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Mystery Gifts

Garb of the Reindeer
This leather brown garb is decorated with an embossed design of reindeer antlers, and it is imbued with the majestic might of a reindeer

Activate with 2 actions, Once per hour
You perform a sudden charge, striding up to twice, if you end your movement within striking range of an enemy, you may strike. During this charge you ignore difficult terrain. You may use other movement types if you have them.

If you already have the sudden charge feat, you may roll your attack check twice taking the better result, doing this counts as the Garbs once per hour activation.

Sinister Snowflake
These larger then normal snowflakes are formed from black ice.
They function as shuriken, except the damage they deal is either Piercing or Cold. A sinister snowflakes range increases by 10ft when the temperature is below 0c
Whenever these snowflakes land a critical hit they deal persistent cold damage equal to half the throwers level (Rounded up).

Additionally, once per hour, you can, as a reaction, cause the snowflake to freeze an area 5ft around its current location. All squares affected become difficult terrain, and any time a creature attempts to move out of a frozen square, they must make a reflex save against your class DC, on a failure they lose 5ft of their movement, if they cant lose 5ft of movement, or suffer a critical failure, they fall prone.

A Sinister snowflake that is thrown, or otherwise dropped melts, returning to its owners possession at the start of their next turn.

All the trimmings
A festive cookbook for a budding chef, “All the trimmings” contains tips and tricks to make the most of . With the help from this book, and during your daily preparations, you can do one of the following:
1. You may selected one ingested consumable such as a potion or elixir. Using all the tricks you know you manage to stretch the item to two doses. The second version of the potion lasts until your next daily preparation. A potion can only be stretched to 2 doses once
2. You may select two ingested consumables (each with an item level no higher then your level) such as a potion or elixir and mix them together. A creature that consumes such a combined potion receives the effects of both potions, but they are considered full (Sickened condition) for 1 minute, or until they successfully wretch. Potions combined this way remain so until consumed, however you cannot combine the effects of a combo potion with any other potion.

The Charring coal
Just a lump of coal? Almost. Some form of ancient enchantment keeps the coal hot to the touch, and even stranger it seems to be a great thermal battery. Each time the person carrying the coal uses an ability with the fire trait, deals direct fire damage, or suffers fire damage, the Charring coal gains a stack of heat.

Heat provides the following effects
1. The Charring coal counts as a simple melee weapon with the thrown tag, it deals 1 fire damage for each stack of heat.
2. At 5 stacks, the Charring coal is so hot it radiates an 5ft aura of heat around its holder. Each creature that ends its turn within the aura takes 1 fire damage for each stack of heat.
3. At 10 stacks, and at the end of its holders turn, the Charring coal unleashes all its stored heat dealing 10+Level fire damage to all creatures within 10ft of, and including the holder with a basic reflex save (Class DC)
Additionally the Charring coal can be affixed to a weapon or armour in place of a property rune. Whilst affixed this way it loses the above abilities but still generates Heat as normal.
When affixed to a weapon, the weapon deals 1 bonus fire damage for each stack of heat. At 10 stacks the weapons next attack deals fire damage equal to the stacks of heat to all creatures (Including the holder) within a 5ft burst, this expends all heat charges.
When affixed to armour the wearers Fire resistance increases by 1 for each stack. At 10 stacks the bearer of the rune gains Immunity to fire damage untill the end of their next round, at which point all heat charges are expended.

Mistletoe Munitions
This bag of thingymabobs and whatsimajics seem unassuming, unless in the right hands. With a quick ruffle around, and some slapdash crafting, the wielder of the mistletoe munition can make a special round of ammo.

Once per hour, the holder of the mistletoe munitions can as a reload action, load a single piece of specialized ammunition into a weapon they are wielding. If this munition successfully strikes a target, it counts as anathema to the target and the shot is treated as the damage type the creature is most vulnerable too. This does not reveal what that weakness is however.

Egg Nog
During daily preparations you can prepare a batch (quantity equalling your level) of delicious egg nog. Any number of helpings can be consumed as a single action (plus any actions required to draw the egg nog) Each helping of Egg nog restores 5hp. Consuming more doses then your constitution modifier causes you to become sickened until the end of your next turn. The eternal warmth of the egg nog also lets you push back the effects of cold for a short time. You do not suffer the effects of minor cold weather for 1 minute after consuming a helping of egg nog.

Festive bag of holding
This is a bright red bag of holding, also known as a spacious pouch (type 1). Any item taken from the bag is dusted with a fine layer of snow that melts away within a few seconds leaving no trace.

Rime Crystal
Spellheart as per the item, Though it looks more like a snowglobe with a mini village inside
https://2e.aonprd.com/Equipment.aspx?ID=2238

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