Large Satchel Item in Under the Twilight of Forgotten Sins | World Anvil
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Large Satchel

Picking up the satchel doesn't seem to have any effect like the other items when touched. However, after a few minutes, a weariness creeps over everyone, feet feel sore, your skin has a slight feel of grime on it as if you have been traveling all day. Along with this weariness comes the sense of relief, the kind of relief that comes once the day's travel is finished and you are finally sitting down in the shade to rest.


  Very Large Satchel (no one ever named it, it's just the large satchel).

  It looks like a large brown colored leather saddlebag type satchel.

  The satchel has the following powers and attributes. It will gain the abilities of a bag of holding over time. No matter what strength it is, it will never weigh more than 15 lbs. It is also immune to all inter/extra-dimensional mishaps (like placing a bag of holding in a bag of hold). As such, this satchel trumps all other such effects, so it works in all locations. The opening can fit an object 18" by 12" (a skinny human could probably crawl in it.) The bag is indestructible.

  Until later levels, only the main pouch is magic, the other pouch is simply normal. You can use the main pouch as a normal pouch to keep items available to all, it just conforms to a normal pouch for carrying capacity. This is also useful to disguise the fact that it is a bag of holding.

Any food item created by the satchel will lose it's magical properties after 6 hours and spoil normally from that point on.

 

Satchel Benefits

  • 1st Level: Attuned to the owner, only the owner can ever use it.
  • 1st Level: Functions as a bag of holding type 1. Holds up to 250 lbs and can hold up to 30 cubic feet.
  • 1st Level: When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
  • 1st Level: Creates 1 apple a day. This apple substitutes as a full meal and heals 1d6+2 damage. Can be eaten in a full round.
  • 1st Level: As a spell-like ability, any item left in the bag for over 1 hour will have the effects of mend and/or mirror polish cast on them if desired.
  • 1st Level: Any clothes left in the bag for over 2 hours will be cleaned and pressed.
  • 2nd Level: Satchel can do minor transformations into similar types of containers (saddlebags, large sack, backpack). Takes a full round to transform.
  • 2nd Level: Satchel can produce 1 log of firewood a round. Firewood disappears after 24 hours if not used.
  • 2nd Level: Satchel can produce 1 full size blanket a round. Blankets disappear after 24 hours.
  • 2nd Level: Satchel has a side pocket where a 10' wooden pole can be pulled out of. The pole can be put back. If not returned in 24 hours or is damaged or destroyed it disappears. After 24 hours, a new pole is available.
  • 2nd Level: Satchel has a pocket containing a normal Wayfinder (this will not reappear if the Wayfinder is lost or destroyed.)
    • The wayfinder is a blend of artistry, magic, and technology. Reverse-engineered from half-understood artifacts, wayfinders combine the function of a mundane compass with magical utility and—a somewhat guarded secret—the power to enhance the function of ioun stones. Within each wayfinder is a fine lattice of wire, spun of silver, gold, or even more precious metals. This lattice channels and amplifies the natural energy of the ioun stone, extending its benefits to the owner as long as the wayfinder is held or kept close to the body. Inserting or removing an ioun stone is a standard action that provokes attacks of opportunity. Some wayfinders have multiple slots for ioun stones; these usually—but not always—function independently (an enhanced power from the first slot has nothing to do with the enhanced power of the second slot, whether or not another stone is present).
        Though any spellcaster with the proper ability can create a new wayfinder, most are decades or centuries old, passed down from mentor to student or through family lines.
        A small magical device patterned off ancient relics of a long lost civilization, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head) but frequently reveals entirely new powers due to the magic of the wayfinder itself.
  • 3rd Level: Now has the holding capacity of a Bag of Holding type 2
  • 3rd Level: You cannot be pickpocketed unless a DC of 35 is overcome first. This applies to all of you, any other pockets you may have. (any item stored in the bag itself if using the extra-dimensional space is already immune as Graykar is the only one that can pull items out of it.)
  • 3rd Level: You can cast Alarm as a spell-like ability on your campsite twice a day.4th Level: +1 to Str
  • 4th Level: +50% to movement speed
  • 4th Level: Satchel has another side pocket with an upside down release. As a swift action, it can be pulled open once a day and caltrops will fall out to cover a 5x5 square which the user has just passed over. -4 DC penalty if action is combined with acrobatics.
  • 4th Level: Satchel can produce 3 normal non-magical lemons a day and 3 normal non-magical limes a day.
  • 5th Level: A new pocket. Putting a small ring, amulet, or trinket in it gives the owner the power of said item as if it was being worn.
  • 5th Level: Creates a 2nd magical fruit (apple or orange) a day. Each magical fruit now produced heals 2d6 damage and removes all fatigue.
  • 5th Level: Creates a small loaf of bread. Eating it has the effects of a neutralize poison spell cast at the character's level+3.
  • 5th Level: Now functions as a bag of holding type 3.
  • 5th Level: Heals naturally at twice the normal rate.
  • 5th Level: Curative magics now have an increase of 50% when cast on the wearer. Eg. a spell that would heal 10 points on the wearer now heals 15 points.
  • 6th Level: +1 enhancement bonus to Dexterity
  • 6th Level: 1 regular item of choice left in the bag for 1 day will return as a masterwork item. This enhancement is permanent, and with regards to the new item once done, the change is non-magical can can't be dispelled.
  • 6th Level: +5 competence bonus on all subterfuge checks. (attempts to deceive, regardless of skill used.)
  • 7th Level: Find another small pouch - another ring or amulet slot is gained.
  • 7th Level: Now this is odd - it has a cell. And 8'x8' indestructible cell which will hold up to 1 individual - provided you can fit them in the pack. Might be useful should someone die and you need to transport their body - or should you find another bounty. Only the owner of the satchel can retrieve someone placed in this cell. The occupant is affected as if under the effects of the imprisionment spell
  • 8th Level: Strength enhancement bonus now increases to +2.
  • 8th Level: Increased Flanking Range: If the space adjacent to you (not diagonal) would grant you flanking bonus were you to be there, you are now considered flanking for purposes of the enemy you are facing.
  • 9th Level: The ability to mentally communicate with whatever individual is in the 8'x8' cell. While the inhabitant is under stasis, the communication is more like a dream state for them. They are not compelled to reveal information they otherwise wouldn't.
  • 9th Level: The wearer no longer requires sleep and can rest and meditate as an elf.
  • 9th Level: Can create one red apple a day which has the effects of Bestow Curse for whoever eats it with the curse designated at the time created. Alternatively, can create one golden apple a day which as the effects of Remove Curse. Increased fruit production never produces more than one of these apples a day.
  • 9th Level: Satchel now functions as a bag of holding type 4.
  • 10th Level: Non-living items put in the bag can now be placed in stasis where they don't decay or age. The intent to do this must be willed when placed in the bag. Eg. A snowball will not melt. A fresh bowl of hot stew will be just as hot when removed.
  • 10th Level: Can create a 3rd fruit a day of any common fruit with the properties of any other fruit produced by the satchel.
  • 10th Level: Any fruit produced can cure most non-magical mental conditions like confused, cowering, dazed, dazzled, exhausted, paralyzed, nauseated, staggered, and stun.
  • 10th Level: Can be used to cast Mage's Magnificent Mansion 1/day.
  • 11th Level: +1 enhancement bonus to Dexterity (to a +2 total from the satchel.)
  • 11th Level: Water Breathing and Freedom of Movement continually in effect.
  • 12th Level: Find another small pouch - another ring or amulet slot is gained. And unlike the other pouches, this will actually work with the Ring of Kinetic Blasts without costing a body part because this pouch will protect the satchel wearer from cursed items placed within the pouch
  • 13th Level: Strength enhancement bonus now increases to +3
  • 13th Level: Any common item of little value under 1 lb placed in the bag can be duplicated perfectly after 1 round.
  • 14th Level: Bag is now a bag of holding type 5 (double the values for type 4).
  • 14th Level: Bag now produces 4 berry tarts a day. Each berry tart is produced of a morning and disappears at sundown. When eaten, it will neutralize poison as if cast by a 15th level caster and will cure 4d8+8 hit points of damage.
  • 14t Level: Once per day, you can pull forth a 3' diameter black cloth. It is activated by tossing it on the ground. The first person to step into the hole is teleported up to 1/2 a mile away to a location of their choosing. If you step in the hole, you can teleport up to 10 miles. Once used for the day, the black cloth becomes non-magical.
  • 15th Level: Bag can now create a 4th fruit per day. If a Lime is produced, it can heal 3d8 damage and also heal a single condition from poison, blinded, and deafened.
  • 15th Level: +10 to all subterfuge checks.
  • 16th Level: +50 to movement speed.
  • 16th Level: Pass without trace: at will for self and 1 companion per level.
  • 17th Level: Water Transport: By submerging yourself in a body of water, you can send yourself to the water world, emerging from a pond south of the current incarnation of the village. You can allow up to 1 person per 3 levels to travel with you to this world using the same body of water at the same time. Once in the world, you can exit the world via any large body of water (pond or bigger) in a similar manner back to the same world from which you came. For every mile covered in the water world, you can travel up to 50 miles in the world from which you came, all you need is the intent and to have traveled in generally the same direction. By using a mythic surge, you can increase the number of individuals transported by 10. This effect is stackable for additional surges.
  • 17th Level: Strength bonus is now +4.
  • 18th Level: Bag of Holding type 6 (8x type 4)
  • 19th Level: When using Water Transport you can now exit via a water source to another plane as per the Plane Shift spell.
  • 20th Level: Bag of Holding is now type 6. (1000x type 4). It has a limit, however it is not infinite.
  • 20th Level: You can summon the bag to you at any time from any distance.
  • 21st Level: 100 to base movement rate.
  • 21st Level: Spider Climb at will.
  • 22nd Level: Water Transport can now transport you to a pool of water near the storage citadel rather than near the village. This is dangerous as messing with any of the items in storage while in the water world has a chance of causing the item to be lost forever. The items are stored in an open air section of the citadel separate from the rest of the structure. The storage citadel also has room and lodging for up to 500 people (food not provided). This citadel resets (beds made, items repaired and cleaned) each trip. In the dungeon, the stasis cell can be physically visited and the inhabitant can be let out or a new one put in.
  •  


Alignment Benefits

Upon touching the satchel, something in you has awoken. Your previous memories are a little more vivid at times. The following abilities are not dependent on the satchel, they will still be present should you ever lose the satchel.

  • 1st Level: Memory of a 1000 lifetimes. Once per encounter when you get a d20 roll you don't like, you can add 1d6 due to previous experiences.
  • 2nd Level: Path of the wanderer. You can see your own footsteps which have a slight white lunar glow at night and an orangish warm glow during the day. After a day, the footprints fade, and with them so does any normal chance to track you.
  • 3rd Level: Gain the feat Cut Your Losses.
  • 3rd Level: Eidetic memory - Your memory is weird, you just know stuff, yet you never know what you'll know about a topic till you try. You can now attempt all knowledge checks even if untrained (if untrained, add 1/2 your class level to the check)
  • 4th Level: Survival is now a class skill. Gain favored terrain Urban.
  • 4th Level: Wild Empathy (Ex): The satchel owner can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The satchel owner rolls 1d20 and adds his total level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    • To use wild empathy, the satchel must be worn and the animal must be within 30 feet under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
        This can also be used to influence a magical beast with an Intelligence score of 1 or 2, but at a –4 penalty on the check.
     
  • 5th Level: You can now expend your Memory of 1000 lifetimes to instead augment an ally's roll of a d20 instead of your own. You must be able to communicate with them and they must be within 30 feet.
  • 5th Level: As a spell-like ability, you can cast message 6 times per day.
  • 6th Level: Gain favored terrain types of both Jungle and Swamp.
  • 6th Level: Master Dealer - you get a +5 to find hard to find items in a size small city or larger. Your skill is such that unless the item is considered next to impossible to find or is unique, you will never pay more than the listed value.
  • 7th Level: Gain favored terrain type of forests.
  • 7th Level: +2 on all cooking checks
  • 8th Level: Gain favored terrain type of mountains.
  • 8th Level: May move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
  • 9th Level: Gain favored terrain type of ice. The character is not hindered by walking or running on ice.
  • 9th Level: All favored terrains now get a bonus of +4.
  • 9th Level: All sneak attempts are made at advantage.
  • 10th Level: +1 competence bonus to Wisdom from greater access to prior memories.
  • 10th Level: +1 competence bonus to all Profession, Artisan, and Craft Checks.
  • 10th Level: 1 Free Combat Feat.
  • 11th Level: Gain favored terrains of Plains and Water.
  • 11th Level: +2 competence bonus to all healing checks.
  • 12th Level: Gain favored terrain of Underground.
  • 12th Level: Can use Stealth in any favored terrain even if the terrain doesn't grant cover or concealment.
  • 13th Level: As memories surface, gain a permanent +1 bonus to intelligence.
  • 14th Level: As memories surface, gain 2 free feats.
  • 15th Level: As memories surface, gain weapon focus feat with 3 weapons of choice, and gain greater weapon focus with 1 weapon of choice which you have weapon focus.
  • 16th Level: As memories surface, pick a prestige class with 10 levels, of which you currently have no levels, but qualify for. You gain all the features of the first 2 levels of that prestige class except for hit die, save bonuses, and base attack bonuses.
  • 16th Level: Gain Fluid Form at will as per the spell. This effect has no duration.
  • 17th Level: Gain the benefits of Elemental Body I as per the spell at will. Only water elemental form can be chosen.
  • 17th Level: As memories surface, you gain all the features of levels 3 and 4 of the prestige class you chose at 16th level except for hit die, save bonuses, and base attack bonuses.
  • 18th Level: As memories surface, you gain all the features of levels 5 and 6 of the prestige class you chose at 16th level except for hit die, save bonuses, and base attack bonuses.
  • 18th Level: Gain the benefits of Elemental Body II as per the spell at will. Only water elemental form can be chosen.
  • 19th Level: As memories surface, you gain all the features of levels 7 and 8 of the prestige class you chose at 16th level except for hit die, save bonuses, and base attack bonuses.
  • 19th Level: Gain the benefits of Elemental Body III as per the spell at will. Only water elemental form can be chosen.
  • 20th Level: As memories surface, you gain all the features of levels 9 and 10 of the prestige class you chose at 16th level except for hit die, save bonuses, and base attack bonuses.
  • 20th Level: Memories of 1000 lifetimes can be used twice per encounter, at D6+2 per use..
  • 20th Level: Gain the benefits of Elemental Body IV as per the spell at will. Only water elemental form can be chosen.
  • 21st Level: Gain the benefits of Elemental Body IV as per the spell at will of the Mythic variety as long as the mythic power surges are also spent. Only water elemental form can be chosen.

The Stein of the Traveler

Buddy Stein
What's this? When did this appear in your Satchel? Whatever, it's a cool mug.
Having been a few days back in Chrailis, you think it is a good time to visit a tavern. It's been a while. And hey, your new stein seems to be the envy of the place. Better yet, your drinks stay colder for longer, taste better, and almost seem to last longer. You aren't filling it up as much.
  Then some troublemaker starts a brawl with another patron. You wisely steer clear, however, the fight spills over to the rest of the tavern's guests. One guest, in particular, doesn't seem to understand or respect the importance of a good tavern brawl. He gets inappropriately violent and pulls a small sword out, swinging it at you. How rude. With nothing to protect you, you raise your new mug to intercept - the sword clacks on the stein, a few sparks fly and the sword comes away slightly mangled. The stein is unharmed. Without thinking, you quickly use the stein to bash the rude out of your opponent, right upside his head. He crumples to the ground. That felt good and comfortable - a nice solid thunk, some wisdom has been taught to your opponent, and even though ale seemed to splash everywhere, when you look, the level of beverage hasn't changed. This is a cool little mug.

Stein Benefits

Your backpack has a little strap at the top which seems to be designed to hold the mug when not in use. The mug itself confers a +1 AC shield bonus when used in the offhand for a secondary attack. It can be used as a primary weapon. The damage is 1d6 (crit x2). While it doesn't add extra damage, it does have a decent +2 enhancement bonus to hit. And it keeps your drink nice and safe while in combat.

It has a really cool property that you discover as you practice with it. Your stein must be in hand for the ability to function.
    Drinking Buddy (Su) Once per day as a standard action, you can create an illusory double of yourself that appears in a square adjacent to you. Your double acts on your initiative count and can move up to your speed each round. It always attempts to flank with you against a single target you designate. If it must use Acrobatics to avoid an attack of opportunity during this movement, your double uses your bonus. Though your double can’t attack, it is treated as threatening adjacent squares for the purposes of flanking with you. Anyone attacking your double or otherwise physically interacting with it can attempt a Will save (DC 25) to recognize the double as an illusion. The double has your AC, and if any hit would deal damage to it, the double dissipates. An opponent who recognizes your double as an illusion can’t be flanked by it. The double lasts 1 round for every Hit Die you possess or until it is hit with an attack, whichever comes first.

Stein Enhancements

  • 6th Level: Stein now does +1 damage as an enhancement bonus.
  • 6th Level: Drinking Buddy will now survive 1 hit before dissipating. Drinking Buddy can now be summoned twice a day.
  • 6th Level: If drinking from the Stein, immune to hangovers.
  • 7th Level: Anyone struck with the stein is at risk to become intoxicated for 1 hour should the wielder choose to use this power. DC Fort of 20 to resist. If intoxicated: stats are +2 to damage, +1 (or -2 depending on the situation) to all charisma based checks, +1 vs all fear checks, +5 temporary hit points, -2 to all Dex, Int, and Wis checks, -2 to hit, and -2 to AC.
  • 7th Level: Stein does an additional +4 damage when used for nonlethal damage.
  • 8th Level: If a potion or elixir is placed in the stein, it can be stored for later use and the potion turns into regular ale. The stein can hold up to 10 potions this way. Upon command, as a fast action, the holder of the stein can swig any potion stored as a fast action.
  • 9th level: Anyone sharing a drink with the Stein holder (doesn't have to be drinking from the Stein) is under the effects of a Zone of Truth spell with a difficulty of 20. The Stein holder can choose not to have this effect in place. However, once in place, it affects all sharing a drink with the Stein holder. The Stein holder is immune to this effect.
  • 10th Level: By downing the entire contents of the stein, the owner is cured of all poisoned effects including intoxication. If another person drinks the entire contents of the stein, they gain an immediate save against the poison at +5.
  • 10th Level: When holding the stein, you gain the benefits of blind fighting and improved blind fighitng
  • 11th Level: While holding the stein, you cannot be magically scryed or located from a distance.
  • 11th Level: Immune to all STD's (magical and non-magical) if you have been drinking from the mug in the last 24 hours.
  • 12th Level: Gait of the forever traveler. As long as you have the stein in hand and your feet are touching the ground, you can run indefinitely without fatiguing from the run. You must still sleep as otherwise normal at the end of the day, the running simply will not tire you out. If you can go without sleep, you could run forever.
  • 14th Level: Once per two hours, the stein can produce one of the following elixirs: Elixir of True From, Elixir of Dragon Breath, Elixir of Two Worlds, Elixir of Amnesia, Elixir, Chon Chon, Elixir Steelsheen, Elixir Swarmform, Elixir of Elemental Protection, Elixir of Emulation, Elixir of Two Worlds, Elixir of Sex Shifting, and Elixir of Forceful Exhalation . Each elixir is usable only by the stein owner. Once an elixir is produced, the stein will not produce another one for two hours.
  • 15th Level: Trollblood: 2/day the stein can convert a drink to Trollblood. This foul-tasting liquid grants fast healing of 4 for 1 hour. During this time, any limb lost within 1 hour before the Trollblood is drunk can be reattached. Lost limbs will not regrow. Fire and acid damage will not heal. The downside is that all other beneficial potion effects are negated during the duration of the Trollblood.
  • 16th Level: Antidote: Putting an ounce of a liquid poison in the stein, or mixing in an ounce of powdered poison into a drink of the stein, will produce an antidote. The amount produced is a 1 to 1 ratio per ounce of poison. The antidote is fast-acting and takes full effect within 1 round. Additionally, the victim heals 3d6 damage from the antidote. The antidote will retain its potency for 48 hours. This will not work for mythic level poisons.
  • 17th Level: Breath of Life: Once per day, the stein will convert a liquid drink to a Breath of Life potion at caster level 20.
  • 19th Level: Lucid Dreaming. This effect takes preparation. By not using the stein for three days, the owner must focus on it creating this hallucinogenic concoction. Once created, the Stein will not function properly, unable to perform any of its special abilities for 8 days. It will produce enough for up to 8 individuals. The concoction will retain its potency for 3 days. All users much imbibe the concoction within ten minutes of each other. All imbibers will lapse into a trance lasting 24 hours, sharing a common dream. During this dream, secrets can be revealed. It is as if a Augury had been cast for a longer term action. The secrets revealed may be cryptic. This may also be used to instigate minor changes to reality if all the dreamers focus on the same thought, like someone being healed of something incurable, or in the least, the disease was misdiagnosed. Or possibly an item thought stolen may turn out to be misplaced. Other effects would include a major Plane Shift spell or even a Greater Teleport spell to a location about which incomplete information exist. It might also be used to figure out a means of making the impossible possible. How this ability works will somewhat be role-played vs. straight forward mechanics.
  • 20th Level: The Breath of Life effect can be used at the mythic levels as long as the accompanying mythic power surges are used. The augmented version will only work on a body that has been dead up to 20 rounds, meaning the range aspect is invalid.
 

Temple Benefit

No benefit was ever gained.   However, he did gain the ruby crystalline dragon named Garkon about 2' in length and 6" high. When Garkon takes his full dragon form, he is the size of a young adult black and red dragon. Overall, he looks like he might partially be a construct as parts of him don't look fully biological like a normal dragon.
While in Graykar's pack, Graykar has been able to have limited telepathic communication with him. What triggers him or allows him to be used is unknown, as Graykar only made the single attempt in the tower. Graykar instinctively feels however that Garkon can't be used at will but needs extended periods of rest between use.
What was observed is that though he appears as a fire breathing dragon, his type changes from round to round with regards to what he breaths (frost, acid, poison, and electricity were observed.) As he changes breath types, so does his immunity to the element of his current breath.
Of note, on the water temple world, Garkon initially appeared as a normal red dragon.
Large Satchel

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