Minor Necklace of Adaptation

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Minor Necklace of Adaptation

CL 12 Neck Slot Item • Moderate Abjuration
Cost: 18,750 gp
Weight: 1 lbs.
Family: Necklace of Adaptation

A Necklace of Adaptation is a powerful device worn about the neck, which oddly enough, is highly prized even though it does not add a single combat-effective feature to the wearer. Instead, the potent magics in this device empowers the attuned wearer to endure their environment in incredible ways, aiding them against many of the worst and most hazardous effects of the natural (and especially the unnatural) world.

These necklaces are usually made of gold or one of the even more noble metals, but they often incorporate elements of nature, either in their design or as sprigs of leaves or pressed flowers incorporated into the design. No matter how they look, they all are potently protective against the rigors of the elements, and attacks that are similar to such rigors.

The simplest and most profound effect is how they harden the attuned wearer against privation. All these items provide clean, breathable air to their wearer at all times, no matter their circumstance. Swimming in a bog? You can breath. Buried by a tidal wave? You can breathe. Chained to a stone at the bottom of a lake of lava? Well, that's going to suck terribly, but at least you can breathe.

More powerful items can remove the need for water, food, or even sleep, although this turns out to be less excellent than you might hope.

In addition to these effects, the potent magics of the item disperses fogs, gases, and clouds around the wearer, in a small or large area, depending upon the power of the item. This surrounding sheathe of comfortable air also provides a potent defense against the effects of Environmental Effects. Any and all damaging effects of your environment will be mitigated or annulled by the Necklace of Adaptation, which is a surprisingly potent effect!

For the exact benefits of each such item, refer to the information below for details:

The Minor Necklace of Adaptation constantly surrounds the attuned wearer in a gusty shell of clean, breathable air that fills a single five foot square. This shells means the wearer may never be subject to suffocation or drowning from surrounding materials, although it doesn't help against being choked or otherwise affected by creature attacks.

If the wearer is somehow larger than size Medium, they gain all benefits of this item but must each round (when it matters) choose which of their squares holds their head, which is where the comfortable breathable air resides.

This shell of air serves to disperse any obscuring spells or similar environment effects such as gases, fogs, and mists which intersect the wearers chosen square. This dispels and negates such obscuring effects in each square which intersects this area. Thus, the wearer of such an item may 'carve out' clear squares in such a hazardous fog as they move through it, although such squares may (or may not) fill in over time. The exact effects are left to the referee to adjudicate.

In addition, as long as the item is attuned to the wearer, they never need to drink any water, although they must still eat the normal amount of food they require each day. See the Survival skill for details of food requirements.

As if these abilities are not amazing enough, this item also provides ER/2 against Environmental Effects damage, no matter the source. No matter how hot or cold, how inimical the 'air' becomes to life, this item will shield you against such effects. This protection stacks with the effects of the Endurance (Feat), as well as the protections granted by such items as tents, cold or hot weather clothing, or the effects of some types of armor.

Dangerous fogs, gases, and mist effects include, but are not limited to: Obscuring (Acid Fog (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Barrow Haze (Cleric Spell),  Barrow Haze (Sorcerer/Wizard Spell),  Cloudkill (Sorcerer/Wizard Spell),  Euphoric Cloud (Druid Spell),  Euphoric Cloud (Sorcerer/Wizard Spell),  Fog Cloud (Alchemist Extract),  Fog Cloud (Druid Spell),  Fog Cloud (Ranger Poultice),  Fog Cloud (Sorcerer/Wizard Spell),  Incendiary Cloud (Sorcerer/Wizard Spell),  Mind Fog (Bard Spell),  Mind Fog (Paladin Spell),  Mind Fog (Sorcerer/Wizard Spell),  Nauseating Trail (Alchemist Extract),  Nauseating Trail (Druid Spell),  Nauseating Trail (Sorcerer/Wizard Spell),  Plague Storm (Cleric Spell),  Plague Storm (Druid Spell),  Plague Storm (Sorcerer/Wizard Spell),  Solid Fog (Sorcerer/Wizard Spell),  Stinking Cloud (Alchemist Extract),  Stinking Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Paladin Spell),  Twilight Haze (Sorcerer/Wizard Spell))

The GM adjudicates all unusual circumstances, of course.

The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.

Creation: Creator (Feat), Bailiwick Check (DC 34 (10 + double CL)), Pale (tier 2) remnant, An item symbolic of the enchantment, 9,375 gp (minus cost of symbolic item).