| Beek Gwenders of Croodle |
FYI
From D&D 3.0 ***
Shooting Stars
This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night.
During the night under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.
• Dancing lights (once per hour)
• Light (twice per night)
• Ball lightning (special, once per night)
• Shooting stars (special, three per week)
The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.
Number of Balls Damage per Ball
4 lightning balls 1d6 points of damage each
3 lightning balls 2d6 points of damage each
2 lightning balls 3d6 points of damage each
1 lightning ball 4d6 points of damage
Once the ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)
The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.
Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.
Indoors at night, or underground, the ring of shooting stars has the following properties.
• Faerie fire (twice per day)
• Spark shower (special, once per day)
The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.
Strong evocation; CL 12th; Forge Ring, light, faerie fire, fireball, lightning bolt; Price 50,000 gp.
*** From AD&D 2e
Staff of the Serpent: There are two varieties of this staff—the "python'' and the "adder."
The python strikes as a +2 magical weapon and inflicts 1d6+2 points of damage when it hits. If the priest throws the staff to the ground, it grows from its 6-foot length, becoming a constrictor snake, 25 feet long (AC 3, 49 hit points, movement rate of 9). This happens in one round. The snake will entwine if it scores a hit, the opponent being constricted for 2d4+2 points of damage per round. The victim will remain trapped by the python until he dies or the creature is destroyed. Note that the python will return to its owner upon command. If it is destroyed while in snake form, the staff is destroyed.
The adder strikes as a +1 magical weapon and does 2d2 points of damage when it hits. Upon command the head of the staff becomes that of an actual serpent (AC 5, 20 hit points). This head remains for one full turn. When a hit is scored, damage is not increased, but the victim must roll a successful saving throw vs. poison (strength E) or be slain. Only evil priests will employ an adder staff. If the snake head is killed, the staff is destroyed.
Neither staff has nor requires charges. Most of these staves—60%—are pythons.
Horseshoe of Varied Tracks
, (identical to boots of varied tracks, but
enable wearer to stay on top of soft snow; bear, goat, rabbit and wolf prints)
*** From AD&D 2e
Hat of Stupidity: This hat is indistinguishable from any other magical hat, even when most carefully detected by magical means. Only by placing it upon the head can its powers be determined. Of course, once on the head, the wearer will believe that the hat is a beneficial item, for he will be overcome by stupidity. Intelligence is lowered to 7, or by -1 if the wearer has a 7 or lower Intelligence normally. The wearer will always desire to have the hat on—especially when he is engaged in any activity which requires thinking, spellcasting, etc. Without the benefit of a remove curse spell or similar magic, the wearer will never be free from the magic of the hat. If released, the wearer's Intelligence returns to its normal level.
| Kierato |
Ring of shooting stars
Staff of the serpent (Actually, it was a rod) Rod of the python and rod of the viper
There is no hat of stupidity.
| Beek Gwenders of Croodle |
Boots of Varied Tracks: The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a halfling or as large as those of an ogre, bare or shod as desired. In addition, each pair of these boots has four additional track-making capabilities. Roll 1d6 four times to determine the subtable used, followed by 1d8 four times:
Subtable A (1-3)
D8 Roll
Track Print Left
1 Basilisk
2 Bear
3 Boar
4 Bull
5 Camel
6 Dog
7 Giant, hill
8 Goat
Subtable B (4-6)
D8 Roll Track Print Left
1 Horse
2 Lion (or giant lynx)
3 Mule
4 Rabbit
5 Stag
6 Tiger (or leopard)
7 Wolf
8 Wyvern
| Beek Gwenders of Croodle |
I did, here's a first sketch in PF format
Snowshoes of Varied Tracks
Aura faint Transmutation; CL 3rd
Slot feet; Price 2,000 gp; Weight 1 lb
DESCRIPTION
The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a halfling or as large as those of an ogre, bare or shod as desired. In addition, each pair of these boots has four additional track-making capabilities. Roll 1d4:
D4 Roll
Track Print Left
1 Bear
2 Goat
3 Rabbit
4 Wolf
Also enables wearer to stay on top of soft snow
CONSTRUCTION
Requirements Craft Wondrous Item, pass without trace; Cost 1,000 gp
Hat of Stupidity
Aura none; CL 9th
Slot head; Price -; weight -
DESCRIPTION
This hat is indistinguishable from any other magical hat, even when most carefully detected by magical means. Only by placing it upon the head can its powers be determined. Of course, once on the head, the wearer will believe that the hat is a beneficial item, for he will be overcome by stupidity. Intelligence is lowered to 7, or by -1 if the wearer has a 7 or lower Intelligence normally. The wearer will always desire to have the hat on—especially when he is engaged in any activity which requires thinking, spellcasting, etc. Without the benefit of a remove curse spell or similar magic, the wearer will never be free from the magic of the hat. If released, the wearer's Intelligence returns to its normal level.
CONSTRUCTION
Requirements Craft Wondrous Item, feeblemind; Cost -