Showing posts with label Amazons. Show all posts
Showing posts with label Amazons. Show all posts

Wednesday, September 15, 2021

Amazonian Artifacts: Death's Embrace

This post is the latest in our d20 Amazons post series. You can read the first one here, and you can see all of them by clicking on the "Amazons" tag at the bottom of this post.
   Although written with the d20 System in mind, these rules are easily adaptable to other, similar roleplaying games.

THE THREE PARTS OF DEATH'S EMBRACE
The exact origin of the three artifacts (which some Amazon historians refer to collectively as Death's Embrace) are unknown. Some say they were created in response to amorous fairy creatures in the British Isles and vampires in the Balkan mountains. Others say they were a gift from Athena to an Amazon who had caught the eye of Zeus.

Each of the three artifacts that make up Death's Embrace provide the wearer with magical benefits or protections, but when worn together by an Amazon, they resonate with each other to provide a collective enhancement.
   Each of the three items radiate faint magic of an indeterminate type, but that magic seems to grow more powerful if the items are brought together.


THE CUPS OF SWORDS
This piece of equipment is worn on the character's chest, but it does not provide any bonus to AC or DR. The Cups of Swords consists of two, felt-lined metal cups, linked by a small chain that is worn across the wearer's chest and fastened around her by two lengths of adjustable chain and a clasp. A 10-inch long blade projects from each cup.
   Benefits: The Cups of Swords grants the wearer a +2 bonus to all d20 rolls (attacks, attribute checks, skill checks, and saving throws) when grappling. Unless otherwise specifically stated, any successful pin means the opponent has been pulled close to the character's chest and impaled by the cups of swords, suffering 2d8+2 points of damage each round the pin is maintained.
   The Cups of Swords is considered a +2 weapon. The blades are made of magically-strengthened silver. The 2d8+2 stated above includes the bonus.
   Drawbacks: None, except the Cups of Swords and its fastening chain must be in contact with the wearer's skin or the +2 bonus to d20 rolls while grappling is lost.


THE MASK OF REVEALING CONCEALMENT
This dark green mask covers the upper-half of the wearer's face and flares to upward-facing points on either side. 
   Benefits: When held to the wearer's face, it attaches magically to his or her skin. As long as the wearer is alive, the mask can only be removed willingly by the wearer, or through the use of dispel magic, cast at 20th level or higher. (The mask could also be torn from the wearer's face with a successful Strength attribute check [DC22], but that would tear both skin and flesh from the wearer that w but see Drawbacks for what happens if such a violent act is undertaken.)
   When the mask is worn, it provides  +1 bonus to all Bluff, Hide, Move Silently, Search, Sense Motive, and Spot skill checks.
   In addition, the wearer may spot beings who possesses shapeshifting abilities by merely looking at them. The wearer must specify a target, take a standard action to look at it, and make a Will saving throw (DC11). If the save is successful, the character will see a faint, multicolored glow around the target indicating that it is a shapeshifter. The wearer doesn't know what type of being the target is, whether the form it is wearing is its natural form or not, or anything other than it has the natural ability to change between one or more forms.
   Drawbacks: Once applied to a wearer's face, the mask can only be removed if the wearer wishes to remove it and takes a standard action and makes a successful Will save (DC8). The mask can also be ripped or cut from an unwilling wearer's face. This causes 5 hit points of damage and leaves the one-time wearer with a scarred and disfigured face, as well as a 25% chance of suffering damage to his or eyes that causes blindness. This brutal act gives the character a -2 modifier on Charisma-based skill checks if his or her face isn't covered when interacting with NPCs.
   Whoever removes the Mask of Revealing Concealment from its wearer through brutal means is cursed, since the Amazons still retain a favored status among the now-remote Olympians. The brutalizer suffers a -4 penalty to all attack rolls, saving throws, and skill checks until the mask is returned to the reigning Queen of the Amazon and the character has gained the forgiveness of the person he mutilated.


THE NECKLACE OF SAFETY
This large necklace consists of 20 unevenly shaped strips of silver and platinum on a pair of linked silver chains.
   Benefits: The wearer gains a +2 enhancement bonus to AC/DR and saving throws made to resist mind-altering drugs and environmental effects, as well as mind-affecting magic and spell-like abilities. (When appropriate, these bonuses stack with those gained from the Cups of Swords.)
   Drawbacks: This bonus does not stack with any bonuses gained from enchantments on items that must be worn or carried by the wearer.





COMBINED MAGIC OF DEATH'S EMBRACE
When all three items are worn together, Death's Embrace, the wearer enjoys the following benefits:
   *All bonuses to saving throws, skill checks, and AC/DR increase to +4. (Those from the Cups of Swords and others stack when appropriate.)
   *The Cups of Swords is considered a weapon of +4 enchantment.
   * The wearer inflicts a minimum of 2 points of damage with any melee or unarmed attack that is successful (regardless of damage reduction or immunities).

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All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 by Steve Miller.

Tuesday, September 22, 2020

Three Lost Artifacts of the Amazons

This post is part of a series of posts for d20 System games. Click here for background on and character creation rules for the Amazons.

The Amazons have dwelled in extra-dimensional cities scattered across Earth for more than 10,000 years. During that time, a number of powerful artifacts left behind by the Olympians for their use have gone missing, either due to disaster, theft, or mistakes. The Amazons are eager to recover these items and store them safely in the temples they maintain in honor of the Olympians. This post describes three of them.




CRONUS' SICKLE
Amazonian legend holds that Cronus' Scythe is the last example of a weapon created to fight the Time Eaters. These monsters fed upon the very fabric of time itself and if the ancient Olympians hadn't hunted them to extinction, the Universe would have unraveled and all life doomed. 
    Cronus' Sickle was brought to Earth by the leader of the first Olympian expedition to Earth, just in case they encountered a Time Eater. It remained part of the Olympians arsenal on Earth for millenia, and when they withdrew, they left it with the Amazons in case a Time Eater should threaten them in the future.
   There were at one time thousands of these weapons, but they reportedly crumble to rusty flakes when they deal a deathblow to a Time Eater. Legend has it that there was one such scythe for every Time Eater that was known to exist No one knows if there's any truth to this, but the Amazons believe it is the last of such weapons that remains in existence.
   Cronus' Sickle went missing in November of 1944 when the Amazons were temporarily forced to abandon one of their settlements in Germany after it was discovered by Nazis.
   Cronus' Sickle has a 14-inch, curved, highly polished steel blade mounted on a 10-inch handle made of lacquered hard wood. 

Powers of Cronus' Sickle
The following are the attributes of this magical artifact.
Standard Powers: Cronus' Sickle is a +3 melee weapon that deals base 1d6 slashing damage. It is a light weapon that belongs to the Simple Weapons Proficiency group.
   When a target (that isn't a Time Eater) is struck by Chronus' Sickle for the first time in a combat, it must roll a Will Save (DC18) or be subjected to the effects of a slow spell as cast by a 20th-level caster. Each following successful strike prompts a Fortitude Save (DC12) that, if not successful, causes the target to suffer double damage, as a surge of temporal energy flows through the target and into the weapon, taking with it some of their very life force. (Immortals, Witchkind, and characters with the Fast Healing feat have a +2 bonus to the Will save.)
   If a Time Eater is struck by Cronus' Sickle, it and the Sickle are destroyed instantaneously, the Time Eater bursting into hundreds of bright specks of light that disperse in the area as they blink out of existence, while the Sickle crumbles to flakes of rust and sawdust. The wielder must roll a Fortitude Save (DC18) or be struck by a temporal energy backlash that either ages or makes the wielder younger him or her, or makes him or her younger. See the table below.

1d12 Result    Number of Years Age Changes
1                     1d6+10 years younger
2-5                  2d4+10 years younger
6                     1d4+8 years younger
7                     1d4+8 years older               
8-11                2d4+10 years older
12                   2d10+10 years older

Amazon-Specific Powers: Amazons gain a +4 bonus to resist the temporal energy backlash when destroying a Time Eater with Cronus' Sickle.





TALARA, THE WINGED SANDALS
The Talara (also known as the "Winged Sandals") is a pair of golden sandals that feature ankle straps wiith stylized, ornamental wings. They were created by an Aeromancer named Hermes who died during the final battles between Atlantis and Olympus. They were briefly in the possession of the Amazons during the Olympian evacuation of Earth, but they were lost during the chaos.
   There have been rumored sightings of Talara over the millennia, and they have usually been associated with mysterious disappearances or deaths.

Powers of the Talara
The following are the attributes of this magical artifact.
   Standard Powers: When a user finishes securing the straps around his or her ankles, he or she immediately feels almost weightless. The character is actually floating a fraction of a millimeter above the surface upon which he or she is standing or walking, and this provides a +8 bonus to Move Silently skill checks for as long as the sandals are properly fastened and worn. Additionally, the sandals provide the effects of a pass without trace spell (no saving throw) as if cast at a 20th-level effectiveness.
  If the character says "Talara" while the wearing the winged sandals with the straps secured, he or she is subjected to the effect of a fly spell (no saving throw) as if cast by a 20th-level caster. The character immediately shoots upward at maximum speed, slamming against the celling if indoors (which causes the spell effect to end, whether the character lives or dies from the sudden impact). If outside, the character continues to ascend at maximum speed until the spell duration ends, or until the character takes control by focusing his or her will (successful Will save, DC21). An attempt to control the sandals can be made each round, and once the character has control of the magic, it is as if he or she is subject to a normal fly spell. If the character is airborne when the spell's duration ends, he or she will plummet to the ground.
   Once the pass without trace and/or fly spell effects have run their duration, they cannot be invoked again until the next sunrise and the sandals are exposed to sunlight.
   Amazon-Specific Powers: Amazons need to roll a successful Will save of only DC11 to control the fly effect created by the Talara. This is in addition to, and a modification of, the benefits enjoyed by non-Amazons.




TEROTOS, THE WINGED HELMET
Terotos (also known as the Winged Helmet) is a simple, bowl-shaped helmet that is adorned with a pair of stylized wings. It is made from a silvery metal that never tarnishes. It was created by an Aeromancer named Hermes who died during the final battles between Atlantis and Olympus. It came into the possession of a line of Amazons during the Olympian evacuation of Earth, but was lost nearly 2,000 years ago when a group of Amazons on an expedition to the outside world were killed during the volcanic eruption of Mt. Vesuvius that destroyed Pompeii. Its current location is completely unknown, and any believed sightings have turned out to be false.

Powers of the Terotos
The following are attributes of this magical artifact.
   Standard Powers: The wearer of the Winged Helmet enjoys a +4 bonus to all Search and Spot skill checks. The wearer also enjoys the benefit of a find traps spell once per day, automatically spotting the closest trap within line-of-sight and 120 feet.
   If the character says "Terotos" while wearing the Winged Helmet, he or she is subjected to the effects of a haste spell as if cast at a 20th-level effectiveness. Once the haste effect has run its duration, it cannot be invoked again until the next sunrise and the helmet is exposed to sunlight.
   Amazon-Specific Powers: Amazons enjoy a +8 to all Search and Spot checks. The Amazon also enjoys the benefit of a find traps spell, at a 20th-level effectiveness. It can be used three times per day, and is invoked at will. The number of find traps spells available resets every sunrise and if the helmet is exposed to sunlight.

TALARA AND TEROTOS WORN TOGETHER
In addition to the benefits and effects described above, when worn together the Talara and Terotos bestow the following benefits:
   *When the word "Talara" is uttered, the wearer is subject to a normal fly spell, in complete control from the beginning and without the sudden upward launch.
   * The pass without trace remains in constant effect while the items are worn, unless ended through a powerful-enough dispel magic or an anti-magic field.
   * +4 bonus to saving throws to resist all electricity-based spells, as well as those based in the elements of air and water.

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All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. 

Sunday, April 12, 2020

The Necklace of Harmonia (for the d20 System)

We now return to the secretive world of the Amazons with a description of the legendary Necklace of Harmonia. It has been lost to the Amazons for millennia, and if player characters come into possession of it, they might gain them as powerful allies or deadly enemies.


THE NECKLACE OF HARMONIA
The Necklace of Harmonia was given by the goddess Harmonia as a gift to an Amazon who fell in love with an outside male, Cadmus, the first king of the ancient Grecian city-state of Thebes, and left her people behind to be with him. The necklace was meant to bring her health and happiness and for a time it did... but she was eventually assassinated by a cult of sorcerers in revenge for Cadmus slaying the water dragon they worshipped. They stole the necklace, and, although Cadmus had every member of the cult and their families hunted down and killed, it was never recovered.
   The Necklace of Harmonia has for centuries been a much-sought after treasure, because it is rumored give any woman who wears it eternal youth, beauty, and good fortune. However, the reality has been quite different for those who have found themselves in possession of it: They have come to swift and brutal ends, or have vanished without a trace... and the necklace has always gone missing again.
   The Necklace of Harmonia is crafted from gem-encrusted gold and shaped like two serpents with their tails intertwined and whose bodies are draped around the wearer's neck, with their heads meeting below the jugular notch. If inspected with detect magic, it radiates faint transmutation and abjuration magic.



Powers of the Necklace of Harmonia
The rest of the text in this post is released under the Open Game License and may be reproduced in accordance with its terms.
   Standard Powers: A female who ages in the fashion similar to that of a typical human wears the Necklace of Harmonia for at least 8 hours every day from one full moon to the next sees her physical age gradually reverse itself a year. The continues until she is physically 27 years old. She remains this age until she stops wearing the Necklace of Harmonia for the time between two full moons, at which point she begins to age normally again.
   A female who wears the Necklace of Harmonia as described above, gains a +2 bonus to all saving throws and initiative rolls, as well as a +4 bonus to all Charisma-based skill checks.
   Amazon-Specific Powers: When worn by an Amazon, the Necklace also grants immunity to attribute- and level-draining attacks, spells, and spell-like effects from any creature who isn't a literal god--a divine being with the ability to grant spells to followers and so on.
   For Amazons who possess the True Love feat, the saving throw and initiative roll bonuses are extended to the identified object of her affection. Additionally, that person will age more slowly so long as the Amazon wears the Necklace of Harmonia, aging only 1 year for every 10 that pass. (To activate this effect, the Amazon must offer a prayer to Harmonia under a full moon. The target must be aware of the Amazon's desire and willing to have his life extended.)



   Drawbacks: For an Amazons, there are no drawbacks to the Necklace of Harmonia, so long she does not blaspheme against Harmonia or Harmonia's parents, intentionally betrays an Amazon or Consort, or intentionally betrays someone she has said she loves and who has been a loyal lover and friend to her in return. In such a circumstance, the Amazon loses all benefits from the Necklace and is immediately subjected to a curse that imposes a -4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks. The curse remains in effect until the Amazon atones for her transgressions and begs forgiveness from both Harmonia and the person she betrayed.
   When a non-Amazon wears the Necklace of Harmonia, she must roll a successful Fortitude save (DC18) or lose the benefits of the Necklace. Additionally, she is subjected to a -2 penalty to all Charisma checks, as well as automatic Hostile reactions from NPCs in any situation that might warrant it. These curses remain until she prays to Harmonia for forgiveness and passes the Necklace onto another person, or until she gives the Necklace to a representative of the Amazons. No matter what, she will never enjoy the benefits of the Necklace ever again.
   If a non-Amazon who is gaining benefit from the Necklace of Harmonia intentionally betrays someone she has said she loves and who has been a loyal lover, she loses all benefits of the Necklace and immediately ages 1d20 years. Every hour thereafter, she must roll a successful Fortitude save (DC22) or age 1d20+10 years.
   This rapid aging persists until the woman atones for her transgressions and gains forgiveness from the person she betrayed. If the aging is stopped before she dies, the woman still remains aged. If not stopped, the aging continues, causing the body to rapidly decay and eventually turn to dust.

Saturday, February 15, 2020

Amazons & Artifacts for the d20 System

There's a new Wonder Woman movie coming out in June, and we here at NUELOW Games are really looking forward to it! While scheduling some anticipatory posts at Shades of Gray, our Head Honcho Steve Miller found himself getting ideas for a number of d20 System rules... and here they are! (And yes, this has been probably been done before... and it will probably be done again!)



WHO ARE THE AMAZONS?
The Amazons are a secretive matriarchy that, since the time of Atlantean dominance on Earth, have lived and thrived in a series of interconnected pocket dimensions scattered across the globe. They were devoted allies of the Olympians in the war against Atlantis. When the Olympians withdrew from Earth, they rewarded the staunch support of the Amazons with the hidden communities in which they thrive to this day.
   The cities of the Amazons are inhabited almost entirely by women, and most of them are so ancient that they witnessed first hand the Great Wars between Atlantis and the Olympians. There is roughly one male per 150 females in Amazonian society, and most of these males reside in and guard the points where the Amazon enclaves intersect with the rest of the world or connect to each other.
   Amazon society is a meritocracy where knowledge and skill is respected and valued above all else. It is, however, also a strict matriarchy where only women can hold positions of political power, and all decisions are made by the Queen and her Council of Mothers. Due to the male-dominated nature of most civilizations that have surrounded the Amazon cities, their men have, more often than not, served as go-betweens and ambassadors to the outside world. (The words "male" and "female" does not exist in the Amazon language; females are Amazons while males are Consorts.)
   When within their cities, male and female residents both are un-aging, physically immune to the passage of time. When in the outside world, however, they age and die at the rate of any normal human being.
   Amazons have kept up with the world as it developed and evolved outside their enclaves for thousands of years, adopting the best they found into their own culture. In most areas, their science and technology is equal to the most advanced on Earth, while in some areas they are more advanced.
   The rest of the text in this post is released under the Open Game License and may be reproduced in accordance with its terms. (As is usually the case in these parts, this material is designed with d20 Modern in mind, but it easily adaptable to other versions of D&D.)



NEW RACIAL TEMPLATE: AMAZON
During character creation, a player may choose to be an Amazon by adding the following template (with GM permission, of course).
   Prerequisite: Female Human
   Benefit: May choose Amazon feats in place of class bonus and starting feats. +1 Strength, +1 Constitution. The character is automatically fluent and literate in Amazon, as well as a number of additional languages equal to her Intelligence bonus.


NEW RACIAL TEMPLATE: CONSORT (Male Amazon)
During character creation, a player may choose to be an Amazon by adding the following template (with GM permission, of course).
   Prerequisite: Male Human
   Benefit: May choose Amazon feats in place of class starting and bonus feats. +1 Strength, +1 Charisma. The character can automatically speak, read and write Amazon, as well as a number of additional languages equal to his Intelligence bonus.


NEW STARTING OCCUPATIONS
The following starting occupations are available for Amazons and Consorts.

Amazon Ambassador
These members of Amazon society are trained to deal with the outside world. They frequently dwell away from the hidden Amazon enclaves. They are equal parts ambassadors (to those who are aware of the existence of the Amazons) and spies (to keep the Amazon leadership appraised on what is happening in the outside world.
   Prerequisite: Consort Racial Template, Age 20+
   Skills: Gain a +1 bonus to all Charisma-based skill. Gain an additional bonus to Sense Motive skill checks equal to your Charisma. Choose three languages that the character is able to speak, read and write.
   Bonus Feat: Choose two feats from the following list. Attentive, Confident, Deceitful, Diligent, Defensive Martial Arts, Endurance, Favored of Harmonia, Foresight, Investigator, Light Armor Proficiency, Persuasive, Specialty Martial Artist, Stealthy.

Amazon Healer
These individuals serve as doctors, nurses, medics, and even sometimes mystical healers. They are only rarely found outside Amazon enclaves, and always on a specific, short-term mission when they are.
   Prerequisite: Amazon or Consort Racial Template, Age 16+
   Skills: Gain +1 bonus to all Wisdom-based skills. with Heal becoming a permanent class skill. (If it is already a class skill, gain 2 ranks.)
   Bonus Feat: Choose two feats from the following list. Faithful, Favored of Artemis, Confident, Defensive Martial Arts, Light Armor Proficiency, SelflessSpecialty Martial Artist

Amazon Scholar
These are keepers of knowledge and history in Amazon society. They help everyone remember the past, so they can build a better future. Depending on their areas of expertise, they may spend more time away from the Amazon settlements than in them, oftentimes working with the ambassadors to gather or analyze specific information.Like the Amazon Ambassadors, they spend a good deal of time outside
   Prerequisite: Amazon or Consort Racial Template, Age 16+
   Skills: Gain a +1 bonus to all Knowledge-based skill checks. The character can Read/Write Ancient Greek script, Ancient Norse runes, and Ancient Egyptian hieroglyphics.
Bonus Feat: Choose three feats from the following list. Diligent, Dodge, Educated, Endurance, Investigator, Favored of Artemis, Light Armor Proficiency, Specialty Martial Artist,

Amazon Warrior
The are the most honored members of Amazon society.
Prerequisite: Amazon Racial Template, Age 16+
Skills: Gain +1 bonus to all Strength-based skill checks.
Bonus Feat: Choose two feats from the following list. Acrobatic, Combat Martial Arts, Combat Reflexes, Confident, Endurance, Educated, Favored of Ares, Foresight, Light Armor Proficiency, Specialty Martial Artist,

Art by Sergio Santos

AMAZON FEATS
When gaining feats, Amazons (male or female) may pick ones from the following list in addition to the selections from character classes. The character must still meet all prerequisites before a feat can be selected.

Existing Feats
Acrobatic, Alertness, Athletic, Diligent, Educated, Exotic Weapons Proficiency, Faithful, Fortune Telling, Light Armor Proficiency, Martyr, SelflessSpecialty Martial Artist, Stealthy


New Feats
The Favored of... feats are meant to reflect that the character special--and perhaps even personal--connection to the gods who are patrons of the Amazons. Players who wish to select one or more of these feats at character creation should be encouraged to explain how the character came to the attention of the god or goddess. (Maybe we'll create a random table at some point to help you along, since we love doing those here at NUELOW Games!)

Favored by Ares [Amazon]
You have a special relationship with Ares, and he has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have divine favor as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Charisma bonus.

Favored by Athena [Amazon]
You have a special relationship with Athena, and she has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have resistance as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Wisdom bonus.
   Special: Unlike the actual spell resistance, this effect cannot be made permanent.

Favored by Artemis [Amazon]
You have a special relationship with Artemis, and she has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have calm animals and purify food and drink as spell-like abilities. Your effective caster level is your total character level, and you may one, the other, or both, a total number of times per day equal to your Constitution bonus.

Favored by Harmonia [Amazon]
You have a special relationship with Harmonia, and he has granted you a special power.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: You have message as a spell-like ability. Your effective caster level is your total character level, and you may use the ability a number of times per day equal to your Charisma bonus.

Favored by the Muses [Amazon]
The Nine Muses have watched over you since childhood, and they granted you special gifts.
   Prerequisite: Amazon or Consort Racial Template
   Benefit: Gain a +1 bonus to all Perform skills.
   Special: You may summon a specific Muse for assistance without suffering the initial 500XP drain.
   (For more d20 System rules and information about the Nine Muses, click here.)

Foresight [Amazon]
You have the ability to see a fraction of a second into the future.
   Benefit: You gain a permanent +2 adjustment to all initiative rolls.

Art by Bruce Timm


ARTIFACTS OF THE AMAZONS
When the Olympians departed Earth, the three whom the Amazons had provided the greatest service to--Ares, Artemis, Athena and Harmonia--each gifted them with a powerful artifact. These items are kept in a shrine, deep beneath the Queen's palace Themiscyra, the oldest of the Amazonian enclaves. They are considered the greatest treasures of the Amazons. In the more than 10,000 years since their creation, the items have only been removed from their shrine four times, each time to defend the world against grave danger.

The Bracers of Artemis
These golden armguards only provide benefits to a character with the Amazon racial template. They give the wearer a +2 bonus to AC/DR. In addition, if the wearer has initiative, she can take a full round action and deflect any incoming ranged attacks specifically targeted at her. She can even deflect attacks that otherwise might be unavoidable, such as the bolts of a magic missile spell, a lightning bolt, or a ray of disintegration.
   The wearer of the bracers may also deflect ranged attacks directed at other characters within melee range by taking a 5-foot adjustment in their direction and standing between them and the incoming projectile or spell.
    Drawbacks: None for Amazons and Consorts. If a non-Amazon (a character who doesn't have either the Amazon or Consort racial templates) wears the Bracers of Artemis, he or she must roll a Fortitude save every time projectiles are deflected. If the saving throw fails, the character is knocked to the ground and stunned for 1d4 rounds.

The Diadem of Athena
A sturdy piece of golden headgear that is inset with rubies and a five-pointed star symbolizing Athena grants its wearer a +2 bonus to all mind-affecting magic and spell-like abilities and effects.
   The wearer can also use the Diadem of Athena as a thrown weapon, with a +2 magical bonus to hit and damage (Weight 1 lb; Damage 1d4+2 (small), 1d6+2 (medium); Critical x2; Type bludgeoning; Range Increment 30 ft. (projectile); Category ranged; Proficiency simple weapon.). The diadem can strike a number of targets equal to the wielder's attack bonus. The targets must be declared when the character throws the diadem, and a separate attack roll is required for each target). The diadem unerringly returns to the hand of person who threw it at the end of the round, or falls to the ground near his or her feet if the character is unable to catch it for some reason.
   It is possible for someone to grab the diadem from the air using the snatch arrow feat (or other abiltilies), but if the attempt is successful, the character who caught it suffers 2d6+2 points of electrical damage (DC22 Fortitude save for half).
    Drawback: None, but the item confers no magical bonuses nor protection to non-Amazons (characters without the Amazon or Consort racial templates). It likewise does not function as a magical thrown weapon
.
The Shield of Harmonia
This front of this bronze buckler is decorated with symbols that resemble snakes and lightning bolts twisting around each other and a five-pointed star. In addition to the normal features of a buckler, the Shield of Harmonia grants the user an additional +4 bonus to all saving throws made against poisonous or acidic gasses and damage-dealing area of affect spells.
   Drawbacks: None, but the item confers no magical bonuses nor protection to non-Amazons (characters without the Amazon or Consort racial templates).

The Sword of Ares
This short sword was forged from an otherworldly metal that is so black its blade seems to absorb light rather than reflect it. When wielded by an Amazon or Consort, it is a magic weapon with a +4 bonus to-hit and damage. In addition, as the sword is first drawn during an encounter, the wielder may use fear as a spell-like ability against a number of targets equal to his or her Charisma bonus. The effective caste level is equal to the wielder's total character level.
   Drawbacks: When non-Amazons (characters without the Amazon or Consort racial templates) use the Sword of Ares, they must roll a successful Will (DC12) save each time they deal damage to a target. If the roll fails, the wielder is blinded. The character remains blind until subjected to a remove curse (cast at 20th level), or a wish spell.

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