3 Part Staff: This is a quarterstaff with 2 joints in it made out of iron rings. It is a special monk weapon. You can make a grapple attempt with this weapon. It gives no bonus for entering a grapple, but the DC for the opponent to escape from a grapple or pin increases by 5. The staff can only be used in this way if the opponent has a neck and is of equal size or one size category smaller than the staff. Additionally, if you have him pinned you start to choke him. Of course, this is not possible if the target does not need to breathe or has multiple necks. See the Dungeon Master Guide page 304 for rules on suffocation.

Arm Blade: This is a blade with a length in between of a short sword and a longsword. It is attached to a bar that runs along the lower arm and is fastened with a belt near the elbow. It also has a handle. Although it is the size of a sword, you can fight with it as a light weapon because the elbow is stronger than the wrist.

Arm Blade, Concealable: This is an arm blade with a mechanism that allows the handle and blade to retract into the bar, so that it can be hidden inside a sleeve. Pulling it out is a move-equivalent action for people with Dex 10 or lower, and a free action otherwise.

Ball and Chain, Heavy: With a metal ball on a metal chain, an experienced fighter can deal a lot of damage. If you use more chain, treat this weapon as a 10 feet reach weapon. Extending or curbing counts as drawing the weapon. This weapon can be made with spikes, which makes it a piercing weapon.

Ball and Chain, Light: These are smaller versions, made for fighting with your off-hand. Doing so, however, is a very difficult feat. When fighting two-handed, you must have the Weapon Finesse feat or suffer a -4 penalty on attack rolls with both weapons. If you use a pair, it counts as fighting with a double weapon. Other than that, this weapon uses the same rules as the heavy version.

Executioner’s Axe: This axe is not made for fighting, and therefore you can’t be proficient in it and it incurs a 4 penalty to attack rolls. Because of this, enchantments on it are only worth 60% of their normal price. The cost of enchanting them is not affected. This weapon is sometimes enchanted as a +1 vorpal weapon. In that case, it is called a noble executioner’s axe, market price 43,530 gp.

Hurler: Taken from an oriental game, a hurler is a curved wooden half-pipe, which is used to fling balls 3 inch in diameter at great speeds. For combat, ironclad wooden balls are used. You add your strength modifier to attack damage.

Kusari-Gama: This old Asian weapon is a weight and a small sickle, connected by a chain. It can hit targets up to 10 feet away, but if you do you can only use one end. It can be used as a spiked chain in regards to tripping and disarming opponents. Note that this is a different description than the one in the Dungeon Master Guide.



Jaunting Armour: When the wearer of this armour dies, he or she is transported with all his gear to a place determined at forging. This is usually a temple or healing house. Note that old armours might transport you to a ruined or abandoned place.
Moderate Transmutation; CL 10; Craft Magic Arms and Armour; Refuge or Teleport; Price: +2.


of Banishment: This weapon’s special ability activates once per day when hitting a creature native to a plane not the Material or the one that you are on. The wielder must succeed at a level check against a DC equal to the creature’s HD+10. If he or she succeeds, the creature is returned to their native plane. They cannot return for 10 years.
This ability can also be used against an undead. If the check succeeds, it is destroyed. If the undead is one that would normally rise again, like a ghost or a lich, it will take them a year longer.
Strong abjuration; CL 17th; Craft Magic Arms and Armour; Banishment; Price: +4

Indestructible: In addition to the effects granted by partial indestructibility, this weapon cannot be damaged or transmutated except by adamantine weapons, Morden¬kainen’s Disjunction, or deity-level magic.
Strong abjuration; CL 16th; Craft Magic Arms and Armour; Prismatic Wall; Price: +50,000 gp

Indestructible, Partially: This weapon has its hardness and saving throws increased by 10.
Strong abjuration; CL 12th; Craft Magic Arms and Armour; Stoneskin; Price: +30,000 gp

Invisibly Bladed: This enhancement has different effects on what kind of weapon it is cast upon. Nunchakus, ammunition, and small throw weapon cannot be made invisible. Ranged weapons make their ammunition invisible for the duration of flight. Most melee weapons are invisible except for their handles. A quarterstaff has two hand-sized visible parts in the middle.
Regardless of type they all have the same effect: a +2 bonus to attack, as if the attacker is invisible. However, unlike with invisibility, the defender does not lose its Dexterity or Dodge bonus if it knows you have an invisible blade, since it can still see being attacked. This bonus does not stack with other bonuses for being hidden.
Moderate illusion; CL 7th; Craft Magic Arms and Armour; Improved Invisibility; Price: +1 bonus

Spellpiercer: Weapons like this can smash through magical wards. If you hit a creature protected by a spell, or hit a magical barrier, you may make a dispel check if the spell is affected by dispel magic. Use the caster level of
the sword for the dispel check. If successful, the weapon is not hindered by the spell. It does not, however, end the spell, or get the wielder through.
You can also disrupt summoned creatures with this. If you succeed at the dispel check against one, you deal an extra 1d10 damage.
You may increase the enchantment’s caster level just like you would normally upgrade a weapon.
Moderate (no school); CL 7th or higher; Craft Magic Arms and Armour; Dispel Magic; Price: +1, +1000/caster level

Ownerbound: Whenever this weapon is lost or taken from its owner, it returns to the owner’s possession after a day, if they are still on the same plane. It’s never seen disappearing or appearing, though, so a thief who wants to keep this from happening might keep a watch on this item or carry it. If someone else than the owner wields it, it functions as a non-magical weapon. When freely sold or given away, this weapon takes on a new owner and does not return.
Strong conjuration; CL 15th; Craft Magic Arms and Armour; Arcane Mark, Locate Person, Teleport; Price: +30% of normal price.


Frozen Flame: Frozen flame can be used in any magical item as a replacement for another material that is not a metal, does not need to be bendable, and has no specific reason of being of another material (you can’t make a candle of truth without wax, for example). The magical item has its saving throws increased by 5 and costs 20% more. This also increases the production costs.
Making enough frozen flame for one item takes a week, regardless of the quantity needed. Making frozen flame requires the Craft Wondrous Item feat and a DC 23 alchemy check.


You can focus will into a shot, making it more accurate.
Prerequisite: Point Blank Shot, Precise Shot, Charisma 12 or higher
Benefit: As a full round action that invokes attacks of opportunity, you may add you charisma modifier to the attack roll of a single ranged attack. For every four points of Charisma over 10 you have, the threat range also increases by 1. This stacks with keen weapons or the Improved Critical feat, but it is not multiplied by them.
Special: Fighters may take this feat as one of their bonus feats.

You can cast a spell without it being visible that you do so.
Prerequisite: Spellcaster level 9, school of Illusion is not a forbidden school.
Alternate Prerequisite: Level 7 Illusionist.
Benefit: When casting a spell, a glamer effect is used so that it cannot be seen or heard that you are doing so, preventing attacks of opportunity and counterspelling. The effects can still be seen, so not with all spells can it be hidden that it was you who cast it.
A hidden spell takes a slot 3 levels higher than normal. If it is also stilled and silenced, this lowers to 2 slots for a total of 4 slots higher.

You have more control over the effect of spells you cast.
Prerequisite: Able to cast 2nd level arcane spells, 6 ranks in spellcraft.
Benefit: You can cast spells at a lower caster level than the spell would otherwise allow, reduce the area or duration of a spell, let a spell fade over time instead of ending suddenly, or make some other alteration that only reduces its power. If you create magical items at a lower caster level, making them still costs the same in materials, XP, and time.
Also, you can alter spells so that they in operate in a slightly different way, such as changing the colour of a light spell, the tone of an alarm spell, or making Melf’s acid arrow travel in a parabola. Altering a spell like that takes a spellcraft check with a DC of 10 + twice the spell’s level. If you fail the check, the spell is ruined.

Double Attack Rolls:
With this rule, an attack roll’s result is split into a touch attack result and a melee attack result. If an attack fails the touch attack result, the defender dodges. If the melee attack fails, the attack is turned by armour. For the touch result, you use the standard rules for touch attacks, (Dex. based, no armor or shield bonus), but for the melee result ignore dexterity and dodge bonuses because those don’t improve the strength of armor. For other bonuses, the DM decides where it applies.
This rule can seriously slow down fighting as it becomes harder to calculate the needed result, but it fixes the unrealistic rule that a high strength can help you hit a fast target.
Miscellaneous Actions:
Readied Disarm/Sunder Attack Against an Attack: If you’ve readied a disarm or sunder attack against an enemy’s melee attack, you may take it without invoking an attack of opportunity, and with a +5 bonus to the touch attack roll. Your opponent’s attack roll is his attack roll to resist the disarm attempt. If you succeed at the attempt, you don’t get hit. If you fail the attempt, you loose your dexterity and dodge bonus to AC, but the opponent doesn’t get to make a disarm or sunder attack himself.
Disenchanting: A character with the correct Item Creation Feat can disenchant an item they themselves made. This takes a day per caster level of the item. At the end, you are left with scrap and a pile of souldust. Souldust can be used as a replacement for XP when casting spells or creating items. 100 XP worth of souldust weighs an ounce. You recover 3/4’s of the XP used when you created or enchanted the item.


Elemental Nexus of Archanus

One of the larger and more stable demi-planes, Archanus is a variable place, with whirling lines and planes composed of the stuff of the 6 inner planes going through them. These have no edges or endpoints, and the planes divide the plane into sections, whose shapes can be anything.
It is a place where people can live, and settlements of various races are located on the water and earth planes. The plane naturally opposes large changes to its structure though, so those settlements have to remain small.
On the places where planes and lines intersect, various effects can happen. Places where multiple planes intersect produce magical materials useful for alchemy and other things.
It has the following traits, but they might be overridden when you are on the various planes and lines.
• Objective directional gravity. Gravity is towards the centre of the nearest plane or line that have gravity, if one is within 2 miles. No gravity otherwise.
• Divinely morphic. Deities can change the location of the planes and lines.
• Mildly neutral aligned.
• Mixed mild elemental and energy traits. Each line and plane has its own elemental/energy trait that functions as long as you are in touch with it. They crossways have mixed properties.
• Mixed impeded and enhanced magic. Each line/plane has the magical traits of their corresponding plane. If they overlap, it’s impeded.

The space in-between is very hostile. The air is very thin, water evaporates from your body, and food no longer provides sustenance. These effects seem to grow stronger the longer you are there.

Element: Line thickness: Plane thickness: Gravity:
Fire 100 ft. 10 ft. Yes
Water 1 mile 2 miles Yes
Air 1000 ft. 1000 ft. No
Earth 2000 ft. 2000 ft. Yes
Positive 100 ft. 100 ft. No
Negative 100 ft. 100 ft. No

The fire and positive planes are the only sources of light in the plane. The air planes and lines have no gravity but powerful winds that always blow in the same direction, providing a means of transport for the well equipped.

In the overlapping areas, the following can happen:
Fire & Water: Steam. As fire, but water creatures are not dealt damage.
Fire & Air: As fire, but double damage.
Water & Air: Fog. As air, but only 5 ft. visibility.
Water & Earth: Mud. As water, but no visibility and half swim speed.
Air & Earth: Dust storm. As air, but 1 point of damage each turn.
Positive & Negative: Never happens.
3 Elements: Weightless grey void, with some powerful alchemic reagents. Powerful creatures reside here.
3 Elements + Positive: Stronger reagents, stronger creatures.
3 Elements + Negative: Stronger but less reagents, powerful undead.
4 Elements: A maelstrom of forces around an area much like the material plane, but with two differences: all magic is Empowered and Extended as by the feats and the terrain is mentally morphic. They are impossible to enter from the Astral plane. Almost all are inhabited by deities and high-level wizards, with defences to match.
Crossing the maelstrom is dangerous. It deals 4d6 points of damage each turn and elemental protection magic does not work. Each round that you are damaged you must succeed at a Fortitude save with DC equal to the damage or be stunned for 1 round. In addition, the inhabitant will have installed defenses.
4 Elements + Negative: As the normal 4 elements node, but has the no magic trait. Used to store artifacts.
Energy planes/lines are more rare than elemental ones. 4 elemental places are very rare.
For encounters, use the corresponding plane’s encounter table(s), with the wilderness table. There are more powerful creatures on the crossways.



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