Ugh, let me sleep...
"Huh? Whadd'ya want? Can't you see I'm tryin' to get some shut-eye here?", a kobold man in heavy gray robes leans over the counter, clearly agitated that you have aroused him from his slumber.
"Ah, me? They call me the Rat, ya know, on the account of my... stature. You could call me the person who has a certain skill for acquiring things... a little hobby a' mine. I also happen to hook up potential sellers of certain goods with certain buyers, you catch my drift?"
"Hey, I noticed you still have one of them old badges. Word from up top that we are given new badges. Stronger they say, but I don't feel much different. Here - it's on the house. Don't mind the blood spot on there."
New SLY badge - Your mind-affecting spells and abilities DC increase by 1. You also gain a +1 bonus in charisma checks against underworld figures.
"Anyway, let me start by saying a little somethin' here. Apparently some long ass time ago some wizards somewheres figured out that people can only use so much magic items at once, or less they blow up (or somethin'?). Anyways, here's the lowdown:
- Any number of magical weapons, wands or shields, wielded independently
- Any number of non-equipped magical tools (bags of holding, etc)
- A chest piece / clothes
- A pair of gloves OR bracers (both independent of fist weapons, if desired)
- A pair of boots
- A mantle/cloak
- A belt
- Up to two rings
- An amulet
- Up to two curios
- Up to two artifacts, which could be any of the above
What are curios,
damn, what am I, a teach or somethin'? They are somethin' like powerful magic items that grant power to the user, and look like:
- Badges, such as the Torch or SLY badge
- Ioun Stones
- Magical Tattoos
- Class Seals (see below)
- Specialty Seals (See below)
- Trinkets
Know that you can have as many of the things you want at one time, but can only get the ups of two at a time.
As long as we're at it, there are these things called artifacts. Artifacts are mad wicked pieces of equipment. These items can be found or created. An item that's over the top, like over a +7, is considered an artifact. Due to the crazy magical power of artifacts, you can only use two before blowing up (or somethin'?). With that business out of the way, I'll tell you what I have in stock. I have nearly all magical items by the weridos of Paizo, and a few others (just look around!). In addition, we have some unique items as seen in the charts below.
Now, to my favorite part... payment. I can acquire these items by "shoppin' around" for the prices listed below, just divided by a thousand for easy countin'. I can browse around my connections, but the prices will vary day-by-day (see below). I can also give ya some hook-ups with some "associates" of mine for travel, spellcasters, mercs, or inns, or whatevers ya need. This will all of course, come with a small finders fee for me."
The regular, boss?
Credit Cost |
Description |
Armor or Shield Bonus |
Base Price |
+1 |
1 |
+2 |
4 |
+3 |
9 |
+4 |
16 |
+5 |
25 |
+6 |
36 |
+7 |
49 |
+8 |
64 |
+9 |
81 |
+10 |
100 |
|
Recall that items exchanged are converted to Torch credit roughly at their value /1000. Thus, a +1 chainmail is roughly one credit. (See below for rank)
Special armors can be done in the same manner - custom armors can be determined by desired effect.
|
Weapon Bonus |
Base Price |
+1 |
2 |
+2 |
8 |
+3 |
18 |
+4 |
32 |
+5 |
50 |
+6 |
72 |
+7 |
98 |
+8 |
128 |
+9 |
162 |
+10 |
200 |
|
See above, but special weapons and custom armors can be done the same way. |
What is this, a company store?
Name |
Credit Cost |
Description |
SLY Cloak |
6 |
This stylish but functional cloak offers a +7 to stealth checks, as well as a +1 to AC. |
SLY Armor |
+2 enhancement (see above) |
Grants the shadow armor enchantment, grants +1 to AC while not visible to the target, and lastly, allows the wearer to cast obscuring mist 1/day. |
SLY Boots |
5 |
Grants a +7 to acrobatics checks while wearing these boots, as well as may ignore up to 10ft of difficult terrain per round. |
SLY Gloves |
6 |
These gloves possess a small tag of the back, allowing for the creation of a masterwork thieves tool kits once pulled. The flexibility and handling of the gloves also offer a +4 to disable device checks. |
Torch stuff we lifted from the Harad branch
Name |
Credit Cost |
Description |
Sunmetal Weapon |
+1 enhancement (see above) |
Gain +2 to hit and damage to Shadow-aligned extraplanar creatures or humanoids with Shadow-aligned magic. |
Torchstone Weapon |
+1 enhancement (see above) |
Gain +1 spell damage per die and +1 spell DC against Shadow-aligned extraplanar creatures or humanoids with Shadow-aligned magic. |
Torch Suncloak |
6 |
Grants +1 AC. The wearer is also constantly under the effects of an endure elements spell. Lastly, the cloak can be brightened (per light spell) or dimmed as a free action, and overcharged to dazzle nearby foes. |
Lantern's Cloak |
24 |
Grants +1 to AC and +1 to saves. The wearer is also gains frost, shadow, and fire resistance 5. Lastly, the cloak can be brightened (per light spell) or dimmed as a free action, and overcharged once a day to dazzle nearby foes. |
Torchmaster's Cloak |
57 |
Grants +2 to AC and Saves. The wearer is also gains frost, shadow, and fire resistance 10. Lastly, the cloak can be brightened (per daylight or light spell) or dimmed as a free action, and overcharged once a day to dazzle nearby foes. |
Sunsilk/Sunmetal Armor |
+2 enhancement (see above) |
Grants +2 of a single attribute. Deals 1d4 radiant damage to Shadow-aligned extraplanar creatures or humanoids with Shadow-aligned magic upon landing a melee attack. |
Sunsilk Boots |
12 |
Grants +1 to reflex saves, as well as immunity to Shadow-like terrain effects. |
Torch Signet Ring |
25 |
Grants +1 to all bonuses offered by "Torch Regalia" items. |
Torch-Brass Necklace |
15 |
Grants fast healing 1, as well as increases healing effects dealt and received by 1d6. |
Repurposed Torch Banner |
15 |
Offers the random once-per-turn abilities of the shifting purple cloak (see below) to nearby allies with at least one Torch item. Icon per turn is random, and is not influenced by Shadow items or effects. Requires standard action to place. |
Shadowstuff from those freaky guys who messed with my shop
Name |
Credit Cost |
Description |
Shifting Purple Cloak |
8 |
This cloak has six states, randomly determined at the start of your round. Roll 1d6:
1 - Cross - Gain 10 HP
2 - Sword - Gain +2 to hit on all attacks that round.
3 - Boots - Gain +10 move this round, get up from prone as free action.
4 - Shield - Gain +1 luck bonus to AC and Saves until the end of your next round.
5 - Staff - Gain a +1 to spell damage per die and +1 to the DC of spells cast this round
6 - Nothing |
Luxurious Shifting Purple Cloak |
25 |
This cloak has six states, randomly determined at the start of your round. Roll 1d6:
1 - Cross - Gain 15 HP
2 - Sword - Gain +3 to hit and 1 to damage on all attacks that round.
3 - Boots - Gain +15 move this round, get up from prone as free action.
4 - Shield - Gain +2 luck bonus to AC and Saves until the end of your next round.
5 - Staff - Gain a +2 to spell damage per die and +2 to the DC of spells cast this round
6 - Nothing |
Gilded Purple Cloak |
60 |
This cloak has six states, randomly determined at the start of your round. Roll 1d6:
1 - Cross - Gain 20 HP OR remove an ongoing status effect
2 - Sword - Gain one extra attack this round.
3 - Boots - Gain +20 move this round, get up from prone as free action OR move 10 feet after making another action.
4 - Shield - Gain +3 luck bonus to AC and Saves until the end of your next round.
5 - Staff - Gain a +3 to spell damage per die and +3 to the DC of spells cast this round
6 - Nothing |
Gilded Signet Ring |
20 |
A ring that has a dial between six states - Cross, Sword, Boots, Shield, Staff, or Nothing. Changing this dial will permanently set your gear to that setting until changed. It may only move twice a day. |
Jeweled Gilded Signet Ring |
40 |
The above effect, but unlimited uses. |
Black Iron Weapon |
+1 enhancement (see above) |
+1 to hit if the "Sword" effect is active, and has a chance to deal lightning, fire or Shadow damage on hit. |
Blackstone Weapon |
+1 enhancement (see above) +1 credit |
Gain +1 spell damage per die while "Staff" effect is active. It also functions as a spell-storing item. |
Black Iron/ Blacksilk Armor |
+2 enhancement (see above) |
+1 to AC and Saves if "Shield" effect is active. Grants 5 shadow resistance. Lastly, it grants +2 to stealth checks in dim light or less. |
Blacksilk Boots |
10 |
+5 move if "Boots" effect is active. Also offers +4 to saves against Shadow-like terrain. |
Holy Amulet of Amumbra |
15 |
Gain +5HP per turn while the "Cross" effect is active. It will also cast Cure Moderate Wounds on its owner, should it fall unconscious. |
Banner of Amumbra |
15 |
Gain a bonus on all "shifting" effects while near the owner. As a move action, you may also shift the icon on the banner. Requires standard action to place. |
This gear counts as Shadow-aligned for all purposes.
I found this stuff, I swear!
Name |
Credit Cost |
Description |
Magnosi Duelist's Belt |
11 |
Grants +2 to Dex and +2 to Cha or Int. In addition, weapons drawn from the belt are treated as magical for the purposes of damage reduction. |
Margrave Handwraps |
11 |
These gloves grant the wearer a +2 to Str, Cha or Int (decided upon at acquisition), and may create a shield-sized wall of force (as per Ring of Force Shield) at will. |
Rianni Shaman Headress |
11 |
Grants +2 to Str or Con and +2 to Wis. In addition, hexes cast gain +1 DC from being resisted. |
Boots of the Romanoran Legion |
8 |
Grants a +2 bonus to Con, and the wearer requires 2 hours less sleep each day to regain their abilities. |
Haradrim Murderer Gloves |
8 |
Grants a +1 bonus to weapon damage with bladed weapons, as well as a +2 to sleight of hand checks. |
Al-Andalusian Shadow Assassin Ioun Stone |
7 |
Grants a +4 bonus to stealth checks, with that bonus increased to +8 while under the effects of magical invisibility. |
Al-Andalusian Acolyte Ioun Stone |
7 |
Grants a +2 bonus on spellcraft and on knowledge checks. |
Class seals, or some shit
Name |
Credit Cost |
Description |
Alchemist Seal |
8 |
Allows the creation of 3 bombs of 4d6 damage each, modified with a single discovery of alchemist level 7 or less. |
Alchemist Seal, greater |
24 |
Allows the creation of 3 bombs of 7d6 damage each, modified with a two discovery of alchemist level 7 or less, as well as grants +2 to Int. |
Bard Seal |
8 |
The owner of this ring may spend move action to begin to sing a rousing song to inspire allies, per a +1 inspire courage. They may maintain this effect for a number of rounds per day equal to their class level. |
Bard Seal, greater |
24 |
The owner of this ring gains a +2 to Cha, and may spend move action to begin to sing a rousing song to inspire allies, per a +2 inspire courage. They may maintain this effect for a number of rounds per day equal to their class level. |
Fighter Seal |
8 |
Grants a +1 bonus to saves against fear, as well as allows for the wearer to take fighter feats as though he were a fighter equal to his class level. |
Fighter Seal, greater |
24 |
Grants a +3 bonus to saves against fear and a +2 to Con, as well as allows for the wearer to take fighter feats as though he were a fighter equal to his class level. |
Inquisitor Seal |
8 |
Allows the use of a single judgment (chosen at time of purchase) 3x a day as though you were a 7th level inquisitor. The judgment lasts until your combat ends. |
Inquisitor Seal, greater |
24 |
Allows the use of a single judgment (chosen at time of purchase) 4x a day as though you were a 14th level inquisitor. The judgment lasts until your combat ends. Also grants +2 to Wis. |
Fighter Seal |
8 |
Grants a +1 bonus to saves against fear, as well as allows for the wearer to take fighter feats as though he were a fighter equal to his class level. |
Fighter Seal, greater |
24 |
Grants a +3 bonus to saves against fear and a +2 to Con, as well as allows for the wearer to take fighter feats as though he were a fighter equal to his class level. |
Ranger Seal |
8 |
The owner may select a group to select as his favored enemy, gaining bonuses per the ranger ability. |
Ranger Seal, greater |
24 |
The owner may select two group to select as his favored enemy, gaining bonuses per the ranger ability. Also grants a +2 bonus to Dex. |
Rogue Seal |
8 |
Allows the use of a 3d6 sneak attack 2/day under appropriate conditions. |
Rogue Seal, greater |
24 |
Allows the use of a 5d6 sneak attack 3/day under appropriate conditions. Also grants a +2 bonus to Dex. |
Slayer Seal |
8 |
Allows the use of Studied Target up to 3 times per day, as though he were a 7th level slayer. |
Slayer Seal Seal, greater |
24 |
Allows the use of Studied Target up to 3 times per day, as though he were a 15th level slayer. Also grants +2 to Dex. |
Sorcerer Seal |
8 |
Select a 1st or 3rd level bloodline ability. You may use that ability as though you were a sorcerer equal to your class level. |
Sorcerer Seal, greater |
24 |
Select a 1st or 3rd level as well as a 9th level sorcerer bloodline ability. You may use those abilities as though you were a sorcerer equal to your class level. Also grants a +2 bonus to Cha. |
Witch Seal |
8 |
Grants the use of a single hex, usable an unlimited amount per day, but only once per creature per day. |
Witch Seal, greater |
24 |
Grants the use of a single hex and a single major hex, usable an unlimited amount per day, but only once per creature per day. Also grants +2 to Int. |
(Curio slot, will not stack with pre-existing abilities)
Specialty Seals, or somethin'
Name |
Credit Cost |
Description |
Archer Seal |
24 |
Grants the use of Point Blank Shot, Rapid Shot, and Precise Shot. Also grants a +2 to Dex. |
Armor Seal |
24 |
Grants an AC bonus equal to your level /4. Also grants +2 Con. |
Cursed Seal |
24 |
This seal may appear as any other seal listed here, but is cursed to weaken the abilities and/or ability scores listed. For example, a person wearing a cursed Archer Seal would lose the use of the Point Blank, Rapid Shot and Precise Shot feats, and lose 2 Dex. Once willingly worn, the cursed seal may only be removed by remove curse or similar abilities. |
Defender Seal |
24 |
Grants DR 2/-. Also grants +2 to Str or Con. |
Duelist's Seal |
24 |
The user can now benefit from the Duelist's Canny Defense and Improved Reactions +2 abilities. Also grants a +2 to Dex or Int. |
Eldritch Seal |
24 |
Twice a day, the user of this seal may use the spell critical ability of an eldritch knight. Also grants +2 to Int or Str. |
Hag's Seal |
24 |
Grants the wearer +1 to DCs for all class abilities possessed by that character. Also grants +2 to Int or Con. |
Loremaster's Seal |
24 |
The wielder gains two loremaster secrets of his choosing. Also grants +2 to Int or Con. |
Mage's Seal |
24 |
Allows the caster to store a 1st, 2nd and 3rd level spell of their class within for later use. Also grants a +2 to a mental ability score. |
Resilience Seal |
24 |
Grants a bonus to all saves to your level /5. Also grants +2 to Con. |
Shadowdancer Seal |
24 |
Allows the use of shadow jump and shadow call as though they were a 4th level shadowdancer. Also grants a +2 to Dex or Cha. |
Spellbreaker Seal |
24 |
Grants the use of Superstitious and Witchhunter Rage Powers as though you were a 12th level barbarian. Also grants a +2 to Str or Con. |
Striker's Seal |
24 |
Grants a +2 to hit to weapon attacks. Also grants +2 to a physical stat. |
Trickster Seal |
24 |
Grants the use of impromptu sneak attack and tricky spells 1/day. Also grants +2 to Dex or Int. |
(Curio slot, will not stack with pre-existing abilities)
Just got these in
Name |
Credit Cost |
Description |
Bag of Very Nasty Caltrops |
8 |
This bag of less-than-normal caltrops can cover a 15ft area with +1 caltrops as a full-round action. Creatures who step on these suffer 2 damage, as well as 1 bleed damage. Can be reused if gathered after combat. |
Bag of Useful Items |
8 |
The love-child of the Robe of Useful Items and a Handy Haversack, this bag provides the best both can offer. Items attached are rolled at time of purchase, per Robe of Useful Items. |
Blood Mage Amulet |
16 |
A powerful trinket from a Haradrim noble who desperately wished to practice magic. With the amulet, you may cast a spell of any (Paizo) spell-list, given you first sacrifice a spell of the same level, as well as HP equal to that spell's level x4. This damage can't be mitigated. May only cast up to 4th level spells through this method. |
(Portable) Doctor Svir |
8 |
This thing "fell off" a merchant trade ship from the Ice Floes. This annoying-ass box keeps shouting about seeing the next patient and how I should be seeing a cleric about those warts down th... ANYHOW, the box seems to know a lot about healing, and can seemingly detect whatever conditions you have - magical or not. Having it out when you do a heal check also grants a +2 to that check. |
Empowered Alchemist's Fire |
0.5 |
As per alchemist's fire, but the target takes 3d6 damage and the splash is 3 damage. |
Moxie's (stolen) Repeater Type 1 |
6 |
It ain't my fault that gnome gets talkative when she's drunk, or I wouldn't have seen the blueprints. This tripod features a long revolving metal barrel with six slots with clasps capable of holding up to six wands. After using a move action to set up the tripod, the user of the Repeater may switch between using any of the six available positions as a free action (as compared to a move action of grabbing a stowed wand). In addition, the stability offered by the tripod grants a +1 to hit with touch attacks made from attached wands. |
Ring of Spell Striking |
12 |
A golden ring of unknown construction, it offers a significant boons for those wielding spells in close-combat. Each time you strike an opponent with a weapon, you have a 25% chance to cast a 1st level evocation or necromancy sorcerer/wizard spell upon the target as though you were a 10th level wizard. Each time you activate this ability, however, you must sacrifice two first level or higher spells. |
The Baron's Pocketwatch |
40 |
You may use the Time Stop spell as a spell-like ability 1/day. |
I got the hookup
Name |
Credit Cost |
Description |
Dagger of Friendship |
8 |
This oddity, likely a trick by the capricious Primordial Water Lord appears to be a mundane +1 dagger. Except it's not the real thing. When stabbed by the dagger, the damage that your attack would normally heal with it instead ripples throughout the victim, damaging them for the amount of damage they would have taken, it can also include precision damage, but may only damage up to 30 points of damage with a single stroke. Has 50 charges. Pretty useful if you can trick em' into thinking it's the real thing. |
Psion Talisman |
16 |
You are feeling very, very sleepy... No? It isn't working? I mustn't be a psion, then. The wielder of this foci may use one of his attacks per round to swing the foci at the target, increasing the duration of an active psionic effect on the target by one round. It also increases the DCs of your mind-affecting spells and abilities by 1. |
Shrunken Fetish |
12 |
This strange looking object appears to be the shrunken head of... something. I got it from an exotic caravan from the West. Anyhow, holding it in your offhand strengthens non-traditional Powers. Power-users may use this idol to lengthen the duration of supernatural and spell-like abilities for an additional two rounds, or increase it's effects by two caster levels. |
Starfletcher |
32 |
This well-crafted, gold-trimmed +2 infinite ammunition shortbow or longbow which never requires ammunition be placed when used (but may, if desired). When you draw back on the bowstring, a magical white-gold arrow manifests, which acts as an additional +1 arrow, or will provide a +1 bonus to any arrows fired from it. Lastly, an arrow created by the Starflecter may be picked up by their shaft, and wielded as a +1 dagger for up to 1 minute after creation. |
The Subtle Knife |
26 |
This knife must'a been dropped by one of those strange ash-men who raided the shop. This knife is unlike any other I've seen. The user of this knife can more than cut and stab - it seems to cut the very fabric of space (or somethin'?).The knife may only use its powers up to three times a day. The first way it can be used is to cut into the fabric of space as a move action, allowing you to "blink" up to your move speed. The second way is to simply attack an opponent opening a rift nearby the enemy, allowing you to attack with the dagger from up to 30ft away, which is always considered a sneak attack (as most opponents can't predict where this rift will open). This knife cannot be further enchanted. |
Wildblood Staff |
22 |
A wondrous item of sorcerer origin, a small orb of blood constantly floats above the top of the staff. Sorcerers who possess this strange but powerful staff find their innate sorcerer abilities increase as though they were by 7 levels higher, as well as able to store a 1st, 2nd, and 3rd level sorcerer spell, if the wielder is able. Like most sorcerers, the staff is a fickle object, and bonds better with some than others. |
Yew-shafted Eviserator |
26 |
This +1 dagger appears to be a mundane, but strangely-twisted dagger. Its powers become more apparent in the hands of a trained assassin. Upon observing a foe (as per death attack) or making a successful attack with it for a round, the dagger begins to charge energy, which can stack for up to 5 rounds. Within 24 hours or when the assassin attacks the target, you may discharge the energy, dealing xd4 shadow damage, where x is the number of rounds it was charged. |
Some cool stuff we "found"
Name |
Description |
Torch Blanket |
1 |
This soft but heavy woolen blanket is the Heavens-sent answer for cold or warm nights of adventure. The user of this blanket is affected by a constant endure elements spell while covering oneself with it. It can also be worn over other equipment, but its wearer can only move 20ft per movement, as well as a -2 to attack rolls and concentration checks from its bulkiness. More tested, Torch approved. |
Magnosi Camp Friends |
4 |
This magical set of camp tools comes to life as you unravel it. Within 30 minutes of its unraveling, two tents, complete with bedrolls, will magically set camp. If available, it will also take nearby wood for a fire, and water for a boiling pot in the middle of camp. |
Rianni Keg of Plenty |
4 |
This is a keg unlike any others. The height of Rianni sorcerer arts, this small, dwarven-crafted wooden keg contains an extra-dimensional space which may only be accessed via its spout. Can hold up to 200 hundred steins full of liquid. |
Al-Andalusian Trick Saddle |
4 |
The necessity of travel across the high mountains to harsh deserts requires the discerning merchant to be able to ride many different beasts. The rich merchant, however, uses this saddle, granting riding proficiency (a +10 ride bonus) to standard mounts. Comes in black or brown. |
Haradrim Lucky Coin |
4 |
Of the many lucky coins you've picked up, this one was probably more "picked up" by different means. Allows a 5% chance on looting foes to find a rare or magical item. |
Romanoran Cornerstone |
4 |
When built into a building (or placed inside the wall of a current one), this stone's magical powers activate, creating a perfect environment for the discerning and orderly Imperial citizen. It will increase the hardness of doors, walls, and windows, remove dust build-ups, clean soiled spots, as well as comes with a complimentary portrait of the current Romanoran emperor. |
You may have noticed some differences between this and the Torch offerings. As an overt organization, The Torches are able to acquire a large array of supplies and support. SLY, on the other hand, must be conservative and extort its connections to acquire its goods, and thus it's selections, in some ways, are more limited. However, these connections are the strength of SLY, allowing them to make and obtain goods and services cheaper.
Underworld Connections
When searching for a good listed above, or a service potentially offered by NPCs of a settlement, roll a d10. This is how much % off that good or service is off that week. A new roll must be made per week spent in a particular settlement or per new settlement entered.
See Also
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