Additional Rules

Bartering:
Cost Item
1 cp One pound of wheat
2 cp One pound of flour, or one chicken
1 sp One pound of iron
5 sp One pound of tobacco or copper
1 gp One pound of cinnamon, or one goat
2 gp One pound of ginger or pepper, or one sheep
3 gp One pig
4 gp One square yard of linen
5 gp One pound of salt or silver
10 gp One square yard of silk, or one cow
50 gp One pound of gold
500 gp One pound of platinum
Exchange Value cp sp gp pp
Copper piece (cp) 1 1/10 1/100 1/1000
Silver piece (sp) 10 1 1/10 1/100
Gold piece (gp) 100 10 1 1/10
Platinum piece (pp) 1000 100 10 1

Players may also trade items for other items when the situation permits. Price of both items will heavily rely on Bluff and/or Diplomacy checks.

The Black Market:

Located in most major cities, players in my campaign can utilize the black market. You may purchase almost any sort of good through the black market, even some rare ones. The real perk from buying through the black market is that all these goods come to you at a discounted price! However, each perk is not without its drawback. Each item you buy will come with some sort of curse or bad thing associated with it. You may purchase a wand of cure light wounds and find that it has only two charges left. You may purchase a + 2 flaming great sword and come to find that the handle gets heavy when you draw it from its scabbard, inducing minuses to attack roles. No drawback is certain, so don’t get used to getting away with a wand with only a few remaining charges. It may be only a matter of time until you happen to buy a wand of cure serious wounds that, in fact, centers a fireball spell upon its user before healing. That’s not to say this wand would only cast fireball centered on its user. Each item you buy through the black market does what it says; sometimes, though, it might do a little bit extra. Using the black market isn’t necessarily illegal in all cities, but in some it is. If, for whatever reason, you were to be caught purchasing or using items you obtained through the black market, you would have to suffer the consequences. Using the black market isn’t evil necessarily evil, either; however, if your character has a problem with stolen goods, it may be wise to do a little research before purchasing an item. Or, better yet, not even use the black market at all. Players don’t have to always use the black market; they may purchase legitimate magical items and rare items from legitimate vendors with no drawbacks whatsoever. The black market is merely an option open to my players. I will always make it apparent when your particular vendor is a dealer through the black market. The choice of whether or not to buy through the black market will always be up to individuals or the group.

Curses:

Curses are an important type of evil magic. Although good or neutral-aligned characters sometimes use curses to strike at their enemies, curses are usually the domain of spiteful and malicious creatures.

The Dying Curse
When a particularly vile creature dies, she often speaks a final curse upon those that wronged her (usually, the characters who killed her). The effect of the dying curse depends on the level or Hit Dice of the creature bestowing the curse.Not all evil creatures will deliver a dying curse, because a creature that speaks a dying curse cannot be raised or resurrected thereafter. A true resurrection spell can bring the creature back, but the curse is immediately lifted if this happens. The dying creature can target anyone with a dying curse; the target need not be present when the curse is delivered. Lifting a dying curse requires more than a simple remove curse spell if the dying creature has more than 10 Hit Dice or levels. A miracle or wish spell removes the curse, but each dying curse also must have a single means of removing the curse with some deed that the DM designates. The deed must be something that the target can accomplish within one year, assuming the task is undertaken immediately. For example, the deed might be “Slay the dragon under Castle Bluecraft,” or “Climb the tallest mountain in the world.” The target of the dying curse can have help accomplishing the deed. In fact, someone else can accomplish the deed as long as removing the curse is the expressed purpose of the deed. Thus, the king’s champion can climb the tallest mountain in the world to remove the curse on the king, for example. But if someone who doesn’t know about the curse climbs the mountain, the curse remains. Dying curses are generally the province of evil creatures, but this isn’t always the case. A good creature that was terribly wronged and tricked into its death may also bestow a dying curse, at the DM’s discretion

Family Curses
Sometimes curses are passed through the generations of a single family like a hereditary disease. A family curse can pass from a parent to all children, or the curse can simply pass to the oldest child, the youngest child, the oldest child of a particular gender, a child with a particular trait, and so on. A family curse can be the result of a particularly powerful dying curse, a wish spell, the use of an artifact, or the intervention of a god. It can take the form of a regular curse, or it can seem to force a character toward a particular fate. Because curses of the latter sort lie in the realm of destiny and can be vague in their application, they are usually best left in the hands of the DM, rather than obeying a simple set of rules. Family curses can be undone as described in Dying Curses, above. Some fate-based family curses can be forever broken if one member of the family can simply resist the doomed destiny.

Curses of Misery
Evil creatures that benefit from an overall increase in misery, darkness, and evil sometimes spread curses just to further that end. Fiends, especially devils, are often the perpetrators of misery curses. Demons are more interested in destruction than devils, many of whom take particular pleasure in subtler forms of corruption. Thus, magic items that bestow curses are often prized among fiends. A curse that causes a debilitating disfigurement gives misery not only to the target, but to the victim’s friends, loved ones, and even strangers of a kind heart who merely see him. Less kind passersby might mock or shun the target of the curse. And so the fiend’s work progresses: The curse punishes creatures with kind hearts and darkens the souls of those without them. Any kind of misery can grow from a curse. A demon might curse a child so that it has a taste for blood, not only for the evil the child might spread but also for the sadness that takes root in those who become aware of such a child.

Drugs:

Drugs are alchemical items that grant effects to those who make use of them. What sets them apart from similar items is that a drug’s effects manifest as both a short term (usually beneficial) effect and an amount of ability damage. In addition, those who take drugs also risk addiction, a type of disease of varying severity depending on the type of drug used. When a character takes a drug, he immediately gains the effects, an amount of ability damage, and must make a Fortitude save to resist becoming addicted to that drug (see Addiction). Drugs function like poisons, allowing the imbiber an initial and a secondary saving throws to resist their effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability scores, or other damage caused by the substance. A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary damage, or vice versa. While the initial effect represents the physical or mind altering effects of the drug, the drain represents both its side effects and the amount of time a dose remains active in a character’s body. As ability score damage heals at a rate of 1 point per day, a drug that causes 1 point of ability score damage remains in a character’s system for 1 day, though some might cause greater damage and thus remain active for longer. While taking multiple doses of a drug at once rarely has any benefit, taking additional doses as the effects wear off renew those effects but increase the ability damage and potential for addiction. Drugs can be manufactured using Craft (alchemy). The DC to make a drug is equal to its addiction DC. Rolling a natural 1 on a Craft skill check while making a drug exposes the crafter to the drug. For more information, see the Items page of the wiki.

Addiction
Anytime your character becomes addicted to any substance, they gain gain the Iron Liver trait. Anytime a character takes a drug he must make a saving throw, noted in the drug’s description, to resist becoming addicted. If a character makes the save, he is not addicted and the effects of the drug persist as normal. If he fails the save, he contracts the noted form of addiction (see below). Should a character take multiple doses of the same drug in a short period of time addiction becomes more difficult to resist. The DC of a drug’s saving throw increases by +2 every time a character takes a another dose of that drug while still suffering from ability damage caused by a previous dose. Keep track of how high this DC rises, even for characters already addicted to a drug, as it determines the DC necessary to overcome the disease. Addiction manifests in three different degrees of severity: minor, moderate, and severe. Each drug notes what type of addiction failing a save against it results in. Each addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease. In the case of moderate and severe addictions, the character also cannot naturally heal ability damage dealt by the drug that caused the addiction. Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. While he still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return. Drugs are rated according to their addictive potential. For example, many popular stimulant drinks have a negligible addiction rating, but have addictive qualities all the same. Sometimes, an individual’s long-term addiction increases a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again does so at the addiction rating the drug had just prior to his recovery. Satiation: Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the given period of time. After the satiation period wears off, the DC of the Fortitude save to resist the effects of addiction increases by +5. The dose in which a character becomes addicted counts for satiation. For example, a character unfortunate enough to become addicted to devilweed (low addiction) on his first use of the drug must succeed at a Fortitude save every day or take 1d2 points of Wisdom damage. As long as he continues to smoke devilweed every 10 days, his saving throw DC is only 6. If he stops smoking devilweed for more than 10 days, the DC of the addiction saving throw increases to 11. If he starts using it again, the DC drops back to 6. Damage: Addiction deals the listed damage each day unless the character succeeds at a Fortitude saving throw or is satiated. Ability score damage is temporary, and characters naturally heal 1 point in each ability score per day. Recovery: If a character makes two successful saving throws in a row, he has fought off his addiction and recovers, taking no more damage. Of course, he can always become addicted again later by taking another dose of the drug and failing his Fortitude save to resist addiction. A lesser restoration or restoration spell may negate some or all of the ability score damage caused by an addiction, but on the next day the victim may accrue more ability score damage if he continues to fail his Fortitude saves. Remove disease immediately causes the user to recover from the addiction, but it does not restore lost ability score points. Greater restoration or heal causes recovery and restores all ability score damage from the addiction.

Minor Addiction
Type: disease, variable
Save: variable
Onset: 1 day
Frequency: 1/day
Effect: –2 penalty to Con
Cure: 2 consecutive saves

Moderate Addiction
Type: disease, variable
Save: variable
Onset: 1 day
Frequency: 1/day
Effect: –2 penalty to Con and Str, target cannot naturally heal ability damage caused by the drug that caused this addiction
Cure: 3 consecutive saves

Major Addiction
Type: disease, variable
Save: variable
Onset: 1 day
Frequency: 1/day
Effect: –2 penalty to Dex, Con, Str, and Wis; target cannot naturally heal ability damage caused by the drug that caused this addiction
Cure: 3 consecutive saves

Drunkenness
Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol gain the Iron Liver trait.

Exorcism:

When evil spirits and fiends use their powers to possess and corrupt mortals, the servants of good rely on exorcism to drive them out. The most basic methods of exorcism are spells such as banishment, dismissal, or dispel evil that can send a fiend back to the Lower Planes. Similarly, a cleric can attempt to turn a ghost or other undead creature that is possessing a living victim, causing the creature to abandon the body and flee in its ethereal form. Channelling positive energy merely harms the malignant ghost or creature (providing that the cleric has the appropriate powers to do so). Certain characters have the supernatural ability to force possessing spirits out of a body or to censure evil outsiders, which likewise causes them to abandon the body they are possessing. Aside from spells and abilities to expel possessing creatures, certain other abilities and items can help exorcists perform their grim tasks. A possessing fiend can hide its presence from even magical detection by making a special Stealth check. The Spell Focus (Good) feat applies to spells such as detect evil when a character uses them to discern the presence of a possessing fiend.

Monetary Exchange:
CP SP GP PP
Copper piece (cp) 1 1/10 1/100 1/1000
Silver piece (sp) 10 1 1/10 1/100
Gold piece (gp) 100 10 1 1/10
Platinum piece (pp) 1000 100 10 1
Poison:

The first rule for refining natural poisons, such as an animal’s venom, into a generally useful poison is that simply killing the creature and wiping your character’s blade on its poison gland doesn’t work. Most creature’s poisons are a delicate mixture of various toxins, and that delicatemix is often disrupted when the creature dies or the poison is exposed to the air. Getting the poison to persist on a blade and remain effective is a trickier task still. Refining raw materials, such as creature venom, into an effective poison requires time, determination, and an application of craft. Craft (poisonmaking), a subcategory of the Craft skill, provides the necessary expertise. Making poisons with the Craft (poisonmaking) skill follows the rules of the Craft skill for making items with the Craft skill, with the following two exceptions. Cost: The cost of raw materials for a poison varies widely depending on whether the character has access to the active ingredient—that is, the venom or plant that actually provides the poison. If a supply is readily available, the raw materials cost 1/6 of the market price, not 1/3. Otherwise, the raw materials cost at least 3/4 of the market price— assuming that the substance in question is for sale at all. Time: To figure out how much poison can be made in a week, the character makes a Craft (poisonmaking) check at the end of the week. If the check is successful, multiply the check result by the DC for the check. That result is how many gold pieces’ worth of poison are created that week. When the total gold pieces’ worth created equals or exceeds the market price of one dose of the poison, that poisonmaker has completed that dose. For a skilled poisonmaker, multiple doses in a week may be possible. If the poisonmaker fails the check, no progress is made that week. If the poisonmaker fails the check by 5 or more, the raw materials are ruined and must be reobtained. Using the Alchemy Skill: Characters with the Alchemy skill can substitute it for Craft (poisonmaking), but doing so imposes a –4 circumstance penalty on checks related to poisonmaking. Harvesting Venom: Because of the refinement process, raw venom from creatures doesn’t command anywhere near the price of a dose of real poison. There is no open market for poison raw materials, because the use of poison is often illegal, or at least rarely admitted to. Characters who hunt creatures for their venom will have a difficult time finding buyers for corpses of poisonous creatures. If they can find a buyer, characters will typically get 1/6 of the cost of one dose of the refined version of the poison. One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Applying poison to a weapon or single piece of ammunition is a standard action. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This consumes the poison on the weapon. If you have the poison use class feature (such as from the assassin prestige class or the alchemist base class), you do not risk accidentally poisoning yourself when applying poison. Unlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison’s DC and duration. Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison’s duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course. Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry. Increased DC: Increase the poison’s duration by +2. These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison. Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison. Applied contact poisons and injury poisons cannot inflict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off). Inhaled and ingested poisons can inflict multiple doses at once. Doses from different poisons (such as an assassin with greenblood oil on his dagger and Medium spider venom on his short sword) do not stack—the effects of each are tracked separately.For more information, see the Items page of the wiki.

Possession:

Some fiends with at least 4 Hit Dice and a Charisma score of at least 13 have the spell-like ability to shuck their physical forms and take on an ethereal formthat allows themto
possess another creature or an object. The creature’s new form is ethereal and thus immune to
even the most potent physical attacks and most magical attacks (except, for example, force attacks) by nonethereal creatures.When a fiend possesses a creature or object, even force effects no longer affect the fiend. Only spells such as dismissal can affect the possessing fiend when cast by nonethereal creatures. Any sort of attack, magical or otherwise, directed against the fiend affects the possessed creature or object, however. While a fiend is in ethereal form, its corporeal body lies senseless, as if in a state of suspended animation. The body does not require food or air, but damage or exposure to an extreme environmentwill kill it. A fiend can roam ethereally as long as it wants, but an ethereal fiend dies if its body is destroyed, and it instantly returns to its body if dispelmagic (or a similar effect) is successfully cast on the fiend’s body. The caster level for the fiend’s possession ability is equal to the fiend’s Hit Dice. Fiends with the possession ability generally have a Challenge Rating 2 higher than the standard fiends of their kind. For example, a succubus with the possession ability is CR 11. Once a fiend is on the Ethereal Plane, it generally floats through the world insubstantially, seeking a target to possess. Making a possession attempt is a supernatural ability that a fiend can attempt at will as a standard action.

Possessed Creatures
If a fiend wishes to possess a creature, the fiend’s ethereal form must be adjacent to its desired target. A protection fromevil spell (or similar effect) makes a creature immune to possession attempts. An unprotected target of a possession attempt must succeed at a Will saving throw (DC 10 + 1/2 fiend’s HD + fiend’s Cha bonus) to avoid possession. Evil targets of a possession attempt take a –2 circumstance penalty on this saving throw, and target of a possession attempt who is in the middle of committing an evil act takes a further –2 circumstance penalty. Once a creature succeeds at a save against possession, that fiend cannot attempt to possess that creature again for 24 hours. On a failed save, the victim is possessed. A fiend in possession of a body becomes a part of the victim, aware of what is going on around the creature that they possess. It can see and hear as well as the victim can. A possessing fiend can, at any time, speakmentally to the creature that it possesses in a language that the creature can
understand, although if the victim isn’t very intelligent, its understanding may be limited.
A creature possessed by a fiend doesn’t always know that it is possessed. Further, a fiend can attempt to hide its presence within the possessed creature, allowing it to pass through a
magic circle against evil, enter a forbiddance-warded church, and escape detection by detect evil. To do so, the fiend must make a special “mental”Hide check. This is aHide check using the fiend’s Intelligence modifier rather than its Dexterity modifier, but which otherwise uses the Hide skill. The Difficulty Class (DC) for theHide check is 10 + level of the spell + spellcaster’s relevant ability modifier (just like the saving throw for a spell). The fiend gains a +4 circumstance bonus on its Hide check if it is not currently controlling the victim. The fiend can alsomake thisHide check to prevent the possessed creature from taking damage from alignment-based spells such as holy smite. The DC for the Hide check is the same as the saving throw DC for the damaging spell. If the fiend’s Hide check fails, the spell affects the possessed creature as if it had the same alignment as the fiend. Possessing fiends have immediate access to all of their victim’s current thoughts, as the detect thoughts spell, except that they automatically read surface thoughts. If desired, a possessing fiend can probe the possessed creature’s memories as well, but the victim is allowed a Will save (DC 10 + 1/2 fiend’s HD + fiend’s Cha bonus). If the save is successful, the victim keeps the fiend out of his or her thoughts for 24 hours. Whether the save succeeds or fails, probing memories automatically reveals the fiend’s presence to the victim. Physical harm to the possessed creature does not harm the fiend. Killing the possessed victim only forces the fiend back onto the Ethereal Plane, from where it can attempt a new possession; the fiend is unharmed. Not even ethereal creatures can harm a possessing fiend. A fiend possessing a creature can take one of four roles
with respect to its victim: rider, ally, controller, or enemy. The fiend can choose only one role at a time. If a fiend is acting as a controller, it can’t also grant its victim the bonuses it could if the fiend were an ally, for example. Rider:Much of the time, a fiend that possesses a creature simply rides along with the victim, who is usually unaware of the fiend’s presence. The fiend might combine riding with hiding to get into an area protected by forbiddance or slip past a magic circle against evil near a target that it could not otherwise approach. As a free action, the possessing fiend can become the ally or controller of the possessed creature. Both of these actions, however, make the fiend’s presence known to the victim (although victims with low Intelligence scores may not understand what is happening to them). Ally: If the possessed creature is aware of the possessing fiend and willing to be its host, the fiend can grant the possessed creature a +4 profane bonus to any single ability score. This bonus is generally granted at the conclusion of some bargaining between the fiend and the possessed creature. The fiend is in control of this bonus and can take it away as a free action if the possessed creature behaves contrary to the fiend’s wishes. If the possessed creature doesn’t do what the fiend wants, the fiend can go from ally to controller or from ally to enemy as a free action. Because the possessor and the possessed can communicate telepathically, they often form an agreement: The bonus is a reward for the possessed creature if it does as the fiend wishes. Controller: In the most feared aspect of possession, a fiend can take a standard action to attempt direct control over the actions of the victim, who struggles to maintain control over his or her own body. The victim must succeed at aWill saving throw every round (DC 10 + 1/2 fiend’s HD + fiend’s Cha modifier, + 1 for each previous failed save against control that day) to avoid losing control. If the victim’s save succeeds, the victim has resisted the fiend, but the fiend can make another control attempt in the next round. Victims struggling against control are considered staggered and can take only partial actions. If the possessed creature makes three consecutive successful saving throws, then the possessing fiend cannot make further attempts to control the victim that day. The success or failure of the victim’s saving throws against control does not affect the overall possession, however, and the fiend is still possessing the creature. If the possessed creature fails the Will save against control, the fiend has access to all of the creature’s senses, abilities, skills, feats, and spell knowledge. The fiend now acts as though it is the creature in all respects, until control is lost or it relinquishes control. During this time, the possessed creature can still speak mentally to the fiend and is still privy to all sensory input—unless the possessor takes a standard action to block the possessed creature’s access to the
senses. If the fiend wishes, the victim blacks out while the fiend is in charge. The fiend uses its own Intelligence, Wisdom, and Charisma scores, but it adopts all of the creature’s physical ability scores. Fiends of at least 9 HD and 15 Intelligence that maintain control of a victim for at least 10 rounds a day for seven consecutive days can also draw upon the possessed creature’s spell-like abilities (at the same caster level as the possessed creature). The fiend assumes the victim’s type and is affected by spells and effects as if it were the possessed creature. Thus, a cornugon-possessed wolf is subject to spells affecting animals, even though it is far more intelligent than a normal wolf. The fiend automatically maintains control for a number of rounds equal to 1/2 the fiend’s HD + the fiend’s Charisma modifier + 1 for each time the fiend has controlled this specific victim. When the fiend’s control lapses, it can attempt
to reassert control if it chooses. Fiends often choose weak-willed creatures to possess,
such as golems and other constructs. The construct can make aWill save just as any other creature can to avoid the possession, but it is likely that the possessing fiend can take and retain control, because most constructs have poor Will saves. A fiend possessing a construct can also aid it as described under the ally role, but it must relinquish direct control to do so, and the construct reverts to its prior programming. Enemy: The opposite of an ally, this possessing fiend is a hindrance to a creature it possesses. A possessing fiend usually takes this tactic when it has failed to control its victim or when it is angry with a possessed creature that the fiend was acting as an ally toward. The possessing fiend can grant the victim a –4 profane penalty to any single ability score. The fiend is in control of this penalty and can take it away as a free action, sometimes by working out an agreement with the possessed creature after some telepathic negotiation.

Possessed Objects
A fiend can possess an object of at least Tiny size and no larger than Huge. An item held, worn, or carried by a character (including magic items) uses its owner’s saving throw
to resist possession. Unattended magic items gain a saving throw as if a spell was being cast upon the item. In each case, the Will save DC is 10 + 1/2 the fiend’s HD + the fiend’s Charisma modifier. A fiend with the possession ability automatically succeeds when attempting to possess an unattended, nonmagical item. A fiend possessing an object becomes a part of the object. A possessing fiend can see and hear up to 60 feet away from the object, but it can’t use darkvision or blindsight while possessing an object, even if it ordinarily has these abilities. The possessing fiend remains vulnerable to spells that affect outsiders, extraplanar creatures, or evil creatures (such as holy word and holy smite) and mind-affecting spells and effects. Physical attacks and most spells (such as fireball) don’t affect the fiend, but they might affect the object. Harming the object does not harm the possessing fiend; if the object is destroyed, the fiend takes ethereal form and can choose a new host object (or creature). A fiend can attempt to hide its presence within a possessed object, allowing it to pass through a magic circle, enter a forbiddance-warded church, and escape detection via spells such as detect evil. Use the same rules as when a fiend hides in a creature. If the spell ordinarily detects or targets only creatures, the fiend gains a +8 circumstance bonus on its Hide check because it is within an object. The fiend can also attempt this Hide check to avoid taking damage from alignment- based damaging spells, such as holy smite. If the fiend fails its Hide check, the possessed object takes damage as if it were the fiend. A fiend can also possess a substance that has no fixed
shape (such as a pool of water or a dust cloud) or is part of a larger object (such as a section of a wall).When it does so, a fiend cannot possess an area or a volume larger than 10 feet on a side. Some fiends possess an item as a stepping stone for a possession attempt on a character. The possessing fiend gets a bonus on attempts to possess creatures that carry, hold, or wear the item. For each day the possessed item was worn, held, or carried by the target prior to the possession attempt, the DC for the target’sWill save increases by +1, up to a maximum of +10. A fiend possessing an object can take any of the following roles. Changing roles is a standard action. Watcher: The fiend possesses an object, usually something big and stationary. It can see and hear at twice its normal range (120 feet) as long as the object remains stationary. Controller: If the possessed object has moving parts, such as a wagon, clock, or crossbow, a possessing fiend can control the movement. A wagon can be made to steer toward a pedestrian on a street or roll out of a stable with no horse pulling it. A clock can slow or run backward. A crossbow can cock and fire (but not aim or load itself ). Possessed objects with wheels or legs cannot move faster than the fiend itself could move in its corporeal form. More powerful fiends can exert greater control. A fiend with at least 10 HD and Charisma 17 can force an object to animate even if the object doesn’t have any moving parts (such as a table or statue). The possessed object functions as an animated object (see the Monster Manual). However, no fiend can control an animated object with a higher Challenge Rating than the fiend’s. Cor r uptor: The possessed item radiates a cursed, befouling presence. Anyone touching the possessed object must succeed at a Will save (DC 10 + 1/2 fiend’s HD + fiend’s Cha modifier) or fall under the effect of a bestow curse spell with a caster level equal to the fiend’s Hit Dice. Unlike the bestow curse spell, the subject does not necessarily know that the curse is in effect or that it came from the item. Nothing about the object’s appearance suggests that it is possessed (although there might be residual evil effects, as described in the Lingering Evil section below). The curse lasts until removed with break enchantment, limited wish, miracle, remove curse, or wish, even if the fiend vacates the possessed object. A particularly crafty fiend might possess a small fountain as a corruptor, affecting anyone who touches or drinks the water. Similarly, a fiend could corrupt a patch of ground, affecting anyone who walks over it. Enhancer: A fiend can possess a Tiny or larger weapon or armor and enhance it as if it were a magic item. The fiend can duplicate magic item powers worth up to 2,000 gp per Hit Die. For example, a hezrou (9HD) that enhances a longsword could bestow up to 18,000 gp worth of powers on it. It could duplicate the effect of a +3 longsword, a +1 unholy longsword, or another combination. A fiend that possesses magic armor or amagic weapon can increase its power by the same amount. The fiend is in control of the powers it bestows upon the item. It can take them away as a free action at a moment’s notice if the creature using the item does not act in a manner that the fiend wishes. If the fiend leaves the items, it loses all powers bestowed by the possession. Despite the fiend’s duplication of magic item abilities, a nonmagical possessed itemdoesn’t become actually magical. Detect magic will not sense an aura; detect evil will, however. Smart characters might notice that the possessed item behaves strangely or has an unusual appearance (a magic weapon that isn’tmasterwork quality, for example, is a tipoff that something is awry). A character who succeeds at a Perception check (DC 25) notes that there is “something strange” about the item.

Randomness:

If the circumstance ever comes up, we may be using this.

Relics:

Sometimes confused with magic items or even artifacts, relics are unique items that carry the indelible mark of good upon them. A relic might be a bone or bone fragment from a martyr or other holy person, or some object that touched a saint in a special way—her burial shroud, perhaps, or the instrument of her execution. Holy power like that of a saint, a martyr, or a celestial leaves a lingering aura of good that is not magic in the traditional sense, but nevertheless can have miraculous effects, usually curative in nature. All relics radiate an aura of good. An evil outsider or undead creature that touches a relic is burned as if by holy water, taking 2d4 points of damage. Relics are always considered sanctified, so if they are used as weapons they deal 1 extra point of damage against evil creatures or 1d4 points of damage against evil outsiders and evil undead (see Sanctified Weapons, above). Like artifacts, relics cannot be manufactured, bought, or sold. However, each relic has a market price equivalent, for the DM’s use in assigning treasure only. These prices are calculated as though the relics were magic items. Likewise, relics have a caster level equivalent for purposes of spell effects and determining the strength of its aura of good, but relics never radiate magic, cannot be identified with the identify or analyze dweomer spells, and cannot be suppressed or dispelled with dispel magic or antimagic field.

Tithes and Offerings:

Good characters give money from the treasure they acquire to temples, orders, and charitable organizations. Some characters are required to do so, while others just do it because it is the right thing to do. Characters should do so without any thought that it might be to their own profit. It benefits the people who are helped by that money, which usually includes the poor, sick, orphaned, and otherwise needy. However, many organizations spout maxims intended to encourage giving by reminding potential donors that generosity often results in unexpected rewards, and there is truth in those maxims. Characters give without thought of reward, but
reward often comes anyway. The DM should track individual or party donations to temples and other organizations. Even ten percent of the treasure a typical PC acquires on a single adventure is a spectacular amount of money to a commoner or expert, and the DM should make sure that nonplayer characters (NPCs) who receive or otherwise benefit from the PCs’ donations treat them accordingly. Whenever the characters come to the temple they give money to, needing a spell
cast or some other form of assistance, the DM can compare the usual price of whatever the PCs need with the amount of money they have donated since their last such request. If they have donated more than the spell or service usually costs, the temple clergy should be more than happy to provide it at no charge, or at least at cost (for spells that have expensive components, for example). However, this generally works only if the characters are regular donors—past donations are great, but the assurance of future donations are what make temple budgets possible.

Weapons (and Items) of Legacy:

Weapons and Items of Legacy will be used in this campaign. For more information, see the Items page of the wiki.