Belt of Illusions
This belt works like the wizard spell disguise self, altering your appearance by cloaking you in a magical disguise. Unlike the spell, though, you can disguise yourself as a specific person without penalty. There’s a trick to it, though – there’s a leather pouch attached to the belt, and the illusion’s based on whatever you put into the pouch. The more personal the item, the better.
Say you want to appear to be an orc warrior so you can sneak into an orc-infested dungeon without raising the alarm. If you pickpocket an orc guard and stick whatever orcs keep in their pockets into the pouch (gobbets of raw meat, probably, and fangs, and stones that look like they might be good for smashing
skulls), then the belt obligingly disguises you as a generic orc warrior. However, if you could steal the tribe shaman’s holy symbol, then the belt might disguise you as the shaman herself. The illusion lasts for ten minutes, and whatever item you place in the pouch is consumed when the duration expires.
Demon Slayer Bow
This weapon can be used as a bow, or magically split in two to be used as two swords. It has different behaviors depending on the form it is in.
In either mode, the weapon is a +2 weapon.
When you attack using this weapon in bow form and miss, you may instead treat the miss as a hit. Recharge: (Kill a demon)
When you attack using this weapon in sword form, add 2x the escalation dice to damage you deal to demons. Additionally, Killing a demon heals you for one maximized recovery dice (8 if your recovery die is a d8, for example).
One in four mugs of ale you drink from this mug will be magically transformed into the very finest nonmagical dwarven ale. If your relationship with the mug is good, the variety might even suit your current mood and the odds of getting a good brew might improve in your favor. But really, who’s going to complain about putting down a second, or even third, mug for the chance to get a taste of the best stuff? When that excellent ale does show up, you can share a sip or two with a friend, but other attempts to capitalize on this mug’s magic will just shut it down until it can find a more suitable owner.
Once per battle, you can target a nearby or engaged enemy with a chilling gaze of doomful portent. The target must make a normal save (11+) or take psychic damage equal to double your level and be stricken with fear for a number of rounds equal to the current escalation die.
Champion Feat: The psychic damage increases to triple your level, the save difficulty increases to hard (16+), and you can target a far-away enemy with this power.
Flurry (Monk Talent)
Flurry (Seven Deadly Secrets) If you use Flurry in a battle, you can’t use any other Deadly Secrets talents that battle. You gain the following attack:
Adventurer Feat You can now use Flurry when the escalation die is 2+.
Champion Feat Your Flurry attack now deals damage equal to your level on a miss.
Epic Feat When the escalation die is 4+, your Flurry attack deals PUNCH + Strength damage instead of JAB + Strength.
Ki Power (A Thousand Palms): You must be engaged with 2 or more enemies to use this power. After making a Flurry attack, you can spend 1 point of ki to make another Flurry attack against a target you have not already attacked with Flurry this turn.
Gem of Darkness
A pitch-black gem which seems to almost bend light towards it and absorb it.
Naheulbeuk the Talking Skull
You gain the background "Back in the 10th Age..." at +3 courtesy of the skull imparting (heavily-accented) advice from a bygone era.
It’s an overworld scale that gives +2 MD, and (recharge 16+) when touched to the user’s skin as a free action, gives a brief burst of rejuvenating energy that ensures that the user heals the maximum hit points when they next heal using a recovery.
Potion of Healing
Recovery + 1d8, max 30
Standard action to use oneself or on an unconscious recipient.
Random Rune Effect on Armor
01–20 The bonus also applies to PD
21–40 The bonus also applies to MD
41–60 The bonus also applies to both PD and MD
61–80 As 41–60, and you can reroll one failed save while the rune is active
81–100 You can take your first rally this battle with a quick action (if you can already rally with a quick action, the
action is free)
Random Rune Effect on Weapon
01–20 +4 bonus to opportunity attacks
21–40 Weapon gains an energy damage type such as fire, cold, etc., and deals +1d4 damage (champion: +2d6; epic: +5d6)
41–60 +4 attack bonus on first round of combat
61–80 Weapon deals +1d10 damage while escalation die is 3+
81–100 Reroll one missed attack roll with weapon
Random Rune Effect on Spellcasting Implement
01–20 +1 additional attack bonus if spell has only one target
21–40 Implement gains an energy damage type such as fire, negative energy, etc., and deals +1d4 damage
41–60 +1 additional attack bonus with daily spells
61–80 +1 additional attack bonus if spell has more than one target
81–100 Reroll one missed attack roll with implement
Sash of Subtle Arguments
Minute inscriptions of obscure philosophical debates cover both sides of this silken belt. You may ignore any one condition affecting you until the start of your next turn. You don’t suffer the penalties or ongoing damage from that condition, but you may not make a save against that condition if it allows a save.