Talisman of Pure Good
These stones are minor artifacts and radiate magic. A goodly aligned divine spellcaster who possesses this item can cause a flaming crack to open at the feet of an evil divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth!
The wielder of the talisman must be of Good alignment, and if he is not exceptionally pure in thought and deed the evil character gains a DC 19 Reflex saving throw to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.
A Talisman of Pure Good has 6 charges. If a neutral aligned divine spellcaster touches one of these stones, he takes 6d6 points of damage. If an evil divine spellcaster touches one, he takes 8d6 points of damage. All other characters are unaffected by the device.
Strong evocation [good]; CL 18th.
In addition to magic items created with spells, some substances have innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.
Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.
This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties.
Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements suggested cost an additional 2,000 gp. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a standard quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by a suggested 50%.
Cold iron has 30 hit points per inch of thickness and hardness 10.
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.
Because Dragonhide armor isn’t made of metal, druids can wear it without penalty. I suggest that Barbarians may be able to wear as well. Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.
Dragonhide has 10 hit points per inch of thickness and hardness 10.
Mithril is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. I suggest that most mithril armors are one category lighter than normal for purposes of movement and other limitations. Meaning, Heavy armors are treated as Medium, and Medium armors are treated as Light, but Light armors are still treated as light regardless.
Spell failure chances for armors and shields made from mithril are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0). These, of course, may be modified as needed for use in your own campaign.
As noted previously, an item made from mithril weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithril. (A longsword can be a mithril weapon, while a scythe cannot be.) Weapons or armors fashioned from mithral are always masterwork items.
Mithral has 30 hit points per inch of thickness and hardness 15.
A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.
Alchemical silver has 10 hit points per inch of thickness and hardness 8.
Type of Alchemical Silver Item
Item Cost Modifier
|Light weapon||+20 gp|
|One-handed weapon, or one head of a double weapon||+90 gp|
|Two-handed weapon, or both heads of a double weapon||+180 gp|
This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type.
Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
Darkwood has 10 hit points per inch of thickness and hardness 5.
Step One: Move + Action
On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet. The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action. The “Movement and Position” section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”
Step Two: Combat Actions
When you take your action on your turn, you can take one action, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Step Three: Disengage!
If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.
This ultra-hard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.
Type of Adamantine Item Item Cost Modifier
Ammunition +60 gp
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp
LIBERATION TALES is the story of the Firefly Class Freighter LIBERATION owned by Captain Benjamin Clemson. He is a decorated war hero who served on the side of the Independent Army during the Unification War.
Benjamin purchases LIBERATION from a Blackout Zone scrap yard in the outskirts of Persephone City in 2513 and begins to hire a small crew to take various jobs to support himself, while attempting to stay out of the radar of The Alliance.
This is their story.
Flux slime appears as a clear, viscous liquid that seeps from some unseen origin point. This origin point is extradimensional, so the slime may even appear in midair. As the slime flows, it settles and fills the area around the origin point.
Flux slime seems to be an inert substance, devoid of sentience. It is not caustic or toxic, but it radiates an antimagic field within a radius of 10 feet. This antimagic field has a caster level of 21. Any quantity of slime that is removed from the main mass yellows and hardens in a matter of minutes, turning into a flaky material that will not adhere to anything.
In reality, flux slime is a growth with a ravenous appetite for magical forces. It is a natural draining phenomenon: Magical energy drains through the origin point in one direction in exchange for the residue on the far side. The antimagic field a flux slime generates is actually the byproduct of the consumption of magical energy.
In addition to the antimagic field’s effects, magic items that come into contact with flux slime permanently lose their magical abilities; creatures with spell-like or super-natural abilities that come into contact with it take 2d6 points of temporary Constitution damage per round while it devours flesh; creatures without such abilities are immune to this effect.
On the first round of contact, the slime can be scraped off a creature, but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Extreme cold, heat, or sunlight destroys a patch of flux slime.
When destroyed, a patch of slime releases the byproducts of its magical digestion in a dangerous burst that radiates out 50 feet. All creatures caught in this burst are subject to some random and permanent transmutation effect, as generated on the table below. Each burst generates one of these effects. Creatures may resist this effect with a Fortitude saving throw (DC 29).
01–10 Blindness (as blindness/deafness spell)
11–16 Cursed (as bestow curse spell; –4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks)
17–26 Deafness (as blindness/deafness spell)
27–32 Disintegrate (subject is destroyed by a disintegrate spell)
33–40 Etherealness (as etherealness spell)
41–48 Gaseous (as gaseous form spell)
49–54 Iron body (as iron body spell)
55–60 Petrification (as flesh to stone spell)
61–68 Plane shift (subject instantly transports to a random plane)
69–74 Polymorph (as polymorph other spell; choose form randomly)
75–80 Reverse gravity (flux slime becomes the center of a reverse gravity spell).
81–88 Teleport (each subject teleports to a different, random location)
89–94 Temporal stasis (as temporal stasis spell)
95–00 Reverse aging (subject gets younger each year, disappearing at moment of “birth”)
After the burst, the extradimensional origin point is sealed.