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As you explore the Shattered Gales of Slaughtergarde, you might come into possession of some new magic items. Some are granted through affiliation with the Luminous Order or the Ebon Cabal. Others might be in the next treasure chest you open.

Luminary Tabard

When you don this tabard, your spirit feels lighter and the world less threatening. You relish the thought of an evildoer trying to frighten you, for you wear the silvery emblem of the Luminous Order, against which no evil can stand.

Lore: This tabard marks its wearer as a Knight of the Luminous Order. (Knowledge [local] DC: 20)

Description: A dark blue tabard, worn over the shoulders and cinched at the waist, this garment has a silver tower insignia on it and more silver embroidery at the hem. When it absorbs a fear effect, the tower glows and seems to grow slightly larger for a moment.

Activation: A Luminary Tabard functions whenever it's worn. The absorption effect happens as an immediate action right after the save. It takes up the vest body slot.

Effect: A Luminary Tabard grants you a +2 resistance bonus on Reflex saves. Further, whenever you succeed on a save against a fear effect, the tabard heals you of a number of points of damage equal to the caster level of the effect or the Hit Dice of the effect's creator, whichever is lower. If you encounter a persistent fear effect that requires a new saving throw every round, the healing effect of the tabard functions only the first time you succeed on the save.

Aura/Caster Level: Moderate abjuration; CL 10th.

Construction: Craft Wondrous Item, affiliation score 5 with in the Luminous Order, remove fear, 1,500 gp, 120 XP, 3 days.

Weight: -

Price: 3,000 gp.

 

 

Cloak of the Ebon Cabal

This cloak, woven by the unscrupulous mages of the Ebon Cabal, is a badge of office, but it's more than ceremonial. It protects you from enemy spellcasters and provides an extra spark of vitalily that might be the difference between life and death.

Lore: This cloak's border embroidery marks its wearer as a member of the Ebon Cabal. (Knowledge [local] DC 25)

Description: A series of golden runes and sigils are embroidered into the inside border of this black cloak. Whenever you're within a quarter-mile of the Black Tower, the runes start to glow and crawl along the edge of the cape.

Activation: The effects of a Cloak of the Ebon Cabal only last as long as you wear it.

Effect: A Cloak of the Ebon Cabal grants you 5 temporary hit points per day that last for up to 24 hours. You also gain a +1 resistance bonus on saving throws against spells and spell-like abilities.

Aura/Caster Level: Moderate abjuration; CL 10th .

Construction: Craft Wondrous Item, affiIiation score 5 within the Ebon Cabal , dispel magic, bear's endurance, 1,500 gp, 120 XP, 3 days.

Weight: 1 lb.

Price: 3,000 gp.

 

 

Dragonrider Shield

Originally designed for knights that rode fearsome dragons into battle, a Dragonrider Shield protects you from enemy attacks and a fatal plummet.
Description: This heavy shield is made of black metal and has a primitive painting of a dragon on the face. When the shield's feather fall effect is active, the shield seems to fold down the middle and flex back and fort h in an imitation of flight. When you reach the ground, the shield returns to its normal shape.
Activation: You receive the protective benefits of the shield whenever it's strapped to your forearm. The feather fall effect functions as an immediate action whenever you start falling - you don't have to do anything to activate it.
Effect: A
Dragonrider Shield is a +1 heavy steel shield that absorbs 5 point s of energy damage per attack. The type of energy absorbed depends on the dragon depicted on the front - red for fire, blue for electricity, white for cold, or green for acid. In addition, the shield can produce a feather fall effect on you once per day.
Aura/Caster Level: Faint abjuration; CL 5th.
Construction: Craft Magic Arms and Armor, resist energy, feather fall, 3,250 gp, 260 XP, 7 days.
Weight: 15lb.
Price: 7,500 gp.

 

 

Feral Bracers

Common items among druids of the Valley of Obelisks, Ferall Bracers are tied to the spirit of a specific kind of animal. They make you tougher while you're in that animal's form.
Description: These bracers are usually fashioned from the hide of a predator, with wolf skin and bear skin being common materials. Teeth or claws dangle from the edge of the bracers closest to the wrists. Each set of Feral Bracers is attuned to a specific kind of animal such as a dire wolf or a tiger.
Prerequisite: The magic of
Feral Bracers functions only for someone who can transform into an animal, whether by using wild shape or some other shapechanging magic or ability.
Activation:
Feral Bracers function whenever worn. They retain their attunement when taken off.

Effect: When you don Feral Bracers, choose one animal whose form you can take . Whenever you take that shape, you gain 1 temporary hit point per character level. The temporary hit points persist as long as you retain that form. Further, the hairs on the Feral Bracers stand on end when you are within 60 feet of an animal of the kind the bracers are attuned to.
You can change the animal that the
Feral Bracers are attuned to by meditating for I hour in the proximity of a living example of that animal. Doing so erases any previous attunement and connects the bracers to the spirit of the new kind of animal.
Aura/Caster Level: Moderate transmutation; C L 7th.
Construction: Craft Wondrous Item, creator must be a druid, reincarnate, 1,250 gp, 100 XP, 3 days.
Variants: The greater version of these bracers grants 2 temporary hit points per character leveI and costs 10,000 gp.
Weight: 1 lb.
Price: 2,500 gp.

 

 

Weapon of the Celestial Host

These weapons, issued to soldiers at the Battle of Slaughtergarde, await new champions to claim them from the Shining Citadel's arsenal. They offer magical enhancement to both your offense and defense.
Lore: The distinctive feathery filigree on this weapon marks its wearer as a Knight of the Luminous Order.(Knowledge [local] DC 20)
Description: These weapons, all two-handed melee weapons, have featherlike decorations on them. All Weapons of the Celestial Host glow when wielded. They also cast a directional beam of light at your command (as described below).

Prerequisite: The magic of a Weapon of the Celestial Host goes dormant if an evil creature wields it, rendering it merely a masterwork weapon.

Activation: The weapon's enhancement and shield bonuses function whenever it is wielded. As a free action, you can make your Weapon of the Celestial Host emit a beam of light. The beam remains until you take another free action to turn it off.
Effect: A
Weapon of the Celestial Host provides a +1 enhancement bonus on attack rolls and damage rolls. Furthermore, it grants you a +1 shield bonus to Armor Class.
The beam of light emitted by a
Weapon of the Celestial Host is equivalent to a bullseye lantern (PH page 126).
Aura/Caster Level: Faint transrnutarion; CL 5th.
Construction: Craft Magic Arms and Armor, creator can't be evil, shield, 2,000 gp, 160 XP, 4 days.
Weight: Varies, depending on the weapon.
Price: 4,000 gp plus the cost of a masterwork two-handed melee weapon
.

Rod of the Tower

The Ebon Cabal prizes versatility, and thus the weapons granted to Ebon Masters are an expression of that trait. Each one provides a weapon or shield at the touch of a button, plus a few spells useful in a tight situation.
Lore: This distinctive rod marks its wearer as a member of the Ebon Cabal. (Knowledge [local] DC 25)
Description: Each Rod of the Tower is a metal cylinder about 6 inches long and 2 inches thick. One end has an embossed sigil depicting a hand - the sort of raised symbol one woul d use to apply a wax seal. Along the length of the rod are three metal buttons.
Whenever a button is pressed, it emits a brief buzz, then a click. A button stays in once pressed, but pushing one button makes any other depressed button pop back up.
Activation: Pushing a button is equivalent to drawing a weapon (thus a move action for most characters). Button one causes a weapon or shield to spring forth, with the rod forming the handle. Buttons two and three have different effects, depending on the specific kind of
Rod of the Tower you have. Only one function of a Rod of the Tower is active at a given time. The weapon disappears if you activate a spell effect, for example. A spell effect created by the rod ends if you activate the weapon or the other spell.

Button one functions whenever you press it, but buttons two and three are only usable once per day.

Effect: The specific powers of a given Rod of the Tower vary depending on its type. Each type has a distinctive embossed sigil on one end.

Aura/Caster Level: Faint evocation (pointing finger), faint transmutation (closed fist), faint illusion (open palm), faint necromancy (fingers spread); CL 5th.
Construction: Craft Rod, affiliarion score 9 with the Ebon Cabal, any spells cast by the specific rod, 3,500 gp, 280 XP, 7 days.
Weight: 5 lb.
Price: 7,000 gp.

Button One

+1 Dagger

+1 Short Sword

+1 Buckler

+1 Spear

Button Two

Scorching Ray

Spider Climb

Invisibility

Scare

Button Three

Burning Hands

Expeditious Retreat

Obscuring Mist

Ray of Enfeeblement

Rod Sigil

Pointing Finger

Closed Fist

Open Palm

Fingers Spread

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