DnD:BAJohnBItems

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(Non Slot Items)
(Ring #2)
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==Ring #2==
 
==Ring #2==
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*Ring of Spell Knowledge 2
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This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.
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Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.
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A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.
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Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting)
  
 
==Shoulders==
 
==Shoulders==

Revision as of 19:39, 15 March 2014

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Contents

Items

Belt

Body

  • Monk's Robe

When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

Chest

Eyes

  • Sharpshooters Monocle

This crystalline eye patch has a targeting reticle inscribed within it. 3 times per day as a full round action the wearer is able to resolve a ranged attack against any target within range as a touch attack without any range penalties. This item must be worn for 24 hours before the enchantment becomes available.

Feet

  • Jaunt Boots

These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots.

Three times per day, on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. This movement does not provoke attacks of opportunity.

Hands

  • Glove of Repetitious Archery

3 times per day the wearer of this glove may cast Arrow Eruption, the caster level for this effect is 4 level. If the character wearing this glove is able to casts the Arrow Eruption Spell his caster level is considered 4 higher for the purposes of this spell.

This single glove occupies both hand slots for the purposes of magic items.

Head

Headband

  • Headband of Ki Focus

This tied headband helps the wearer focus his ki more effectively. Whenever the wearer spends ki points to make an additional attack, that attack roll gains a +1 insight bonus (+2 if the wearer is using a ki focus weapon with that attack). Furthermore, the wearer of a headband of ki focus is immune to the ninja’s ki block trick or similar effects that block the wearer from using ki points.

Neck

  • Stormlure

A stormlure is usually fashioned from pieces of creatures known for their affinity to air—the feathers of birds, the shells of flying insects, and the scales of a dragon. When activated, stormlures call to the wind, causing a tempestuous gale. Once per day on command, the wearer of a stormlure is surrounding by swirling winds for 1 minute, granting a 50% miss chance against all ranged attacks, including rays and other ranged spells that require a roll to hit. This wind does not hinder the wearer of the stormlure in any way. At any one time during this duration, as a swift action, the wearer can cause the air around her to fill with crackling lightning, dealing 4d6 points of electricity damage to all creatures adjacent to her. A DC 14 Reflex save halves this damage.

Ring #1

  • Survivalist Ring

This ring combines a Ring of Feather Falling and a Ring of Sustenance.

Ring #2

  • Ring of Spell Knowledge 2

This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.

Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.

Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting)

Shoulders

  • Elven Traveling Cloak
  • This cloak has several properties that make travel more comfortable.
  • This cloak grants the wearer the effects of endure elements while worn
  • This cloak allows the wearer to produce food and water for 3 persons or 1 mount 3 times per day.
  • This cloak acts as a handy haversack.
  • Cost 5250 gp

Weapons

Longbow

Wrist

Non Slot Items

  • Efficient Quiver
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