When this robe is put on, the wearer takes on the form of another. A skin robe enables its wearer to be aware of this new form. This allows him a +10 competence bonus on Disguise checks. The wearer adopts aspects of the appearance of another creature, those whose skin comprise the robe. All creatures failing a Spot check versus the disguise wearer see him in this altered form, even those acquianted with the wearer.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 25,000 gp; Weight 1 lb.
Sunday, November 30, 2008
Sunday, November 23, 2008
Wine of Telling
The various wines of telling inspire wondrous stories of faraway lands in those who drink them. Those consuming the same wine as the storyteller receive bonuses to follow the story as it is being told. In the hands of a powerful enough bard, these stories lead to adventures in these lands. Different wine types lead to different stories (and thus different adventures) -- think forks tuned to different planes.Here, the effect is felt by those who hear stories told by those under the influence of the wine. For instance, if a bard tells a story about a far away land, and has been drinking wine of telling, all those who can hear the story are whisked away to the foreign land for the duration of the buzz.
Wine of telling is usually served from the clay decanters in which they are distributed. This keeps the sunlight from ruining the flavor or the enchantment.
Price: 500-1000gp. To make wine of telling, it takes someone with a Profession: Vintner of 5 one month per batch. In addition, the vintner must have access (either through arcane magic or access to magical grapes) to the ability to teleport or plane shift. The effects of the wine are limited by which of these powers the vintner imbues the wine with.
Saturday, November 22, 2008
Fair Folk
Also known as children of deepwood, these short, slender, pale folk wander the woods throughout Proppia and the Farghoal. They are strong storytellers who revel in adventure that they can spin yarns about, and their song and dance is often heard before they are encountered in person. Fair folk seem mostly human except they are paler and have slightly oversized eyes due to their natural habitat. They have also been known to take up residence in caves and undersea grottos, living in these locations for periods of five years at a stretch before moving on.They ride tiny horses (actually medium-sized). They wear long, flowing clothing of fine, highly-colored silk. They often wear wings in their dramatic productions and dances, but do not fly, contrary to certain folk tales.
Rumor has it that they are the descendants of elves who mated with humans, though they stand a mere 2-3 feet tall.
They only count in fives, and are usually encountered in groups of five. This is due to a superstition that runs deep in their culture. They are highly enamored with the truth and seek it with every interaction. Lying to them once means never having them trust you again. Though they themselves often pay for services with gold that turns into manure or cockleshells the next day.
They fear iron and collect bronze wherever they can.
Fair Folk as characters:
• Small: As small creatures, Fair folk have the usual +1 bonuses on AC, etc. due to their diminutive size.
• Fair folk base land speed is 15 feet, but they can move this speed even through the deepest forests.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, all to be applied to nature-based skills.
• Automatic Languages: Fair folk and one other fey tongue.
• Favored Class: Rogue, wizard. They tend to be both at even levels.
• Favored alignment: Neutral
• Unique Languages: Though each fair folk society speaks a strong dialect of the base fair folk language, each of the dialects is mutually intelligible by other fair folk.
Wednesday, November 19, 2008
Book of Dreams
The stories in the book of dreams are centered around themes that resonate between the Prime Material Plane and the Dream Plane. Readers of a book of dreams travel into the Dream Plane as they sleep, appearing in whatever form is negotiated between the character's will and the passage read. Readers remain on the Dream Plane for the duration of their sleep cycle. If awakened, readers are immediately whisked back to the plane on which the books are read.Minor tomes allow passage to the Dream Plane for an hour, and Greater/Major tomes transport readers to the Dream Plane indefinitely. There are none too rare cases of adventurers having disappeared for long period of time, only to return to the Prime Material Plane acting like the creature form that represented them in the Dream Plane.
Price: 10,000gp. Books of dreams require Craft Wondrous Item, plane shift, and dimensional anchor to construct.
Tuesday, November 18, 2008
Book of Escape
This book, when any passage is read from it, transports the reader to a location considered safe by the the reader. This can be anything to a decadent palace to a crib in her parents' home. This depends on the reader and how well the player rolls when the book is read. Higher rolls mean more lavish accommodations, lower rolls more spartan ones. The effect is that of a word of recall spell. The book can be reread, though any passage already read loses its value for any given reader. A typical book of escape has 150 passages for each reader.This tome led to the meaning of the term "book" meaning to run from a situation.
Price: 2,500gp. It requires the ability to Craft Wondrous Item and word of recall to create a book of escape.
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