DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Weapons
Ragesian Whip
One-handed superior melee weaponProf. +3
Damage 1d4
Price 1 gp
Weight 2 lb.
Group Flail
Properties Off-hand, reach
Special If you are proficient with the Ragesian whip, you may use it to make a grab attack. See the Ragesian Whip Proficiency feat.
Alchemical Equipment
Shatterspell
Level 5Category Volatile
Time 1 hour
Component Cost See below
Market Price 840 gp (difficult to find outside of Ragesia)
Key Skill Arcana (no check)
Shatterspell is a black compound infused with antimagic when extremely chilled. As it warms, it turns gaseous, so that when the vial is opened or shattered, it fills a burst with wispy black gas. If a vial of shatterspell takes any cold damage, the contents turn liquid again and remain so for one minute.
Shatterspell Level 5+
Lvl 5 840 gp Lvl 10 4,700 gp
Lvl 15 21,000 gp
Lvl 20 105,000 gp
Alchemical Item
Power (Consumable) Standard Action. As a gas, shatterspell creates a burst of magical disruption (Area Burst 1 within 10). A magical zone or area within the burst must make an unmodified saving throw or end immediately. The shatterspell burst lasts until the end of your next turn. If the magical zone or area overlaps the shatterspell burst, only the portion of the magical zone or area which intersects with the shatterspell burst is affected; outside the shatterspell burst, the magical zone or area continues normally.
Lvl 10: Saving throw penalty –2.
Lvl 15: Saving throw penalty –4.
Lvl 20: Saving throw penalty –6.
Power (Consumable, Potion) Standard Action.
Made liquid and swallowed as a potion (see above), shatterspell grants you resist 5 against damage from spells, lasting for 5 minutes or until the end of the encounter.
Lvl 10: Resist 10 against damage from spells.
Lvl 15: Resist 15 against damage from spells.
Lvl 20: Resist 20 against damage from spells.
Magic Items
Arms Slot Items
Potion Bracer Level 6
Item Slot Arms 1,800 gpProperty This bracer stores up to 10 potions or similarly sized items in an extradimensional space. You can retrieve any stored item from the potion bracer as a free action. You can only wear one potion bracer at a time; wearing a second causes both to cease functioning. (Most potion bracers are worn on the user’s weapon arm so the user does not have to drop a weapon to retrieve a potion.) You may drink directly from the potion bracer as a minor action that provokes an opportunity attack.
Wondrous Items
Feather Token Level 4+
A small feather or scale of magical power that aids you in your quest.Lvl 4 Anchor 40 gp
Lvl 6 Fan 75 gp
Lvl 8 Bird 125 gp
Lvl 10 Whip 200 gp
Lvl 12 Boat 500 gp
Lvl 16 Tree 1,800 gp
Wondrous Item
Power (Consumable) Minor Action. Hold the token and spend a healing surge. The token disintegrates, and releases its power, conjuring an object that performs a function based on its type.
- Anchor Moors a craft in water so as to render it immobile for up to one day.
- Bird Conjures a small flying creature (appropriate to the token source) that delivers a small written message unerringly to a designated target as would a carrier pigeon. The power lasts as long as it takes to carry the message.
- Fan Forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
- Boat Conjures a boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
- Tree Conjures a great oak (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
- Whip Forms a huge whip and wields itself against an opponent of your choosing within 5 squares of you. The whip remains for one encounter or 5 minutes.
Dancing Whip (free, at-will) * Weapon
+11 vs. AC, 1d6+1 damage or +5 vs. Reflex, grab (Medium-sized or smaller creature). The whip has a Reflex 16 and Fortitude 18 defense for the purposes of escaping a grab. It cannot be attacked or damaged and cannot damage or move an opponent while grabbing.