6: Keen
4d6: +2
5d6: Bonus Sneak Attack Damage: 1d6
6d6: +3
7d6: Mighty Critical: 2d6
8d6: +4
9d6: Speed
10d6: +5
11d6: Haste
Natural Hide (Druid)
Highest Level of Divine Magic: Armor
1: +1 AC
2: Handle Animal +5
3: +2 AC
4: Wisdom +2
5: +3 AC
6: Damage Resistance 5/-
7: +4 AC
8: Wildshape Armor
9: +5 AC
The Shield of Pelor (Cleric/Paladin)
Highest Level of Divine Magic: Shield Powers
Highest Level of Divine Magic+Remove Diseases per week: Shield Powers
1: Masterwork
2: +1 AC
3: +2 AC
4: +1 AC vs "lawful" characters
5: +3 AC
6: +4 AC
7: +5 AC
8: Once per day may call upon Pelor to cast Moonburst
9: Immunity to negative energy
10: 1 Extra Smite Evil per day
11: +6 AC
12: Ghost Touch
13: +7 AC
14: +3 dodge AC bonus against ranged
15: +8 AC
16: True Seeing 3/day
17: +9 AC
18: Protection From Evil (10' radius;3x strength) 1/day
19: +10 AC
20: Fortification (Heavy)
Feanor Cloak (Ranger)
Number of Favored Enemies+Number of Combat Styles
1: +1 Natural AC
2: Stealth +2
3: +2 Natural AC
4: Damage Resistance 5/Bludgeon
5: +3 Natural AC
6: +4 Natural AC
7: Haste
8: +5 Natural AC
Harbinger of Anarchy (Barbarian)
Uncanny Dodge+Damage Resistance: Scythe Powers
1: +1 Enhancement Bonus
2: Additional +2 vs Law
3: +2 Enhancement Bonus
4: Massive Critical +1d12
5: +3 Enhancement Bonus
6: Keen
7: +4 Enhancement Bonus
8: Extra Damage +1d6
9: +5 Enhancement Bonus
10: Vorpal
Walking Boots (Monk)
#of damage bonuses+Ki Strike Bonus: Boots Powers
1: +1 Attack Bonus
2: Reflex Bonus +2
3: +2 Attack Bonus
4: Damage Bonus with Unarmed Strike +1
5: +3 Attack Bonus
6: Freedom of Movement
7: +4 Attack Bonus
8: +5 Attack Bonus
9: Haste
Belt of Warriors (Fighter)
# of Bonus Feats: Belt Powers
1: +1 Natural AC
2: Reflex Bonus +2
3: +2 Natrual AC
4: Damage Resistance 5/Bludgeon
5: +3 Natural AC
6: Strength Bonus +3 (Now also counts as a "Belt of Giant Strength")
7: +4 Natural AC
8: Damage Resistance 5/-
9: +5 Natural AC
10: Freedom of Movement
11: Strength Bonus +6
12: +6 Natural AC
13: Spell Resistance 40
14: +7 Natural AC
15: Strength Bonus +9
16: +8 Natural AC
17: Haste
18: +9 Natural AC
19: Strength Bonus +12
20: +10 Natural AC
Gauntlets of True Striking (Paladin)
Remove Disease/Week+Smite/Day
1: Attack Bonus +1 (Melee weapons only)
2: Attack Bonus vs. Chaotic +2 (Melee weapons only)
3: Attack Bonus +2 (Melee weapons only)
4: Strength Bonus +4 (Now also counts as a "Gauntlets of Ogre Might")
5: Attack Bonus +3 (Melee weapons only)
6: Charisma +2 (Sacred)
7: Attack Bonus +4 (Melee weapons only)
8: Attack Bonus vs. Evil +2 (Melee weapons only)
9: Attack Bonus +5 (Melee weapons only)
10: 1 Extra Smite Evil per day
Muscaliber (Bard)
Highest Level of Bard Magic+Inspire Courage bonus: Harp Powers
1: +1 to all Saving Throws
2: +1 to performance
3: +2 to all Saving Throws
4: +2 to Bardic Knowledge
5: +2 to Wisdom
6: 1 extra Bard Song a day
7:
8:
9:
10:
Istari Staff (Wizard/Sorcerer)
Highest Level of Arcane Magic: Staff Powers
When acquired, roll 1d4 and save this number. (There are four staves)
1: +1 Enhancement Bonus
2: 1st Special Power
3: +2 Enhancement Bonus
4: 2nd Special Power
5: +3 Enhancement Bonus
6: Wielder may cast spells with staff as though it were hands
7: +4 Enhancement Bonus
8: 3rd Special Power
9: +5 Enhancement Bonus
10: 4th Special Power
Special Powers
Staff 1: Staff of Fire (Grey)
1: Bonus Feet (Two-Weapon Fighting)
2: Bonus Feet (Improved Two-Weapon Fighting)
3: Bonus Feet (Greater Two-Weapon Fighting)
4: Bonus Feet (Perfect Two-Weapon Fighting)
Staff 2: Staff of Nature (Brown)
1: +2 Handle Animal
2: May cast "Control Animal" once per day
3: Once per day may cast a Druid spell with level less than Wis bonus
Staff 3: Staff of Command (White)
1: +2 Charisma Skills
2: May cast "Suggest" once per day
3: May cast "Dominate" once per day
4: +8 Charisma
Staff 4: Staff of Focus (Blue)
1: +2 Spellcraft
2: +2 Concentration
3: Bonus Feet (Improved Combat Casting)
Geminus Sword (Dervish)
Dance per day+AC bonus: Sword Powers
1: When drawn, a duplicate appears in off hand.
2: +2
3: Keen
4: +3
5: Ghost Touch
6: +4
7: Speed
8: +5
9: Bodyfeeders
10: +6
11: Vorpal
12: +7
Ancestral Armor (Samuri)
Ancestral Daisho: Armor Powers
1: +2 Intimidate
2: +1 AC
3: Ghost Touch
4: +2 AC
5: +2 dodge AC bonus against ranged
6: +3 AC
7: Fortification (Moderate)
8: +4 AC
9: +5 AC
10: No armor penalties
11: Spell Resistance 40
12: Haste
13: DR 15/-
14: +8 AC
15: Fortification (Heavy)