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Revision as of 14:35, 15 March 2014
- Security Belt
A security belt increases the DC of Sleight of Hand checks made against the wearer and checks to locate items or weapons hidden on the wearer’s person by 5. The wearer also gets a +5 bonus to CMD against the steal maneuver. Once per day on command, the wearer can touch a single item of up to 10 cubic feet and shrink it into a tiny cloth duplicate as the shrink item spell. With a move action, the wearer can draw one of these items from one of the belt’s pockets and return it to normal size. It is difficult to detect a security belt and any items in the pockets as magic. They are affected as though a constant magic aura spell were making them appear non-magical.
- Slave Masters Robe
This robe is the recovered robe from a Harzium Slave Master.
- This robe gives a +5 Competence bonus to intimidate checks.
- This robe allows the wearer to cast Death Knell 3 times per day. (Will Save DC 15) Harzium receive a -5 to this saving throw.
- Archaeologists Lenses
These goggles allow the wearer to shift between the effects of Eyes of the Eagle and Goggles of Minute Seeing.
- Explorers Boots
These rugged boots adapt to suit the environment that they are in. There wearer may spend 10 minutes to adapt these boots to suit the environments that they are in.
Once adapted to the terrain the wearer with gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. The character traveling through this terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
They also allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.
- Gloves of Arcane Striking
These soft leather gloves are decorated with even rows of mithral rivets.
Requirement: Only a spellcaster with the Arcane Strike feat can activate the abilities of these gloves.
These abilities are as follows:
When the wearer uses the aid another action to improve an ally’s attack roll, the ally adds the wearer’s Arcane Strike damage bonus to its damage roll for that attack. When the wearer makes an attack using Arcane Strike and hits, enemies adjacent to the target take damage equal to the wearer’s Arcane Strike damage bonus. This damage is of the same type as the weapon’s damage (bludgeoning, piercing, and so on). When the wearer uses the aid another action to improve an ally’s Armor Class, the ally also adds the wearer’s Arcane Strike damage bonus to his AC against the opponent.
- Headband of Fortunate Salvation.
This leather headband with Adamantine rivets grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.
- Aegis of Recovery
An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.