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Athenaeum Arcane - Magic Items of the Senses
Requires the use of the Dungeons & Dragons ® Player’s Handbook
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Athenaeum Arcane:
Magic Items of the senses
Introduction
Odds are that your character is a stan-
dard humanoid with each of the five basic
senses: sight, sound, touch, taste, and smell.
Should he look out across an open field, he
will see the lush greens of the tall grass,
hearing the sound of wind hissing over
them as they sway back and forth, feel the
same cool breeze blowing over his face,
catch a breath of pollen in the air, and enjoy
a cool drink from the nearby pond. These
five senses are so basically intoned to our
own way of life that we take them for grant-
ed…but why have just those.
For as long as there have been spells
woven into physical items, there has been
research into enhancing those basic senses
into some better; twelve of those items are
presented below.
the whim of its wielder, while some require
a long-term, permanent commitment from
the character. In these cases, they impart a
permanent sensual modification to the
character, requiring those wishing to
endow themselves with its power to make
an irreversible sacrifice or to have suffered
from a devastating impairment prior to its
discovery.
Open Game Content
All of the text of this PDF is presented
as open game content. While this means
absolutely nothing to your campaign it does
give other publishers permission to use this
material as long as they follow the open
game license (see the end of this PDF).
About the Author
Todd Crapper is the Head Honcho for
Emerald Press ( www.emeraldpress.net ),
another PDF publisher, and author of
Campaign Options: Mazes, Combat
Options: Initiative, and the upcoming
Living Nights Campaign Setting. He lives
in Ottawa, Canada with his dog, Rusty, and
invisible cat, Markus
D IVIDED
BY S ENSES
Each of these twelve magic items are
divided into groups of senses, including the
“sixth sense” of premonition, for easy con-
venience in research and presentation.
Some of these items are handy add-ons that
can be used just as any other magic item at
The Items
V ISION
Lens of Darkvision
The ability to see in the dark is a power-
ful one indeed, particularly for those who
professional lives are spent within deep dun-
geons and underground mazes. They appear
as leather strapped goggles with lenses as
dark as midnight, almost impossible to see
through until they are placed over the user’s
eyes. The strap must be tightened firmly at
the back and create a strong suction over the
user’s skin or else it will completely ineffec-
tive and the user will be considered blind
until handled properly. Once they have been
tightened, the lens convert to a dark rose
color and the user is granted darkvision.
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Athenaeum Arcane:
Magic Items of the senses
For each hour that the lens are worn, the
user will require 1 round of concentration
after they are removed before he will be
able to see normally again, thereby consid-
ered stunned for the duration of time. Each
positive Constitution modifier of the user
can negate this penalty at a rate of 1
round/modifier.
Moderate transmutation; CL 6; Craft
Wondrous Item, darkvision ; Price 2000 gp
Faint transmutation; CR 3; Craft
Wondrous Item, light ; Price: N/A
Periapt of Auras
While many might not realize this,
vision is not just used to witness events:
they are an access to an individual’s soul or
spirit. We are all able to “see” into some-
one personality by observing body move-
ments; unconscious twitches in behavior,
facial expressions, and so forth. The peri-
apt of auras , however, takes this process of
information a bit further and provides its
wearer with a visual presentation of an indi-
vidual’s aura.
The periapt appears as an ovular glass
shard encased in a silver frame lined with
five symbols, one for each of the key align-
ment phases: good, evil, neutral, lawful,
and chaotic. To function, the wearer must
firmly hold the periapt in hand and concen-
trate on the subject of his query until he is
able to witness an aura (or “glow) sur-
rounding the individual. The color of this
aura dictates their alignment combination
as demonstrated below:
Headband of Light Absorption
In many worlds, elves and humans have
long stood on similar sides of the same bat-
tle, and there have been numerous gifts
exchanged in those battles. Among them
have been the headbands of light absorp-
tion , appearing as nothing more than an
intricate cloth strap worn across the fore-
head, adorned with a pair of tiny, shimmer-
ing leaves to be placed directly between the
eyebrows of the wearer. The elven people,
cautious of sharing their innate ability with
others – even those who may have made
great sacrifices in the continuation of the
elven species – and consider these
emblems of remarkable ancestry for those
that wear them. They ask that those who
receive these gifts do not sell them, but
pass them down to upcoming generations
as a tribute to the event that allow for the
passing of such a gift. Anyone found in the
possession of one without this reason will
suddenly find it missing from their pack
the morning after their encounter with a
troupe of elves.
When worn, the headband grants the
wearer low-light vision, as the leaves
(which are the part of this item that are truly
enhanced) absorb all excess light and pass
the information to the wearer’s brain – this
does not mean that the wearer can see
through the leaves, but that they provide a
boost to any character with normal vision.
Alignment
Aura Colour
Chaotic Good
Sparking gold
Lawful Good
Silver
Neutral Good
Purple
Lawful Neutral
Blue
Neutral
Grey
Chaotic Neutral
Blue
Neutral Evil
Emerald green
Lawful Evil
Orange
Chaotic Evil
Blood red
Outsiders will always have a stronger
aura than those born on the Material Plane,
with a radius that is twice as large. In fact,
any outsider with 10+ HD that is observed
with the periapt will cause a burst of radia-
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Athenaeum Arcane:
Magic Items of the senses
tion so strong that the wearer must make a
Fortitude save (DC 10) or else become
blind for 1d4 rounds.
The periapt can only reveal the aura of a
living creature: undead, constructs, vermin,
and plants are immune to the powers of the
periapt as if they were inanimate objects. Its
powers do not perform as a detect evil or sim-
ilar spell in that they do not project a presence
in the room – the periapt cannot reveal a trail
from the aura of a creature that was previ-
ously in a room at an earlier time. The wear-
er must have a clear line of sight on the crea-
ture in order for its power to work.
Strong divination; CL 10; Craft Wondrous
Item, detect evil, detect good, detect law,
detect chaos ; Price 10,000 gp; 1 lb.
Eye Patch of Many
There are dangerous times in which an
adventuring party must split up and this is a
risky venture: communication within your
party is crucial to survival. Years ago, a
half-orc rogue named Yarl Slashmouth lost
an eye when a silence spell prevented the
rest of the part from screaming out the dan-
ger coming around the corner towards him.
After being forced to wear an eye patch to
conceal the gaping hole (that wasn’t as
appreciated by others as it was by himself,
once it had healed over), he decided to put
it to good use.
The eye patch is actually a set of four
black, cloth woven eye patches, each of
them identical to the other asides from an
invisible arcane mark designating one from
the other by a number, symbol, or any other
means of separation determined by its cre-
ator. When the eye patch is worn, it pro-
vides a visual relay from the wearer from
any other eye patches that are currently
worn. While such a massive relay as four
eye patches can cause, it is quite simple to
adapt to and only requires that the user can-
not take 10 or 20 on a Spot or Search check
for as long as the eye patch is in use. If only
one of the eye patches are in use, it does
not provide any visual relay at all and can
only be successfully used when placed over
the eye of a living creature.
Moderate conjuration; CL 12; Craft
Wondrous Item, scrying ; Price 3500 gp (set
of four)
S MELL
Feral Mask
Those creatures and animals that are
born with the ability to track another crea-
ture by scent can read much more than just
body odors and path markings: the inner
workings of such creatures have been stud-
ied greatly, with numerous specimens dis-
sected and put to rigorous study in order to
create this next magic item.
The feral mask is commonly made from
the skin of any creature or animal with the
scent ability, with the fur instead removed
and painted over in any numerous depic-
tions that are deemed necessary. For exam-
ple, a feral mask created from a canine
might represent such a creature with a pair
of ears painted over the side of the mask,
while one taken from a minotaur will have
long horns painted from the temple towards
the back of the head. The mask stretches
over the head and stops around the nose,
where it must fit tightly in order to function.
When worn, the feral mask grants the user
the scent ability.
The risk of wearing such a mask comes
with offending a similar creature that it
depicts. Using the minotaur example
above, encountering another minotaur
while wearing the mask could cause it to
become agitated.
Moderate transmutation; CL 10; Craft
Wondrous Item, alter self ; Price 25,000 gp
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Athenaeum Arcane:
Magic Items of the senses
T HE S CENT S KILL (W IS )
The ability to track down a subject by its
odor is something normally relegated to ani-
mals and beasts, along with a few monstrous
humanoids that are primordial in comparison
to the standard races of any world.
The Scent skill represents such a crea-
ture’s ability to detect odors for the purpose
of tracking and locating. By treating it as its
own skill, the user will be able to train them
self in the art of tracking to a new degree and
grant them the possibility of honing this trait
at the cost of lowering some others.
This skill is limited only to those crea-
tures that are listed as having the scent abili-
ty (including the following creature types:
animals, beast, magical beast, and monstrous
humanoids).
Check: Any opportunity that a character
has to make a Spot check, the character can
make a Scent roll as a substitution. Similar
rolls that are listed as requiring a Wisdom
check can be replaced with this skill so long
as they utilize their sense of smell. The crea-
ture can detect targets by their scent within an
ordinary 30-foot radius.
This increases to 60ft. if the target is
upwind and decreases to 15ft. if the target is
downwind. Incredible scents, considered
those that are detectable to ordinary creatures
without this skill, can be found at twice the
range. Overpowering scents - including
those that may require a Constitution roll to
avoid sickness - can be picked up at three
time’s normal range.
After picking up a creature’s scent, the
user cannot pinpoint the target’s exact loca-
tion at any distance greater than 5 feet.
Anything within this range can be discerned
and located by scent alone. A successful
check can reveal whether or not the trail is
getting stronger or weaker and assist the user
in pinpointing its exact location.
If the user has at least 5 ranks in this skill,
it can be used in the same manner as the
Track feat, except that the user ignores all
penalties for surface conditions and poor vis-
ibility. Water and false odors can throw off
the scent and increase the base DC for track-
ing to 20 instead of 10.
Recognizing a target’s identity by scent
alone is a possibility with this skill as long as
the user makes a successful roll by using a
partial action.
If the user has at least 10 ranks in this
skill, he can do so as a free action.
Armour check penalties can hinder the
Scent skill just as it does with others skills
such as Balance, Escape Artist, etc.
Retry: Yes. Just as with the Spot, Listen,
and other similar skills, a character can make
as many attempts as long as he is willing to
try.
Special: If you have 5 ranks in Survival,
you get a +2 synergy bonus on Scent checks.
With 5 ranks in Scent, the same character
gains a similar bonus to Survival.
Adapting the Scent Skill
Any creature listed as having the Scent
ability can deduct ranks from its Survival
skill and transfer them to the new skill. If the
creature does not have any ranks in Survival,
then it may deduct ranks from either Spot or
Search instead.
With the Track feat, it does not change.
This feat allows a character (normally intelli-
gent with a score of at least 6 or higher) to
visual chase down an opponent.
A synergy bonus may be granted to the
Track feat of +2 per 5 ranks of the Scent skill.
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