Gauld is an alchemical compound that when applied to clothes (and other worn items, such as leather armour) vastly increases their toughness and resistance to attack as well as durability while still retaining most of their flexibility in the case of clothing. The treatment process is called gaulding. The ability of an enemy or monster to cut or pierce clothing so treated is drastically reduced, though trauma from the force of the attack is still transmitted through the fabric. For example, a well-made jackcoat is apparently able to repel a direct hit by a musket ball, though the force of the shot is still felt by the wearer.
Throughout Taldor, Andoran and Galt, many different types of clothing are proofed, including silk, fur, and feathers. The gaulding process results in a slight increase in weight and decrease in flexibility, but overall the material is little changed, other than becoming much stronger.
Gaulded clothing, or proofing is de rigeur for anyone who chooses to venture beyond the safety of city walls. Soldiers and teratologists are seldom without a set of sturdy proofing, as are most other folk in the ditchlands and fencelands. Gaulded clothes are also worn in parishes, though complete sets of proofing are less common.
The most effective type of proofing consists of gauld-leather or Hide backed by gaulded cloth. This combination is known as troubarding and is worn by elite troubardier infantry. Haubardiers wear partial troubarding about the torso in Andoran and Galt.
Game Effect:
Gaulding adds +2 to the Armor/Shield bonus of any Padded, Leather or Hide armor, while adding no Armor Check penalty and no modifier to the Max Dex Bonus or Arcane Spell Failure Chance. It increases the weight by one pound.
Cost: 200 GP
Leaf Armor
Druidic elves use secret alchemical compounds to treat special leaves used in crafting armor for their warriors. Stitching the overlapping leaves into a leather jerkin, bracers, and leggings provides great flexibility while deflecting blows as well as metal armor. Leaf armor is always masterwork. It cannot be constructed from other special materials.
Cost: 500, Armor Bonus: +3 Max Dex Bon: +8, Armor Check Penalty: 0, Speed: 30ft/20ft, Weight: 10 Lbs.
Magic Item:
Armor of Fallen Leaves
A riot of red, yellow, and orange leaves has been sewn
together into a rigid suit of armor resembling a breastplate.
This suit of armor functions as a +1 wild breastplate. Because it is nonmetallic, wearing this armor does not violate a druid's
spiritual oaths, though it has the durability of steel.
Once per day you can cause the leaves of the armor to turn brown
and scatter on the breeze. During this process, you merge with the fallen
leaves and disappear. Though the leaves appear to flutter near the ground, they
are actually under your disembodied control. While in this state, you can move
and interact with your environment as if you were under the effect of a gaseous
form spell. This effect lasts for up to 30 minutes or until you use a standard
action to end it. The subject gains DR 10/magic and becomes immune to poison,
sneak attacks, and critical hits. It can’t attack or cast spells with verbal,
somatic, material, or focus components while in leaf form. This does not rule
out the use of certain spells that the subject may have prepared using the
feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses
supernatural abilities while in gaseous form. If it has a touch spell ready to
use, that spell is discharged harmlessly when the gaseous form spell takes
effect.
A leaf creature can’t run, but it can fly at a speed of 10
feet and automatically succeeds on all Fly skill checks. It can pass through small
holes or narrow openings, even mere cracks big enough to allow theleaves to
slip through, with all it was wearing or holding in its hands, as long as the
spell persists.
The creature is subject to the effects of wind, and it can’t
enter water or other liquid. It also can’t manipulate objects or activate
items, even those carried along with its gaseous form. Continuously active
items remain active, though in some cases their effects may be moot.
Cost: 12,000 GP, Armor Bonus: +6 Max Dex Bon: +3,
Armor Check Penalty: -1, Speed: 30ft/20ft, Weight: 15 Lbs.
Armored Coat
This sturdy leather coat is reinforced with metal plates sewn into the lining. An armored coat is more cumbersome than light armor but less effective than most medium armors. The advantage of it is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those of armor, clothing, or items worn on top.
Armor/Shield Bonus: +4 Price: 50 GP Max Dex Bonus: +3 Armor Check Penalty: -2 Weight: 20 Lbs
Dwarven Ales
Almost as renowned as dwarf-crafted arms and armor are their potent and deep-flavored ales. As a race, dwarves seem to share a universal love of fine beer. Dwarves prefer their ales strong, with a hearty bite; some non-dwarves find even the mildest dwarven ale to be potent to the point of distaste. Dwarves brew beers that both accentuate the flavors of their favorite meals and, for those dwarves who travel far from the citadels of their births, remind them of home. Many drinks possess a rustic flavor, reminiscent of low-burning hearths, well-cooked meat, and soot-stained ceilings.
Almost all dwarves begin drinking at an early age, and it is not uncommon within feasting halls to see young dwarves sitting at the table of their clanmates, greedily drinking from mugs larger than their heads. Within the citadels, the love of ale has become almost as integral a facet of dwarven life as warfare against their hereditary enemies, and many dwarves lessen their pre-combat jitters by drinking several pints of their favorite ale before wading into battle.
Every dwarven fortress worthy of the name contains at least one brewery, and each of the remaining Sky Citadels boasts several. Dwarven beer, like dwarven society, changes slowly over time. When the Sky Citadels were first raised almost 10,000 years ago, however, each fortress developed a signature celebratory ale that has remained unchanged throughout the centuries. The recipes for these ales remain closely guarded secrets, and although widely sought, one rarely finds the delicious brews beyond the confines of the citadel in which they were created. To this day, brewmasters continue to search for the recipes of the lost citadels, hoping to recreate them through studious research or descriptions of their taste.
As a whole, dwarves favor strong and bitter drinks such ales, porters, and stouts. Expert brewmasters craft beers both for their flavor and for the benefits they impart.
Auroch’s Breath: This bitter stout bears a flavor that hints of auroch meat, and helps hardworking dwarven craftsmen endure long hours at the forge by lessening the sting of ambient heat. Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold. A pint costs 1 gp.
Lost Halls Porter: This porter has an almond aftertaste and enhances dwarven resistance to poison. Drinking a pint gives dwarves—and only dwarves—a +1 alchemical bonus to saving throws against poison. A pint costs 1 gp.
Wondrous Whippersnap: This light ale, a rarity among dwarven beers, extends the range of your darkvision by 1d3 × 5 feet (varying from batch to batch, and even from person to person) for 1 hour, making it a favorite among warriors who stand watch in the deepest, darkest halls of the Sky Citadels. A pint costs 1 gp.
Elven Meals
The elves of Golarion regard magic not merely as some tool for war or industry but as a way of filling every part of their lives with wonder and delight. Even something other races might consider so simple or utilitarian as cooking a meal could achieve unparalleled heights of grandeur if prepared by one trained in the mystical arts. Those few non-elves fortunate enough to partake of food prepared by an elf skilled in magic and the culinary sciences often find it an experience both humbling and transcendent.
Any elf with at least 5 ranks in Profession (cook) and the Brew Potion feat soon discovers the secret of infusing food with magical energy. Rather than simply astounding the senses, these meals offer those who eat them special abilities. As elves with this talent often sell magical food or give it as gifts, members of other races occasionally get opportunities to sample and enjoy these unusual combinations. Non-elves are capable of combining cooking and potions, of course, but their meals often seem primitive by elven standards.
It takes one full day to create a magical meal. The meal requires all the normal ingredients and cooking implements (comparable to equipping and maintaining an alchemy lab) as well as the normal requirements for creating magic items (such as the ability to cast prerequisite spells, spending gold for magical ingredients, and so on). Creating magical food follows the standard rules for creating magic items.
An elf attempting to make a magical meal must succeed at a Profession (cook) check. The DC of this check is equal to 20 + the highest-level spell being incorporated into the meal. Success means the elf creates a meal suitable for one Medium or smaller creature. Creating a magical meal for a Large or larger creature increases the DC of the Profession (cook) by 5 for each size category above Medium and doubles the number of food ingredients used. The first creature to eat a magical meal gains the benefit of its magic; sharing plates does not affect multiple diners no matter how the portions are divided.
Sample Magic Foods
Magical food never spoils under normal conditions. Unless otherwise stated, consuming any of these meals is a full-round action that provokes an attack of opportunity. The listed prices do not include the cost of mundane ingredients (meat, flour, vegetables, spices, and so on), though these usually amount to no more than 5 gp for even the most outlandish meal.
Buttered Sparrowfish Fillet
Aura faint transmutation; CL 5th
Slot none; Price 900 gp; Weight 1 lb.
Description
The sparrowfish is a bland-tasting swimmer native to the rivers and streams of Kyonin, notable mainly for its excellent speed and its ability to leap out of the water and onto low-hanging tree limbs to avoid predators. Its meat is the color of salmon and is reasonably tasty when prepared with butter, herbs, and salt; it is best eaten fresh, but if properly dried after cooking, it retains its flavor whether eaten cold or reheated. Eating the magical fillet gives you a +10 competence bonus on Balance, Climb, and Swim checks for 1 hour.
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, creator must have 5 ranks in Balance, Climb, and Swim; Cost 450 gp, 36 XP
Cheya Dumplings
Aura moderate transmutation; CL 10th
Slot none; Price 300 gp; Weight 1 lb.
Description
Cheya is a smaller, immobile cousin of the assassin vine native to Kyonin (some elves believe that the aggressive mobile assassin vine plants are the result of a cheya cultivating program). Generally harmless except to tiny animals, some elves cultivate cheya for its roots, leaves, and berries. The roots are crushed into a paste and mixed with water or milk to make dough, stuffed with diced cheya leaves, then boiled or baked, often topped with sweet jelly made from cheya berries. Hearty, satisfying, and portable, the dumplings are excellent candidates for magical augmentation. A typical cheya dumpling gives you a +2 enhancement bonus to Constitution for 1 hour, though other varieties may enhance other ability scores.
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, bear’s
endurance; Cost 150 gp, 12 XP
Leap Cake
Aura faint transmutation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
Description
This spongy brown cake feels light in the hand but is incredibly chewy. Consuming it strengthens your leg muscles and makes your tendons more elastic (making audible stretching and popping noises for a few seconds after ingestion), greatly improving your ability to jump and fall. For the next 10 minutes, you gain a +20 bonus on Jump checks. If you deliberately jump down from a height and succeed at a DC 15 Jump check, you take falling damage as if the fall were 20 feet shorter than normal (rather than 10 feet shorter). If you fall, you may make a Jump check instead of a Tumble check to treat the fall as 10 feet shorter.
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, feather fall,
jump; Cost 250 gp, 20 XP
Newlife Soup
Aura moderate conjuration (healing); CL 10th
Slot none; Price 1,500 gp; Weight 1 lb.
Description
Soothing ripples of warm light crisscrossing along the surface of this amber broth only seem to heighten the welcoming scent of wafting from its steamy depths. This soup enhances the connections between your flesh and spirit, allowing you to briefly return to life if slain. If you die within 1 hour of eating a bowl of newlife soup, you rise on your next turn, alive as if someone had cast raise dead on you, except that you do not lose a level and you have half of your normal hit points. You are alive (not undead) for 10 minutes and can be healed normally but drop dead once those 10 minutes pass. Raise dead or similar spells cannot make your temporary life permanent; to bring you back from the dead, you must be allowed to die when the soup’s power ends. Each meal of newlife soup can only bring you back from the dead once.
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, raise dead or resurrection; Cost 750 gp, 60 XP
Snowberry Fire Peppers
Aura faint abjuration; CL 6th
Slot none; Price 600 gp; Weight 1 lb.
Description
Crisp and creamy white berries spill out from the interior of this starkly crimson, teardrop-shaped pepper. This eye-watering delicacy allows you to safely absorb heat and fire, though this reactivates the spicy taste. You gain fire resistance 10 for 1 hour. Any time this effect negates 10 or more points of fire damage, you must attempt a Fortitude saving throw (DC 15 + fire damage taken) or be dazed for 1 round as the spices overwhelm your senses.
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, resist energy; Cost 3000 gp, 24 XP
Sun-Dried Lantern Lemons
Aura faint evocation (light); CL 6th
Slot none; Price 900 gp; Weight 1 lb.
Description
These sour, chewy treats seem to be all but bursting with vitality and energy. After eating a handful of sun-dried lantern lemons you glow as brightly as a daylight spell for 1 hour. The light shines out of your skin, and while you can cover yourself to block the light and reduce its effect to that of a light spell or even a candle, only magical darkness or complete enshrouding (such as wrapping yourself from head to toe in layers of cloth or leather) can fully block the light.
Lesser forms of these treats exist that cause you to shine with a fainter light and for a shorter duration. Elven actors sometimes use these fainter variants in stage productions to represent angelic beings.
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, daylight; Cost 450 gp, 36 XP
Waybread
Aura faint conjuration; CL 6th
Slot none; Price 50 gp; Weight 1 lb.
Description
Also called walking bread or walkbread, these delicious yellowishbrown oval biscuits feel remarkably heavy for their size. One is enough to keep a belly full for an entire day and slakes thirst for that period as well.
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, create food and water; Cost 25 gp, 2 XP
Halfling Hooch
Halflings boast a robust digestive system that can handle even the spiciest and most exotic of foods, but they possess a refined palate. Halflings prefer the best food and drink available, but not necessarily the most elaborate meals. Simple, fresh ingredients prepared perfectly make a halfling diner happy.
Halflings are such inventive cooks, marrying different flavors and textures together with instinctive skill, that several of their creations have become iconic in different lands. In southern Taldor, rare is the household without a dish of Jalrune tapenade, a diced blend of Taldan olives, dried figs, garlic, and herbs. In Cheliax, most taverns serve the popular dish of pork loin from the eastern pig farms, simmered with chopped sweet onions and tart apples. In Qadira and surrounding lands, halfling cooks create a sort of sweet dessert tabbouleh by boiling local grains in milk and cinnamon, then mixing the plump grains with pomegranate seeds and chopped mint. Tavern and restaurant owners in many regions consider it lucky to have a halfling guest sample local dishes, and halfling travelers often find themselves served the same “lucky” dish at table after table, regardless of what they wish to eat.
Halflings prefer ale over wine and exotic spirits, but their nuanced palate makes them very discriminating when it comes to their drinks. Halflings who settle down and have access to significant funds, such as retired adventurers, often open taverns and spend years perfecting their house brews.
Whether fine wine, smooth liquor, or hearty ale, halflings love their booze. However, their unusual physiology often causes them to react in unusual ways when drinking different sorts of alcohol, and brewers have developed a number of varieties that take advantage of these unusual reactions. The beverages below leave halflings slightly impaired but also enjoying some additional advantage. Non-halflings do not receive any bonuses from these drinks.
Dragon Punch Whiskey (10 gp/cup): According to legend, the inventor of this dark and harsh liquor actually did attack a dragon bare handed (and presumably lived to pass on the recipe). Halflings who drink four cups of Dragon Punch Whiskey in the space of an hour take a –4 penalty to Dexterity but gain a +4 alchemical bonus on saves against fear for the next 10 minutes
Lisken’s Medicinal Tonic (10 gp/cup): This mild sedative is normally used to treat insomnia, making the drinker reluctant to take hasty actions but adept at remaining still or silent. One cup of the tonic gives a halfling a –4 penalty on initiative checks for 10 minutes and a +2 alchemical bonus on Stealth checks for that time.
Luglurch Ale (1 gp/gallon, 4 sp/mug): Most races find this pale and frothy beer too salty to swallow, but halflings simply consider it an acquired taste. Drinking three or more cups of Luglurch in a 1-minute span gives a halfling a –2 penalty on Perception checks and a +1 bonus on Reflex saves and Acrobatics checks for 10 minutes.
Human Specialties: The Food of Everywhere
The listed prices are for a tavern or restaurant in an average city.
Caydenbrew: This ale is the standard beer drunk in Absalom. The recipe was said to be the last beer Cayden Cailean had before he undertook the Test of the Starstone. The hops for this beer were originally grown on the Isle of Kortos, but the massive brewery now imports from Andoran and Taldor.
Coffee: This drink is brewed by pouring boiling water through crushed, roasted coffee beans. Coffee is a common part of many cultures in Garund. A very strong brew called Sargavan Red is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour.
Corentyn Wine: Red and white wines grown in the salt spray of Corentyn have a sweet–tart flavor valued by nobles throughout Cheliax.
Dwarven Stout: More a family of beers than one single drink, dwarven stout is known by different names around the Inner Sea. Dwarven stouts are dark beers characterized by a slightly burnt flavor and a foamy head; they are said to be as filling as a meal. They are not actually Dwarven in manufacture with rare exceptions.
Grog: A foul mix of different alcohols and whatever’s handy, grog was invented by pirates and sailors and never managed to crawl far onto land. Grog is no one’s first choice of drink, but anyone who’s spent enough time on a ship has had at least a taste.
Kahve: Also known as Qadiran coffee, kahve is served with generous helpings of milk, sugar, and spices to counteract its natural bitterness. Kahve is drunk throughout the day, both at home and at coffeehouses around town in Qadira. The grounds left in the bottom of a cup are sometimes used for fortune-telling.
Linnorm Mead: The favorite drink of the Ulfen, this honey mead has traveled with them into the southern lands. It is sweet and strong and, according to Ulfen bards, is an indisputable aid to singing.
Mwangi Coffee: Coffee brewed “Mwangi style” has a wine-like acid taste that is too strong for a novice palate.
Oldlaw Whiskey: This single-malt whiskey is made in Molthune at a distillery that has existed longer than the country itself. The smooth rye whiskey is a favorite of old soldiers everywhere.
Rumboozle: A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns around the Inner Sea.
Tea: A popular beverage in most civilized regions of the Inner Sea, tea is usually served with milk, sugar, or spices.
Caydenbrew: This ale is the standard beer drunk in Absalom. The recipe was said to be the last beer Cayden Cailean had before he undertook the Test of the Starstone. The hops for this beer were originally grown on the Isle of Kortos, but the massive brewery now imports from Andoran and Taldor.
Coffee: This drink is brewed by pouring boiling water through crushed, roasted coffee beans. Coffee is a common part of many cultures in Garund. A very strong brew called Sargavan Red is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour.
Corentyn Wine: Red and white wines grown in the salt spray of Corentyn have a sweet–tart flavor valued by nobles throughout Cheliax.
Dwarven Stout: More a family of beers than one single drink, dwarven stout is known by different names around the Inner Sea. Dwarven stouts are dark beers characterized by a slightly burnt flavor and a foamy head; they are said to be as filling as a meal. They are not actually Dwarven in manufacture with rare exceptions.
Grog: A foul mix of different alcohols and whatever’s handy, grog was invented by pirates and sailors and never managed to crawl far onto land. Grog is no one’s first choice of drink, but anyone who’s spent enough time on a ship has had at least a taste.
Kahve: Also known as Qadiran coffee, kahve is served with generous helpings of milk, sugar, and spices to counteract its natural bitterness. Kahve is drunk throughout the day, both at home and at coffeehouses around town in Qadira. The grounds left in the bottom of a cup are sometimes used for fortune-telling.
Linnorm Mead: The favorite drink of the Ulfen, this honey mead has traveled with them into the southern lands. It is sweet and strong and, according to Ulfen bards, is an indisputable aid to singing.
Mwangi Coffee: Coffee brewed “Mwangi style” has a wine-like acid taste that is too strong for a novice palate.
Oldlaw Whiskey: This single-malt whiskey is made in Molthune at a distillery that has existed longer than the country itself. The smooth rye whiskey is a favorite of old soldiers everywhere.
Rumboozle: A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns around the Inner Sea.
Tea: A popular beverage in most civilized regions of the Inner Sea, tea is usually served with milk, sugar, or spices.
Black Market Items
Not every adventurer approves of these things, but some consider them invaluable.
Allnight: This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug’s effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.
Bachelor Snuff: If inhaled through the nose, this sootysmelling golden powder renders humanoid males temporarily sterile without otherwise affecting their performance. A dose typically lasts 1–3 days. Long-term users of bachelor snuff tend to develop a slight, but still noticeable, gilded tinge to their teeth and nails.
Belladonna: Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief.
Clear Ear: This green gel is poured into the user’s ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.
Flayleaf: These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects.
Garlic: These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic.
Holly: The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year.
Mistletoe: This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year.
Night Tea: This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.
Pesh: The milk of this vibrantly green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though pesh comes in several different varieties, refined pesh is both the most potent and expensive type. Taking refined pesh gives a person 15 temporary hit points for 1 hour, a +2 morale bonus on saves versus fear effects for 1 day, and a –4 penalty to Dexterity and Wisdom for 1 day. Pesh is addictive (Fortitude DC 10 to resist), and long-term users suffer Dexterity and Wisdom damage.
Shoanti Barbarian Chew: This bitter red chew comes from the dried leaves of galtroot, a stunted bush found in the Cinderlands. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.
Tobacco: These crushed and shredded leaves range in color from peppery red to black; users can either smoke or chew them. Tobacco users experience a certain level of calm and are more easily able to shrug off hunger pangs. Tobacco is addictive (Fort DC 10 to resist), and long-term users suffer Constitution damage.
Wolfsbane: The root of this tall plant with blue flowers is toxic (see the page 560 of the Pathfinder RPG Core Rulebook), but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.
Woundweal: This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.
Woundweal
Type poison, injury; Save Fortitude DC 18
Onset 1 round; Frequency 1/day
Effect impaired healing (see above); Cure 2 consecutive saves
Tree Gold ( Cránör )
CRÁNÖR (Tree-gold)
This metal isn't metal at all. Instead, it is specially treated and hardened tree sap. It is most commonly found among Sovyrian elves. Weapons made of tree-gold tend to be sharper than metal, gaining a masterwork bonus to hit, a small increase in range increment, an increased threat range, and an improved chance to cause a critical hit. As cranor is not a metal, it is immune to rust and electricity. This nonconductive property extends itself to those who wear tree-gold armor. Also, as the material isn't metal, druids may wear any type of armor when it is made from tree-gold. However, cranor also has its drawbacks. As it is merely tree sap, items made from this material tend to be brittle and are more easily broken. Additionally, cranor is vulnerable to sonic attacks.
LÁÊN (Smokesteel)
LÁÊN (Smokesteel)
Láên is a cloudy gray crystal that, from a distance, resembles solidified smoke. (Hence, the alternate name of smokesteel.) Much like cranor, this very rare material isn't truly a metal. It is actually a dense crystal found on the Elemental Plane of Earth and available usually only by the auspices of summoned Earth Elementals or Shaitan. This density is what provides the benefits associated with it. Weapons receive a masterwork bonus to hit, increased damage, increased critical multiplier, as well as improved hardness and hit points. Additionally, any weapon formed of laen is considered to be blunt, regardless of its actual shape. Armor gains increased protective value, a resistance to critical hits, along with better hardness and hit point values. As smokesteel is not a metal, it is immune to rust and fire, and druids may wear any armor formed from this material.
Armors made of laen impart the fire resistance to their wearers. However, as a crystal, smokesteel is vulnerable to cold, which makes it brittle and prone to shattering.
Wings of the 36 Divine Celestial Soldier-Saints
Consists of 72 Kukri, Scimitars, Nine-ring broadswords,
Falchions, Falcatas, Katanas, and Khopesh, each of which was once wielded by a
Celestial in battle against evil. Looks like a pair of wings made out of
blades. This Relic becomes part of person's body, movement of the weapon is
controlled by the mind of its owner as a standard action. Can be used to fly,
attack and defend.
You can fly at a speed of 30 feet (average
maneuverability). You can't fly while carrying a medium or heavy load or while
fatigued or exhausted. You can safely fly for a number of consecutive rounds
equal to your Constitution modifier (minimum 1 round). You can exert yourself
to fly for up to twice as long, but then you're fatigued at the end of the
flight. You are likewise fatigued after spending a total of more than 10
minutes per day flying. Because you can glide before, after, and between rounds
of actual flight, you can remain aloft for extended periods, even if you can
only use flight for 1 round at a time without becoming fatigued.
When you reach 12 HD, you have enough stamina
and prowess to fly for longer periods. You can fly at a speed of 30 feet
(average maneuverability), and flying requires no more exertion than walking or
running. You can make a dive attack. A dive attack works like a charge, but you
must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive
attack only when wielding a piercing weapon; if the attack hits, it deals
double damage. You can use the run action while flying, provided you fly in a
straight line.
Wing Slash:
With a quick turn of the hip and shoulder you sweep the
wings out in a slashing attack against a foe. Choose a weapon from the table
below and apply the attack as though you had struck with that weapon.
Flurry of Blades: With
a quick flap of your wings you send a flurry of Kukris speeding toward you
enemies in a cone shaped area of effect 30’ long. Each target in the area takes
damage as from a thrown dagger. The targets get a Reflex save, ( DC
10+level+DEX mod ) to leap aside and avoid the area for no damage. The Kukri
posses the following weapon enhancements:
Throwing:
This ability can only be placed on a melee weapon. A melee weapon crafted with
this ability gains a range increment of 10 feet and can be thrown by a wielder
proficient in its normal use.
Faint
transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price
+1 bonus.
Returning:
This special ability can only be placed on a weapon that can be thrown. A returning
weapon f lies through the air back to the creature that threw it. It
returns to the thrower just before the creature’s next turn (and is therefore
ready to use again in that turn). Catching a returning weapon when it
comes back is a free action. If the character can’t catch it, or if the
character has moved since throwing it, the weapon drops to the ground in the
square from which it was thrown.
Moderate
transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price
+1 bonus.
Wing Buffet: To use
this maneuver, you must charge an opponent. On the round after the charge, you
can move your wings in a distracting manner while you make a melee attack or
attacks against the same opponent you charged. If that opponent fails a DC 20
Reflex save, you gain a +2 bonus for your turn on your melee attack rolls
against the distracted opponent. You cannot make a wing buffet again until
after you make another charge.
Wing Defense: To use
this maneuver, you must have taken the total defense action. On the round after
doing so, if you do not use your wings to fly, you can move your wings in a
blinding flurry in such a way as to gain concealment for the round.
Concealment Miss Chance:
Concealment gives the subject of a successful attack a 20%
chance that the attacker missed because of the concealment. If the attacker
hits, the defender must make a miss chance percentile roll to avoid being
struck. Multiple concealment conditions do not stack.
Total Concealment: If
you have line of effect to a target but not line of sight, such as when he has
successfully used the Hide skill, he is considered to have total concealment
from you. You can’t attack an opponent that has total concealment, though you
can attack into a square that you think he occupies. A successful attack into a
square occupied by an enemy with total concealment has a 50% miss chance
(instead of the normal 20% miss chance for an opponent with concealment).
You can’t execute
an attack of opportunity against an opponent
with total concealment, even if you know what square or squares the opponent
occupies.
Wing Fan: To use this
maneuver, you must have used at least one move action in the previous round to
fly or glide at least 30 feet. As a full-round action in the next round, you
can use your wings to produce an effect identical to a Gust of Wind spell with a range of 30 feet.
Using this maneuver makes you fatigued. You cannot use this maneuver if you are
exhausted.
GUST
OF WIND
School evocation [air]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range 30 ft.
Effect line-shaped gust of severe wind emanating out from you to the
extreme of the range
Duration 1 round
This spell creates a severe
blast of air (approximately 50 mph) that originates from you, affecting all
creatures in its path. All flying creatures in this area take a –4 penalty on
Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill
check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or
smaller flying creatures must make a DC 20 Fly skill check to move against the
force of the wind.
A Tiny or smaller creature on
the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of
nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.
Medium or smaller creatures are
unable to move forward against the force of the wind unless they succeed at a
DC 15 Strength check.
Large or larger creatures may
move normally within a gust of
wind effect.
This spell can't move a
creature beyond the limit of it's range.
Any creature, regardless of
size, takes a –4 penalty on ranged attacks and Perception checks in the area of
a gust of wind.
The force of the gust
automatically extinguishes candles, torches, and similar unprotected flames. It
causes protected flames, such as those in lanterns, to dance wildly and has a
50% chance to extinguish those lights.
In addition to the effects
noted, a gust of wind can do anything that a sudden
blast of wind would be expected to do. It can create a stinging spray of sand
or dust, fan a large fire, overturn delicate awnings or hangings, heel over a
small boat, and blow gases or vapors to the edge of its range.
Flyby Attack: When flying, the creature can take a move action
(including a dive) and another standard action at any point during the move.
The creature cannot take a second move action during a round when it makes a
flyby attack.
Summon Sword: As a move action or standard action ( if you’ve already
moved) you can draw from your wings one or a pair of the
weapons
to use in battle.
Melee
Weapons
|
Dmg
(M)
|
Critical
|
Range
|
Weight
|
Type
|
Special
|
Kukri
|
1d4
|
18–20/×2
|
—
|
2
lbs.
|
S
|
—
|
Scimitar
|
1d6
|
18–20/×2
|
—
|
4
lbs.
|
S
|
—
|
Nine-ring
broadsword
|
1d8
|
×3
|
—
|
4
lbs.
|
S
|
Monk
|
Falchion
|
2d4
|
18–20/×2
|
—
|
8
lbs.
|
S
|
—
|
Falcata
|
1d8
|
19–20/×3
|
—
|
4
lbs.
|
S
|
—
|
Katana
|
1d8
|
18–20/×2
|
—
|
6
lbs.
|
S
|
Deadly
|
Khopesh
|
1d8
|
19–20/×2
|
—
|
8
lbs.
|
S
|
Trip
|
Finally, 1x/day you can cast Blade Barrier as a move action:
BLADE
BARRIER
School evocation [force]; Level cleric 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Effect wall of whirling blades up
to 10 ft. long, or a ringed wall of whirling blades with a radius of up to 5
ft. ( or 10’ diameter ); either form is 10 ft. high
Duration 1 min./level (D)
An immobile, vertical curtain
of whirling blades springs into existence. Any creature passing through the
wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save
for half damage.
If you evoke the barrier so that it appears where creatures are,
each creature takes damage as if passing through the wall. Each such creature
can avoid the wall (ending up on the side of its choice) and thus take no
damage by making a successful Reflex save.
Upon Reaching 8HD or Levels the wearer can spend a Feat slot to
render the Wings Holy whenever their next opportunity to purchase a feat occurs.
Or anytime after that point during character a advancement phase
Holy:
A holy weapon is imbued with holy power. This power makes the weapon
good-aligned and thus bypasses the corresponding damage reduction. It deals an
extra 2d6 points of damage against all creatures of evil alignment. It bestows
one permanent negative level on any evil creature attempting to wield it. The
negative level remains as long as the weapon is in hand and disappears when the
weapon is no longer wielded. This negative level cannot be overcome in any way
(including by restoration spells) while the weapon is wielded.
Moderate evocation [good]; CL 7th; Craft Magic
Arms and Armor, holy smite, creator must be good; Price +2 bonus.
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