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Scorpion Amulet
When worn the amulet swings around to it's host's back and digs its claws in dealing 1d4 piercing damage, which cannot be regenerated unless the amulet is removed. If the amulet is not removed within 24 hours the scorpion will embed its tail along the users spine and the tail will start to extend down the users back. If the amulet is left on past this point the tail will continue to extend and become a functional tail with a stinger at the end dealing 2d4 poison damage DC 15 save.
Frostbite
This ring grants it's wearer resistance to cold.
Can of mace: [Launches +1 Heavy mace at enemy up to 10ft. away when activated] (1d8 x2) (Summon weapon CL2)
Creation Cost: 1,500GP 60XP
Marketplace Value: 2,250GP
Fire resistant shirt: Wearer becomes soaked in water (Create Water CL1)
Cost to Create: 1,000GP 40XP
Marketplace Value: 1,500GP

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Arrow of Travel: The arrow is an unremarkable shaft, but with a small quartz crystal instead of an arrowhead. When the quartz crystal is broken, the last person to fire the arrow switches places with the arrow. (Teleport CL5)
Creation Cost: 1,250GP 50XP
Marketplace Value: 1,875GP
Glowstick nunchucks: When cracked these nunchucks give off light of a glowing light (Blue/Green/Purple/Red/Orange/orYellow) and for 1 round provide a +1 distraction bonus to hits. (Single Use)(Light CL1)(Guidance CL1)
Creation Cost: 64.5GP 3XP
Marketplace Value: 102GP
Everstride Boots: Aside from walking/running, character will always stand on the nearest surface (can be used to climb up walls/ceilings) (Spider Climb CL5)
Creation Cost: 8,000GP 320XP
Marketplace Value: 12,000GP
Troll gut rope
This braided 50â rope has a slightly pungent oder, feels rubbery, and bears a large, complex knot at one end. Once per day the rope can be commanded to grow up to 350â in length. Any length beyond the original 50â decays into nothingness after 7 hours. If the large knot is every untied or cut open, the ropeâs magic is destroyed.
Creation Cost: 1,600GP 64XP
Marketplace Value: 2,400GP
âFro of Holding
Potion of follicular Holding (Permanent): Creates âDeep Beardâ or ââFro of Holdingâ personâs hair acts with Bag of holding properties when grown out adds 60lbs. to characterâs weight counted as type IV bag of holding (Weight limit 1,500lbs/ 250cubic feet)
Cost to Create: 4,500GP 680XP
Marketplace Value: 9,250GP

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Thread of Reality
Must be strung tight and plucked to work, when plucked one random effect occurs, the duration is determined by dm, effect rolled on a random table such as rod of wonder or grog of substantial whimsy.
Sord
This is quite possibly the most horribly made weapon you have ever laid eyes on, it looks like a poorly crafted wooden practice sword that is unsharpened, jagged and splintery. In addition it looks like it was painted by a goblin toddler.
https://dnd-wiki.org/wiki/Disguised_Weapon_(3.5e_Equipment)
Alchemiter Cube of holding
Put in 2 or more items and the bag will combine them into a new item. Depending on the roll it will either be of equal value to the items put in combined (5-15), slightly greater (16-19), slightly less (2-4), worthless (1), or extremely valuable (20). The item will combine functions of the original items in some way up to DMâs discretion.
A sword family tree. Can I have?
@swordlesbianopinions
Just saw this on Twitter. An awesome idea for players who are stuck and for DMs to foster more involvement from your party in the world. @probablynpcrpgideas
The Storypath system actively encouraged this sort of gameplay as part of its core design.

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Sworcane by TurtleKnyghte
Great Ape
Size/Type: Large, Animal Hit Dice: 8d8+24 (60 hp) Initiative: +2 Speed: 40ft. (8 squares) 20ft. Climb (4 squares) Armor Class: 19 (-1 size, +2 dex, +6 natural, +2 deflection), Touch 13, Flat-footed 17 Base Attack/Grapple: +6/+18 Attack: Claw +13 meelee (1d8+7) Full Attack: 2 Claws +13 (1d8+7) and Bite +8 (2d6+3) Space/Reach: 10ft./10ft. Special Attacks: Rend 2d6+10 Special Qualities: Powerful Build, Scent, Lowlight Vision Saves: Fort +9, Ref +8, Will +8 Abilities: Str 24, Dex 15, Con 16, Int 7, Wis 14, Cha 8 Skills: Climb +14, Listen +6, Spot +6, Intimidate +9 Feats: Alertness, Toughness, Improved Grapple Environment: Jungle Organization: Gang (Leader) 4-8 Dire Apes, 8-12 Apes, and 12-24 Monkeys Challenge Rating: 6 Treasure: Double Alignment: Any Advancement: 9-22 (Large) Level Adjustment: -
A Great Ape stands approximately 14 feet tall and weighs 2,400 - 3,200lbs.
Combat and Strategies:
The mighty great ape leads a gang of primates referred to as a Kongo. It claims a large area of jungle as its own and protects that area from rival predators. A gang of apes lead by a legendary ape is very large and diverse compared to a regular gang of apes usually consisting of 4-8 Dire Apes, 8-12 Apes, and Several Monkeys.
Legendary Apes tend not to engage in combat unless neccessary and use the other members of their pack to fight for them, however if the pack is not fairing well in a fight will intervene to end it. The Legendary Ape will let out a Blood Curdling Roar to attempt to scare off or demoralize any opponents, if this does not work they then charge an enemy and attempt to enter a grapple with the intent to Rend the target.
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponentâs body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Blood Curdling Roar: As a move action, a legendary ape can ferociously roar, taking 10 on an intimidate check against all opponents within 30 ft. These opponents must make a Will save, adding in any bonuses against fear, with a DC equal to the intimidate check (20 in this case) or else be shaken. They make make a new saving throw at the end of their turn to end the effect.