Chest Slot Magic Items
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These are snug trim items of clothing that are close against the skin and beneath the armor slot and under the body slot
- Bodywrap, Bandages, Corset, Shirt, Vest, Undervest, surcoat, tunic, blouse, uniform, plackart, peplum, sweater, cardigan, jumper, guernsey, waistcoat, bandeau
Templates For New Items
- First item in a clade and the family description
- Each item after first
- Aggregated Family Page
- Table Row Per Item - use on tables listing items by slot (e.g. Magic Rods page)
- Table Row Per Family - use on main magic items table page (i.e. Magic Items page)
- Solo items not in a clade (e.g. rods)
- Weapon Base Prices - used as base price for all items unless price-nudge field is left blank
Magic Item Name | Description | Cost |
---|---|---|
Quickrunner Surcoat +1 | Once per day, gain a move action by spending a swift action. | 1,485 gp |
Quickrunner Surcoat +2 | Once per day, gain a move action by spending a free action. | 6,600 gp |
Quickrunner Surcoat +3 | Once per day, gain a move action by spending a free action, and Freedom of Movement | 16,500 gp |
Quickrunner Surcoat +4 | Once per encounter, gain a move action by spending a swift action, and once per day, gain Freedom of Movement. | 36,960 gp |
Quickrunner Surcoat +5 | Once per encounter, gain a move action by spending a swift action, and once per day, gain Freedom of Movement for the rest of the encounter. | 118,800 gp |
Quickrunner Surcoat +6 | Once per encounter, gain a move action by spending a free action, and once per day, gain Freedom of Movement for the rest of the encounter. | 376,200 gp |
Quickrunner Surcoat +7 | Once per round, gain a move action by spending a swift action, and once per day, gain Freedom of Movement for the rest of the encounter. | 1,155,000 gp |
Quickrunner Surcoat +8 | Once per round, gain a move action by spending a free action, and once per day, gain Freedom of Movement for the rest of the encounter. | 16,350,000 gp |
Quickrunner Surcoat +9 | Once per round, gain a move action by spending a free action, and once per encounter, gain Freedom of Movement for the rest of the encounter. | 33,100,000 gp |
Sipping Jacket +1 | Store a potion, and use it as a swift action, up to once per round. | 500 gp |
Sipping Jacket +2 | Store up to two potions, and use them as a swift action. | 2,750 gp |
Sipping Jacket +3 | Store up to three potions, and use them as a swift action. | 6,250 gp |
Sipping Jacket +4 | Store up to four potions, and use them as an immediate action, once per turn. | 15,500 gp |
Sipping Jacket +5 | Store up to five potions, and use them as an immediate action, once per turn. | 35,500 gp |
Sipping Jacket +6 | Store up to six potions, and use them as an immediate action, once per turn. | 160,000 gp |
Sipping Jacket +7 | Store up to seven potions, and use them as either a swift or an immediate action. | 377,500 gp |
Sipping Jacket +8 | Store up to eight potions, and use them as either a swift or an immediate action. | 650,000 gp |
Sipping Jacket +9 | Store up to nine potions, and use them as either a swift or an immediate action. | 1,550,000 gp |
Tunic of Deadly Might +1 | Adds the result of a Might roll to a successful attack, once per day. | 1,125 gp |
Tunic of Deadly Might +2 | Adds the result of a Might roll to a successful attack, up to twice per day. | 5,000 gp |
Tunic of Deadly Might +3 | Adds the result of a Might roll to a successful attack, up to once per encounter. | 25,000 gp |
Tunic of Deadly Might +4 | Adds the result of a Might roll to a successful attack, up to three times per day. | 112,000 gp |
Tunic of Deadly Might +5 | Adds the result of a Might roll to a successful attack, up to twice per encounter. | 450,000 gp |
Tunic of Deadly Might +6 | Adds the result of a Might roll to a successful attack, up to five times per day. | 1,710,000 gp |
Tunic of Deadly Might +7 | Adds the result of a Might roll to a successful attack, up to three times per encounter. | 6,125,000 gp |
Tunic of Deadly Might +8 | Adds the result of a Might roll to a successful attack, up to nine times per day. | 21,800,000 gp |
Tunic of Deadly Might +9 | Adds the result of a Might roll to a successful attack, up to twice per round. | 66,200,000 gp |