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Samurai sheepdog book of many things vol 148

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Fantasian Orbs, Epsilon (Minor)
Type

Application

Effect

Market Price

Chaos

Armor, Ring, Shield

Gain DR 3/lawful.

4,000 gp

Chaos

Wand*

Offensive spells deal +1d6 additional damage to lawful creatures.

4,000 gp

Chaos

Weapon*

Weapon becomes chaotic and deals +1d6 additional damage to lawful creatures.


4,000 gp

Chaos

Creature

Gain a +1 luck bonus to saving throws. Can use smite law 1/day.

4,000 gp

Earth

Armor, Ring, Shield

Gain Acid Resistance 5.

4,000 gp

Earth

Wand*

Deal +1d6 additional acid damage with offensive spells.

4,000 gp

Earth

Weapon*


Deal +1d6 additional acid damage on attacks.

4,000 gp

Earth

Creature

Gain a burrow speed equal to half your speed and gain tremorsense (5 ft.)

4,000 gp

Fire

Armor, Ring, Shield

Gain Fire Resistance 5.

4,000 gp

Fire

Wand*

Deal +1d6 additional fire damage with offensive spells.

4,000 gp

Fire


Weapon*

Deal +1d6 additional fire damage on attacks.

4,000 gp

Fire

Creature

Gain Fire Resistance 5.

4,000 gp

Holy

Armor, Ring, Shield

Gain DR 3/evil

4,000 gp

Holy

Wand*

Cure spells cure 1d6 additional damage. Offensive spells deal +1d6 additional
damage to evil creatures.

4,000 gp


Holy

Weapon*

Weapon becomes good and deals +1d6 additional damage to evil creatures.

4,000 gp

Holy

Creature

Gain a +1 sacred bonus to saving throws. Can use smite evil 1/day.

4,000 gp

Horror

Armor, Ring, Shield

Gain negative energy affinity and DR 3/bludgeoning and magic.

4,000 gp

Horror

Wand*

+1 caster level to spells with the death and fear descriptors.


4,000 gp

Horror

Weapon*

The weapon counts as spellstoring with fear stored inside. You can recharge the
spell as a full-round action up to 3 times per day. (Will DC 14)

4,000 gp

Horror

Creature

Uses Charisma in place of Constitution to calculate hit points, saves, and abilities.

4,000 gp

Ice

Armor, Ring, Shield

Gain Cold Resistance 5.

4,000 gp

Ice


Wand*

Deal +1d6 additional cold damage with offensive spells.

4,000 gp

Ice

Weapon*

Deal +1d6 additional cold damage on attacks.

4,000 gp

Ice

Creature

Gain a swim speed equal to half your base speed.

4,000 gp

Law

Armor, Ring, Shield

Gain DR 3/chaotic.

4,000 gp


Law

Wand*

Offensive spells deal +1d6 additional damage to chaotic creatures.

4,000 gp

Law

Weapon*

Weapon becomes lawful and deals +1d6 additional damage to chaotic creatures.

4,000 gp

Law

Creature

Gain a +1 luck bonus to saving throws. Can use smite chaos 1/day.

4,000 gp

Shadow

Armor, Ring, Shield

Gain a +4 competence bonus to Stealth checks made to hide.


4,000 gp

Shadow

Wand*

+1 caster level to spells with the darkness and shadow descriptors.

4,000 gp

Shadow

Weapon*

Deal +1d6 damage when dealing precision damage

4,000 gp

Shadow

Creature

Gain darkvision 60 feet or +60 feet to darkvision. Cast darkness 1/day.

4,000 gp

Sky

Armor, Ring, Shield


Gain Electricity Resistance 5.

4,000 gp

Sky

Wand*

Deal +1d6 additional electricity damage with offensive spells.

4,000 gp

Sky

Weapon*

Deal +1d6 additional electricity damage on attacks.

4,000 gp

Sky

Creature

Gain a fly speed equal to half your base speed with poor maneuverability.

4,000 gp

Unholy


Armor, Ring, Shield

Gain DR 3/good

4,000 gp

Unholy

Wand*

Inflict spells cure 1d6 additional damage. Offensive spells deal +1d6 additional
damage to good creatures.

4,000 gp

Unholy

Weapon*

Weapon becomes evil and deals +1d6 additional damage to good creatures.

4,000 gp

Unholy

Creature

Gain a +1 profane bonus to saving throws. Can use smite good 1/day.

4,000 gp


* Rods and Staves count as both wands and weapons (if the rod can be used as a weapon).

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