Talk:Chest Slot Magic Items: Difference between revisions

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  vest of escape = adds a scaling +1 to +4 bonus to escape artist rolls, also grants a teleport move 1/day to 1/encounter to 1/round, with a scaling distance from small (10 feet) to quite good (120 feet)  caveat: each teleport move must end so that you are further away from an enemy than you started
  vest of escape = adds a scaling +1 to +4 bonus to escape artist rolls, also grants a teleport move 1/day to 1/encounter to 1/round, with a scaling distance from small (10 feet) to quite good (120 feet)  caveat: each teleport move must end so that you are further away from an enemy than you started
Must start twleport adjacent to an enemy and must end teleport in a space not threatened by an enemy


  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?)
  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?)

Revision as of 15:12, 16 March 2019


poofy shirt/frumpy cardigan


Allows you to cosmetically alter your clothes to any appearance you desire


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.

add influenced/jinxed/cursed?

add humbled/slandered/disgraced?


endless quiver = once loaded with any given non-magical ammunition or thrown weapon with the expendable quality, provides that ammo or thrown weapon as fast as the projectiles can be used in combat by the owner of the item. out of combat, will produce one item until the next encounter begins (meaning the ammo or weapon is available during a surprise round)  scaling is an arcane or divine bonus to damage, +1 to +9
sipping jacket = as sipping jacket, can be loaded with one potion and used as a swift action.  scaling is will hold more potions, up to nine, and use becomes an immediate action. at high levels, can be used twice per round, costing a swift and an immediate each time. if the user has the quaff feat, can be used an additional time per round as a free action, which does not have to be on your turn.
vest of escape = adds a scaling +1 to +4 bonus to escape artist rolls, also grants a teleport move 1/day to 1/encounter to 1/round, with a scaling distance from small (10 feet) to quite good (120 feet)  caveat: each teleport move must end so that you are further away from an enemy than you started

Must start twleport adjacent to an enemy and must end teleport in a space not threatened by an enemy

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. :) alt, combine with Warriors Bandages as a more expensive upgrade.