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![]() Cosmo, Please cancel my Pathfinder subscription.
Thanks and keep up the good work. Joseph Yerger ![]()
![]() I admit, I am one of those people who do not care for the Forgotten Realms campaign setting. Plain and simple honesty. I do like many of the novels, although I despise anything by RA Salvatore or involving drow or Drizz't. Forgotten Realms has great story to it; thats why I don't like it so much for game play. It does not feel as if there is space or even need for heroes beyond the novels or setting story. I have played in some Forgotten Realms games over time, some run very well, but I always feel constrained and hedged in with the world. No space to find anything new, no way to really effect the world with my actions. Another qualm for me is the high prevalence of magic and items, it seems that every farmer has a +1 shovel or some other such silliness. I have no intention on switching to 4e, but from what I've heard about the changes to Forgotten Realms, I'd happily play a 3.5 game set during the new FR time period. I like the massive world shattered changes that have been made. Now we have new places to explore, potential to help or hurt the world as per our actions. Its almost an entirely new campaign setting. Now those who had the "brilliant idea" of the spellplague, I think have spent a bit of time reading other RPG companies work; concept comes off as VERY Rifts to me. Continents and tracts of land replaced, holes in the earth where there were mountains, new and strange monsters appearing because of this plague, very Rifts. I know many people don't like the FR changes that are happening to make 4e work there, but if you look at it from a story point of view, it should reinvigorate the line and create new adventure possibilities. Sometimes the best thing is to advance things so far to the point where everything is new. All your history is still there, the events of the past have still shaped the present, nothing is really invalidated. As it was, the Time of Troubles should have sparked more changes to the world. Rant off and Flame on! ![]()
![]() Scared to Undeath: ”A student of mine once failed to achieve transcendence. Perfect in body and spirit, he was able to overcome many challenges, physical and mental, yet always he failed against one. When confronted by an enclosed space he became as a child, simpering and unable to act. Therefore, be mindful of your fears. Master them, lest they master you and prove to be the source of your failure.”
Thematic Link: Often an individuals' subconscious will contain fears that are more troubling to them than any monster. These fears are known as phobias. A soldier who may stand bravely to fight a demon from the blackest pits of the abyss on one day will, when forced below the deck of a ship during a storm, be reduced to simpering in the corner or he may panic and attack his allies like a madman as his claustrophobia manifests itself. My theme is phobias, specifically undead demonstrating phobia resultant or related effects. These three undead may be formed spontaneously or through the application of create greater undead to the remains of a victim who died in one of these feared manners or who suffered the particular phobia and later died from a fear effect. Bazofohb: This undead creates effects related to vertigo and to the fear of falling.
Bazofohb <Bahz-oh-foh-beh> CR 5
Spoiler:
NE, Small, Undead (incorporeal)
Init +2; Senses Darkvision 60 ft; Spot +7 Defense
Offense
Tactics
Statistics
Special Abilities
Phantasmal Plummet (Su): Living creatures hit by a bazofohb's incorporeal touch attack must meet a Will save or be drained 1d4 Int, fall prone and be dazed for 1 round. The DC is 15 for the Will save. The save DC is Charisma based. On each successful drain the bazofohb heals itself 5 hit points. Vertigo Shriek (Su): A bazofohb may unleash a piercing shriek as a standard action which disrupts the victims sense of balance. All living creatures within a 30-foot spread must succeed on a Fort save or be reduced to single actions for 2d4 rounds. The DC is 13 for the Fort save. The save DC is Charisma based. This is a sonic effect. A creature that is affected by the shriek must make a DC 10 Balance check whenever it moves or fall prone. A creature that successfully saves against the shriek cannot be affected by the same bazofohb's shriek for 24 hours. Ecology
Formed from the mental essence of a humanoid who suffered from a fear of falling or who died from a long fall, a bazofohb appears as a light brown, humanoid-shaped cloud hovering low above the ground as if prone. Existing only to share its final fear-filled fall, it feeds upon the mental essence of the living, leaving their victims dazed and disoriented. Typically a bazofohb will remain around the location of its death, hiding just below the surface. When living beings are near, it will rise up from the ground to unleash its shriek and then feed. Despite its ability to fly, a bazofohb will not move more than 10 ft. above the ground as it is bound mentally to the ground where it died. Ydrafohb <Ee-drah-foh-beh> CR 8
Spoiler:
NE Medium Undead (Cold)
Init +6; Senses Darkvision 60 ft.; Listen +10, Spot +10 Defense
Offense
Tactics
Statistics
Special Abilities
Create Spawn (Su): Any humanoid drowned by an ydrafohb's kiss rises as an ydrafohb in 1d6 rounds. Spawn are independent and possess none of the abilities they had in life. Disease(Ex): Cholera — choleric blast, Fortitude DC 15, incubation period 1d4 days; damage 2d6 Con. The save DC is Charisma based. Drowning Kiss (Ex): An ydrafohb will try to drown a foe by forcing water from its lungs into a living victim by making a successful grapple check. If it pins the foe, it places its mouth over the victims mouth and nose expelling water down their throat. A successful DC 15 Fort save allows the victim to retch the water out, taking 3d6 damage and being nauseated for 1 round. On a failed Fort save, the victim begins to drown. In the first round they fall unconscious (0 hp). In the following round they drop to -1 hp and are dying. In the third round they drown. The save DC is Charisma based. Improved Grab (Ex): To use this ability, an ydrafohb must hit a Small, Medium, or Large creature with its claw attack. It may then attempt to start a grapple as a free action without provoking an attack of opportunity. Ecology
Ydrafohbs appear much as they did in life, though more pale, gaunt and waterlogged. Wandering hunched over with a sopping mop of hair covering their face, it is not until they are closely approached that you can see blackened lips and dark talons where once there were fingers. Exuding water from all their pores and orifices, each step making a wet plop, they constantly seek living beings to drown and transform into more of their kind. Ydrafogbs are typically found near bodies of water but may be located anywhere. Phutilafohb <Few-til-ah-foh-beh> CR 11
Spoiler:
NE Large Undead
Init +3; Senses Blindsense 60 ft., Darkvision 60 ft.; Listen +14, Spot +14 Aura Apathetic presence Defense
Offense
Special Attacks Ability drain, create spawn, depressing gaze Tactics
Statistics
Special Abilities
Apathetic Presence (Su): Creatures within a 30 ft. radius attempting to attack or target a phutilafohb must make a DC 18 Will save or be unable to attack it as if it were protected by the sanctuary spell. The save DC is Charisma based. Blindsense (Ex): A phutilafohb can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the phutilafohb can’t actually see still have total concealment against the phutilafohb. Create Spawn (Su): Any humanoid that dies from a phutilafohb's depressing gaze within its apathetic presence rises as a phutilafohb in 1d6 days. Spawn are independent and possess none of the abilities they had in life. Depressing Gaze (Su): A phutilafohb can cause a subject to lose all feelings of value and self worth causing them to immediately consider suicide. This is similar to a gaze attack, except a phutilafohb must use a standard action and those merely looking at it are not affected. Anyone the phutilafohb targets must make a DC 18 Will save or be affected. This ability has a range of 30 ft. The save DC is Charisma based. A creature that successfully saves against the depressing gaze cannot be affected by the same phutilafohb's gaze for 24 hours.
Ecology
Phutilafohbs are large and bloated undead with incredibly thick, jaundiced skin who slowly search for civilized areas seeking an end to their tormented existence. Drawn like moths to flame, many phutilafohbs approach temples not to defile them, but seeking their proffered salvation and peace. Its undead existence is usually enough to provoke attacks upon it but as it radiates a sense of futility and failure, many of its would-be destroyers falter. Surrounded by life that it perceives as unwilling to destroy it, enrages the phutilafohb causing it to provoke adversaries through intimidation or by lashing out with its slam and gaze attacks until finally it is either destroyed or there is no one left nearby to attack it. They may also be kept as guardians trapped by necromancers; often delaying and demoralizing enemies for extended periods. ![]()
![]() Having submitted I must now wait again. Thankfully, now I have one of many burdens relieved from my shoulders. Work is a pain, running a store providing Mt Dew and Cheetos to both gamers and druggies in a 24/7 operation is a tough life, especially when your bosses are being ridden hard by their bosses, so it all flows downhill. Tomorrow/Today 12/17 I will be moving across town and I've neglected my packing to get this entry finished on time. I still need to set up the moving of my utilities and such, especially internet, hopefully I'll be back up online by Wednesday. Currently, I'm contemplating some cleaning dishes before bed (it's 2a EST) while I'm listening to my waterbed drain (which it has been doing for 4 hours now, slow...I think the voting might be done before my bed is dry. I've kinda ignored and neglected my girlfriend while doing this. She understands, which is great, cuz she's a gamer herself, but she is still a girl and I will be paying for it for quite some time. Once again, congratulations to all who have advanced. Thank you to you wonderful people at Paizo/Necromancer Games/Kobold Quarterly for this opportunity. Best of fortune to all of us who remain. Good Night, and Good Luck. ![]()
![]() “Beneath the land lies the eternal sea from which all life came; in the deep, the forgotten rulers of long ago and yet to come wait while we, their disciples, prepare their approaching ascendancy.” -Voeren van Premie History Born a human fisherman in a small hamlet, Voeren van Premie was dragged beneath the waves but was rescued by aboleths which appeared angelic to his oxygen-starved mind. Saved from drowning, he was charged to prepare the surface world for the aboleths ascension. His loyalty sworn, they transformed him into the near-human facsimile of an elan, which granted him extreme mental powers and an unlimited life span. Following his return to the surface, this messiah introduced a new religion surrounding a being known as Than Aivel; promptly converting the small fishing hamlet of Fareweather to his new religion and transforming its people into elan priests, eventually becoming his mental thralls. Description Voeren van Premie is tall and tanned, with long wind-blown blond hair, appearing fully human except for his pupil-less sea blue eyes. He claims this as the mark of divinity and shares it with all his fellow priests. Dressing in voluminous and flowing robes of light green and blue hues, he walks as one used to the swells of the sea. Speaking easily, with a control hinting at the capacity to unleash the fury of the four winds and often holding back a temper as fickle as the ocean itself. Goal and Schemes Ultimate Goal: Once all the nation of Verindum falls under Voeren's sole dominion, Than Aivel and the other aboleth mages will cause the sea waters to rise and drown the surface world. Ascending as foretold saviors, all will serve and worship them while their disciples will be rewarded with wealth and power. Although Voeren believes in the benevolent and divine nature of his aboleth saviors, he and his elan priests lack any true divine power. Instead they all train as psions, claiming their magics as a gift from their “deity” Than Aivel. To further his cult, he transforms loyal human followers and “converts” human detractors into loyal elan priests with the assistance of an aboleth mage while demi-human opponents simply disappear. Key to his overall success is the secrecy of the elans aberrant nature and creation. Therefore they infiltrate human society with the only outward sign of their true nature being their pupil-less eyes. Currently, elan priests travel across Verindum establishing temples in port cities, and zealots recruit other new followers while stamping out the old religions. All believers must become unquestioning followers of Voeren, living, dying and killing at his whim. Adventure Hooks The PCs come to Verindum from another land and find themselves persecuted for following old ways and become targets for forced conversion. One of the PCs contacts, who was once vocally against the new religion, vanishes and reappears two days later as a priest who no longer remembers them. Voeren van Premie, Herald of Than Aivel CR 15
Init +2; Senses Listen +5, Spot +5
DEFENSE AC 25 [+ 10 (+5 Breastplate) + 3 Deflection +2 Dex], touch 15 [+3 Deflection +2 Dex], flat-footed 23 [+10 (+5 Breastplate) +3 Deflection], incorporeal touch 25 [+10 Inertial Armor (augmented using 13 pp) + 3 Deflection +2 Dex]
OFFENSE Spd 30 ft.
Power Points Per Day(221) [170 base + 2 elan + 49 bonus] (May not use more that 14 Power Points when manifesting a single power)
1st-Charm, psionic (DC 19 [10+1 Level+1 Psionatrix +7 Ability], Will), Mindlink, Inertial Armor, Missive, Sense Link 2nd-Brain Lock (DC 20 [10+2 Level+1 Psionatrix +7 Ability], Will), Read Thoughts (DC 20 [10+2 Level+1 Psionatrix +7 Ability], Will), Suggestion, psionic (DC 20 [10+2 Level+1 Psionatrix +7 Ability], Will), Ego Whip (DC 20 [10+2 Level+1 Psionatrix +7 Ability], Will) 3rd-Crisis of Breath (DC 21 [10+3 Level+1 Psionatrix +7 Ability], Will Negates, Fort partial), Empathic Transfer, Hostile (DC 21 [10+3 Level+1 Psionatrix +7 Ability], Will), False Sensory Input (DC 21 [10+3 Level+1 Psionatrix +7 Ability], Will), Psionic Blast (DC 21 [10+3 Level+1 Psionatrix +7 Ability], Will) 4th-Dominate, psionic (DC 22 [10+4 Level+1 Psionatrix +7 Ability], Will), Modify Memory, psionic (DC 22 [10+4 Level+1 Psionatrix +7 Ability], Will), Schism, Correspond 5th-Metaconcert, Mind Probe (DC 23 [10+5 Level+1 Psionatrix +7 Ability], Will), Power Resistance (DC 22 [10+5 Level+7 Ability], Will (harmless)), Psychic Crush (DC 23 [10+5 Level+1 Psionatrix +7 Ability], Will), True Seeing, psionic 6th-Mind Switch (DC 24 [10+6 Level+1 Psionatrix +7 Ability], Will), Disintegrate, psionic (DC 23, Fort) 7th-Crisis of Life (DC 25 [10+7 Level+1 Psionatrix +7 Ability], Fort), Decerebrate (DC 24, Fort), Evade Burst TACTICS Before Combat Augmented Inertial Armor, Power Resistance, Schism, True Seeing, psionic
STATISTICS Str 8, Dex 14, Con 10, Int 24 [Base 18 + Headband +6] , Wis 13, Cha 14 [Base 10 + Cloak +4]
SPECIAL ABILITIES Special Ability (Ex/Sp/Su) Greater Dominate (Ex): At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments psionic dominate to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points. Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psionic Charm (Ex): At 3rd level, a thrallherd adds psionic charm to her powers known (if she doesn’t already know it). Once per day, she can manifest psionic charm at a reduced power point cost. The cost of psionic charm is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level. Psionic Dominate (Ex): At 5th level, a thrallherd adds psionic dominate to her powers known (if she doesn’t already know it) Once per day, she can manifest psionic dominate at a reduced power point cost. The cost of psionic dominate is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level. Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours. Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. Superior Dominate (Ex): At 9th level, a thrallherd does not have to pay 4 additional power points when she augments psionic dominate to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points. Thrallherd (Ex): (Shepper van Vorm 14th Level Elan Psion [Shaper]: Thrall, 135 1st Level, 13 2nd Level, 7 3rd Level, 4 4th Level, 2 5th Level, 2 6th Level: Believers) A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences. Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants. As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat. As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts). A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours. Use this table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract. Voeren van Premie had the following ability scores before racial and leveling adjustments using the elite array: Str 8, Dex 14, Con 10, Int 15, Wis 13, Cha 12. ![]()
![]() I have a player for my normal game who wants to use that feat, he had before, we know it was in an old issue of Dragon, but I can't remember which one. Does anyone remember the source instead of me searching through each of my issues of Dragon as I try to move and do the RPG Superstar contest? Thanks ![]()
![]() Hear me out please. I have a few sources for my remarks, and remembrances for other so if you know of any confirming or refuting sources please add them. Wizards of the Coast will kill 3.x when they release 4th Edition next year. Publishers such as Goodman Games who've already announced their choice to move on to 4th Edition, or Necromancer Games who will also advance but it seems that now they will keep 3.x on the table, or Paizo who claims to be undecided will truly have no option but to upgrade to 4th or change systems entirely. I have seen on many posts here, on WOTC forums, ENworld and elsewhere (sources please) that WOTC cannot revoke the OGL. If true, fine. WOTC can still kill 3.x! Today when searching for the System Reference Document (SRD) you can only get or use the 3.5 revision of the d20SRD. Thats the only official one supplied by WOTC. What happened to the original SRD? 3rd Edition? It was replaced by the 3.5 d20SRD. 4th Edition is still supposed to be d20, kind of a d20 advanced is my understanding. I've heard that they should be releasing an SRD for 4th Edition to allow other publishers to produce competing products. (Sources Please) Why would they not, replace the 3.5 d20SRD with the 4th Edition SRD? OGL remains in place, they just changed what content could be used within it is all. Technically, the SRD is still WOTC property which they have allowed everyone to use. This occurred to me as a nightmare while working on my 2nd Round submission for the RPG Superstar contest. In my dream, WOTC released the new SRD during the competition, and as the current two rounds have required the use of only SRD material most of us contestants had to start from scratch learning new rules. How is my logic in this? Or are we just fooling ourselves, those of us who will keep playing 3.x Edition and want continued support? ![]()
![]() Be on the watch for Ninja today. They are out there, around us. Anyone could be a ninja, co worker, significant other, friend, enemy. Be on your guard, especially if you are a pirate as I am. Just a friendly warning to everyone out there, who knows if their plot involves Paizo... Celebrate Day of the Ninja http://dayoftheninja.com/index2.html ![]()
![]() The Prison Colony of Saran
Description: Saran is the penal colony for the Solarian Empire, located upon a finite demiplane within a globe of clear glass 6 inches in diameter. The climate is temperate and seasonal, enclosing a 50 mile diameter space with mountains and heavy forests to the north and a span of sea to the south. The demiplane is like the Material Plane in all respects except for no connection with the transitive, inner or outer planes. Only two portals connect Saran to the Material Plane; a Two-Way portal near the western edge and a One-Way portal at the center of the globe. History: The globe enclosing Saran was crafted by the mad Gnome Druid/Wizard, Kaynis Treehugger, who populated it with many different animals and monsters to study their interaction within a closed system, lost and was found about 500 years ago within the lair of a green dragon. Considered a novelty item in the Imperial Treasury for 150 years, Saran was established as a penal colony 331 years ago by Emperor Justus IV, to replace expensive Solarian prisons while avoiding divine prohibitions against the death penalty. The first 200 prisoners were sent in with basic tools and a one month supply of food. Order came after half the prisoners had died from infighting, grudges, gnoll or hobgoblin raids and when a half-elf woman named Sadina (convicted of adultery) seized the remaining supplies and began a rationing system. Those who cooperated for the well being of all received more food and less food was given to those who would not follow her. After a year of careful rule and 1,000 additional prisoners later, a moderate agricultural village had been formed with meat and dairy coming from herds of Bison. Other goods were raided as needed from trade caravans between the two native hobgoblin cities. Realizing the indefensible location they inhabited, Sadina collected many warriors from the prisoners, instigated a war and captured the lesser hobgoblin city of Grondish. Sadina renamed the city, Hope, where the prisoners permanently settled. Fully rehabilitated, she led the prisoners of Saran for twenty years, preaching cooperation and redemption until she was assassinated by her eldest son, Steven the Vile. Her assassination fanned the flames of chaos in the streets as murder, robbery and rape ensued. Steven incited the people to riot and destruction, promising personal freedom in anarchy; but, eventually, his younger brother Robert the Pure and Sadina's remaining supporters drove the anarchists from Hope into the Hordelands. There the anarchists proliferated while the gnolls and hobgoblins posed a continued threat to Hope's security. Years later Solarian emissaries came to see what had become of their penal colony. They were so impressed with the City of Hope and the rehabilitated prisoners, they established a consulate around the now active Two-Way portal within the city, where individual prisoners could petition for parole or pardon every 10 years. They also brought in a complement of Solarian soldiers to aid the people of Hope against the evil forces beyond the city. Current: Prisoners are regularly sentenced to Saran and arrive through a mist filled stone ring in the center of the Hordelands carrying a one day supply of food; prisoners and their descendants are exiled here with the chance of parole, but have no access to magic save for native sorcerers or Solarian Clerics. A signpost declares to new arrivals their options: 1. join bandits and nomads in the Hordelands preying upon other new arrivals and each other; 2. become petitioners in the city of Hope; 3. be captured by the forces of Rasputin the Black and pressed into slavery toiling within the metalworks of the Pit. North, within the Harmonia Woods strange monsters and gnolls hunt and prey upon those prisoners who try to reach the mountain wall. South, upon the Sea of Tears, a special floating fortress, the Keep of the Exiled King was built by Emperor Rightus III and anchored near the sea wall. Originally built to house his older brother, it is now home to countless political undesirables. Supply ships travel there monthly from Hope. To the East, the great stone-walled hobgoblin City of Skrag is strangled by the adamantine fist of the insurgent dwarf leader, Rasputin the Black (sentenced to Saran for unleashing several steam-powered engines within Sulair's Temple of the Sun). Here monsters, hobgoblins, natives and felon slaves are forced to craft siege engines, weapons, armor and steam-powered monstrosities to be used against Hope. In the West, led by Mayor Abigail Fairchild (a fallen Paladin seeking atonement), Hope stands as a beacon for the rehabilitated seeking parole and eventual return to Solaria. DM Secrets:
Kaynis Treehugger died centuries ago, but he kept a tree-tower magically hidden within the Harmonia Woods in order to observe his experiment; many secrets and treasures are hidden within. The Keep of the Exiled King holds Maximus I, the elder brother of the ruling Emperor Cleon II, who was believed killed during a hunting accident when he was 16. A hive of Formians have spread throughout the mountain wall and are ready to expand their colony to the surface of Saran. Nesting in the mountain wall are the last known pair of Rocs, all others hunted to extinction through the Emperors' sport. The Prison Colony of Saran is an Imperial Solarian secret. Not one of the allegedly paroled prisoners has ever left the demiplane, but were instead murdered and used to fuel the furnaces heating Hope. ![]()
![]() As I slept, pondering my Country entry, I dreamed that, while working on further rules inclusive entries (Villain Stat Block and Monsters) WOTC posted the 4th Edition SRD. This SRD replaced our current 3.5 SRD, the same as 3.5 replaced 3rd Edition. Therefore, we were all thrown into a panic as we had to use the SRD as listed for our creations. I was woken up by a phone call from work shortly thereafter. The dream was better... ![]()
![]() Tied to one of the four traditional elements, four varieties of this quiver may be crafted. The quiver may hold up to 10 arrows; arrows which are drawn from the quiver and then fired from any bow transform into a bolt of elemental energy which deals the bows' normal die of damage as the elemental type. Any additional enhancements from the bow apply as normal. Fire Element (Fire)-Fashioned of red leather with golden words of power inscribed in Ignan.
Moderate Evocation; CL 5th; Craft Wondrous Item, Craft Magic Arms & Armor, Acid Arrow, Scorching Ray, Shatter, or Ray of Frost; Price 5,000gp; Weight 2 lbs |