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)