Talk:Chest Slot Magic Items

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  • Bodywrap, Bandages, Corset, Shirt, Vest, Undervest, surcoat, tunic, blouse, uniform, plackart, peplum, sweater, cardigan, jumper, guernsey, waistcoat, bandeau

Templates For New Items



  • Weapon Base Prices - used as base price for all items unless price-nudge field is left blank


Obscuring Bandages - as hat of disguise - Allows you to cosmetically alter your clothes to any appearance you desire
swashbuckler's blouse - once per day/encounter/round allows you to apply vexed/antagonized/compelled to a foe as a standard action/move action/swift action, save DC 15 plus lowest BAB, range 10/20/30 feet per lowest base BAB.
poisoned peplum - inflicts influenced/jinxed/cursed? scalable from touch attack to ranged touch attack, ranged from adjacent to close-ish (50 feet?). No save, since a to-hit roll is required.
coward's cardigan - inflicts humbled/slandered/disgraced? pick a square -- scale from adjacent to within 50 feet, no to-hit roll, but save for lesser status condition.
resplendent coat = adds scaling bonus to bluff (feign injury, feign helpessness, feint, or diversion) intimidate (demoralize or rout) rolls, or sense motive targets to resist Bluff and Intimidate rolls in combat. +1 to +3. also lowers the time required to make such rolls by one step from standard to move, which stacks with improved feint, moving that down to a swift action. Adds a bonus to damage inflicted by successful feints equal to your character level. inflicts rugosic damage to all foes you affect with intimidate (demoralize or rout) (scale as necklace of fire?)
Tunic of Deadly Might = adds a damage bonus to 1 melee or thrown weapon attack/day equal to your Might skill roll. scales to 2 att/day, 1 attack per encounter, 2 att/encounter, 1 attack per round, 2 attacks per round, 3 attacks per round.  must be declared before rolling to-hit, if you miss, is wasted.
Sash of Careful Casting = adds +1 to caster checks, scaling to +3
Warriors Bandages = As a swift action, adds BAB temp hitpoints. scales to immediate action, free action (usable out of turn), then swift BAB temp plus BAB instant healing, immediate, free. all uses 1/day, top of each 1/encounter
Mantle of Immortality = as written, this is just cool. :) add in a 'once/day revive from death to BAB hit points of health', scaling to 'half hit points', scaling to 'shed all conditions', scaling to 'twice/day', scaling to 'full health'.