Custom DnD Magic Items: Difference between revisions

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The cultural disdain for unarmed combat in the Celegian Empire has, by no means, caused such combats to cease. Brawls remain commonplace in the rowdier bars, in the ramshackle shanty towns around the capital city, and throughout the wilder areas of the Empire. Because of the prevalence of magic, however, few people bother to achieve any real competence at fisticuffs, however, and thus was born the Mauler's Holdout. This glove, available in any variety of forms, including the spiked gauntlet (for those less inclined to subtlety), confers to the wearer the ability to strike an opponent with a chance to stun him, up to once per round, on a successful hit. The magic of the glove prevents one's opponent from getting an attack of opportunity, even though the wearer has engaged him in unarmed combat. On a successful hit, in addition to doing normal (lethal) damage, the target must make a DC 25 Fortitude save or be stunned (A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC). It is rare for any craftsman to imbue these gauntlets with any sort of beauty, since the target demographic for these items isn't typically the sort to notice such things.
The cultural disdain for unarmed combat in the Celegian Empire has, by no means, caused such combats to cease. Brawls remain commonplace in the rowdier bars, in the ramshackle shanty towns around the capital city, and throughout the wilder areas of the Empire. Because of the prevalence of magic, however, few people bother to achieve any real competence at fisticuffs, however, and thus was born the Mauler's Holdout. This glove, available in any variety of forms, including the spiked gauntlet (for those less inclined to subtlety), confers to the wearer the ability to strike an opponent with a chance to stun him, up to once per round, on a successful hit. The magic of the glove prevents one's opponent from getting an attack of opportunity, even though the wearer has engaged him in unarmed combat. On a successful hit, in addition to doing normal (lethal) damage, the target must make a DC 25 Fortitude save or be stunned (A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC). It is rare for any craftsman to imbue these gauntlets with any sort of beauty, since the target demographic for these items isn't typically the sort to notice such things.
Glove, Gauntlet or Spiked Gauntlet, Masterwork, grants wearer the "Improved Unarmed Combat” feat and the "Stunning Fist" feat.
Glove, Gauntlet or Spiked Gauntlet, Masterwork, grants wearer the "Improved Unarmed feat and the "Stunning Fist" feat.


Moderate Enchantment, CL 10, Craft Magic Arms and Armor, Master's Touch, Shocking Grasp, Masterwork Gauntlet or Spiked Gauntlet, Price 35,305gp.
Moderate Enchantment, CL 10, Craft Magic Arms and Armor, Master's Touch, Shocking Grasp, Masterwork Gauntlet or Spiked Gauntlet, Price 35,305gp.

Revision as of 22:31, 5 January 2016