Talk:Belt Slot Magic Items: Difference between revisions

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  meridian belt = allows wearer to wear 4 rings and benefit from any two of them at the same time. switching is a swift action, once per round. scaling includes moving time down to an immediate or free action, gaining benefit from 3 of 4 rings, and all four at all times. 7 items total
  meridian belt = allows wearer to wear 4 rings and benefit from any two of them at the same time. switching is a swift action, once per round. scaling includes moving time down to an immediate or free action, gaining benefit from 3 of 4 rings, and all four at all times. 7 items total
   
   
  mb, CL11, attune three ring slots items, choose any two as standard action 1/round
  crowning mb, CL11, attune three ring slots items, choose any two as standard action 1/round
  mb, CL15, attune three rings, choose any two as swift or part of move, 1/round
  capping mb, CL15, attune three rings, choose any two as swift or part of move, 1/round
  mb, CL19, attune 3 rings, choose any two as a free, 1/round
  cresting mb, CL19, attune 3 rings, choose any two as a free, 1/round
  mb, CL23, attune 4 rings, choose any two as swift or part of move, 1/round
  maximal mb, CL23, attune 4 rings, choose any two as swift or part of move, 1/round
  mb, CL27, attune 4 rings, choose 3 as a standard, 1/round
  optimal mb, CL27, attune 4 rings, choose 3 as a standard, 1/round
  mb, CL32, attune 4 rings, choose 3 as swift or part of a move
  extremal mb, CL32, attune 4 rings, choose 3 as swift or part of a move
  mb, CL37, attune 4, use all 4
  ultimate mb, CL37, attune 4, use all 4


  aquatic cummerbund = gain scaling Lesser, greater, and Jet swim speeds, immune to environmental cold scaling to DR cold to immune to all cold, freezacid, and stilling, immune to pressure scaling to DR bludgeoning to immune to all bludgeoning, crushing, obliteration
  aquatic cummerbund = gain scaling Lesser, greater, and Jet swim speeds, immune to environmental cold scaling to DR cold to immune to all cold, freezacid, and stilling, immune to pressure scaling to DR bludgeoning to immune to all bludgeoning, crushing, obliteration

Revision as of 13:25, 5 September 2019

Thumping Girdle - change damage type to Scouring, adds Concussive Spell (Feat) to spells on demand
Flashing Buckle - adds dazzled condition to spells you cast, as Flaring Spell (Feat) item; scales either with spell level or as times/day.
meridian belt = allows wearer to wear 4 rings and benefit from any two of them at the same time. switching is a swift action, once per round. scaling includes moving time down to an immediate or free action, gaining benefit from 3 of 4 rings, and all four at all times. 7 items total

crowning mb, CL11, attune three ring slots items, choose any two as standard action 1/round
capping mb, CL15, attune three rings, choose any two as swift or part of move, 1/round
cresting mb, CL19, attune 3 rings, choose any two as a free, 1/round
maximal mb, CL23, attune 4 rings, choose any two as swift or part of move, 1/round
optimal mb, CL27, attune 4 rings, choose 3 as a standard, 1/round
extremal mb, CL32, attune 4 rings, choose 3 as swift or part of a move
ultimate mb, CL37, attune 4, use all 4
aquatic cummerbund = gain scaling Lesser, greater, and Jet swim speeds, immune to environmental cold scaling to DR cold to immune to all cold, freezacid, and stilling, immune to pressure scaling to DR bludgeoning to immune to all bludgeoning, crushing, obliteration
equestrian belt = add BAB to all damage rolls made while mounted, gain scaling +1 to +9 enhancement bonus on Ride checks, and scaling +1 to +3 circumstance bonus to to-hit with mounted attacks
elemental belt = earth, air, fire, and water tracks, gain scaling resistance to push, scales to all forced move, 1 square scales to 3 squares, plus elemental body scaling to 1,2,3, and 4.
scuttling girdle = as belt of the weasel, scale prone benefits to as good as desired
equilibrium belt = scaling defense against attacks of opportunity, quelled, prone, splayed, other balance-type conditions, plus allows casting in melee without provoking if stringent movement penalties are observed (only allowed if no move, five-foot step, or move less than half full move)