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Angorite Footie Pajamas

Aura minor necromancy None; CL 1

Slot body; Price 3,000 gp; Weight 2 lbs.

DESCRIPTION

When worn, these pajamas ensure a restful sleep. If a subject completes a full night's rest while wearing the pajamas, it regains hit

points as if it had undergone a full day of bed rest (regaining twice its character level in hit points). If a subject completes a

full day's rest, it regains three times its character level in hit points. Any significant interruption during the rest (such as

being awoken) prevents any healing that night on the awakened subject. Any healing acquired while under the effects of restful sleep

is considered natural healing, and has no affect on effects requiring magical healing to cure.

The footie pajamas are typically outfitted with some sort of design. The originator, an Althean who was tired of a nephew's drunken

carousing and singing, outfitted the original with images of charity and good works in hopes he would learn better habits. Legend has

it that he then scribbled images of gnomes being flattened by charity shovels and stone-leveling devices.

CONSTRUCTION Requirements Craft Wondrous Item, Restful sleep; Cost 1,000 gp


ROBE OF THE ARCHMAGI

Aura strong varied; CL 14th

Slot body; Price 75,000 gp; Weight 1 lb.

DESCRIPTION

This normal-appearing garment can be white (01–45 on d%, good alignment), gray (46–75, neither good nor evil alignment), or black

(76–100, evil alignment). To most wearers, the robe offers no powers or has no effects unless the wearer's alignment doesn't match

that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item's powers once the robe is donned.

These powers are as follows.

+5 armor bonus to AC.
Spell resistance 18.
+4 resistance bonus on all saving throws.
+2 enhancement bonus on caster level checks made to overcome spell resistance.

As mentioned above, all robes of the archmagi are attuned to a specific alignment. If a white robe is donned by an evil

character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good

character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two

permanent negative levels. While these negative levels remain as long as the garment is worn and cannot be overcome in any way

(including restoration spells), they are immediately removed if the robe is removed.

CONSTRUCTION

Requirements Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment

as robe; Cost 37,500 gp


ROBE OF BLENDING

Aura moderate transmutation; CL 10th

Slot body; Price 8,400 gp; Weight 1 lb.

DESCRIPTION

Once per day this simple wool robe allows you to assume the form of another humanoid creature, as if using alter self. This

change lasts for 1 hour, although you can end it prematurely as a free action. While in this form, you also gain the ability to speak

and understand the basic racial languages of your chosen form. For example, if you take the form of an orc, you can speak and

understand Orc.

CONSTRUCTION

Requirements Craft Wondrous Item, alter self, tongues; Cost 4,200 gp


ROBE OF BONES

Aura moderate necromancy [evil]; CL 6th

Slot body; Price 2,400 gp; Weight 1 lb.

DESCRIPTION

This sinister item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but

a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the

robe can see the embroidery, recognize them for the creatures they become, and detach them. One figure can be detached each round.

Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the

control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of

bones always has two embroidered figures of each of the following undead:

Human skeleton
Wolf skeleton
Heavy horse skeleton
Fast goblin zombie
Tough human zombie
Plague ogre zombie

CONSTRUCTION

Requirements Craft Wondrous Item, animate dead; Cost 1,200 gp


ROBE OF EYES

Aura moderate divination; CL 11th

Slot body; Price 120,000 gp; Weight 1 lb.

DESCRIPTION

This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment

due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision.

The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet.

The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when

flat-footed, and can't be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack.

A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight

spell blinds it for 2d4 minutes.

CONSTRUCTION

Requirements Craft Wondrous Item, true seeing; Cost 60,000 gp


ROBE, MONK'S

Aura moderate transmutation; CL 10th

Slot body; Price 13,000 gp; Weight 1 lb.

DESCRIPTION

This simple brown robe, when worn, 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.

CONSTRUCTION

Requirements Craft Wondrous Item, righteous might or transformation; Cost 6,500 gp


ROBE OF SCINTILLATING COLORS

Aura moderate illusion; CL 11th

Slot body; Price 27,000 gp; Weight 1 lb.

DESCRIPTION

The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the

upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer,

and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on

the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1

rounds (Will DC 16 negates). This is a mind-affecting pattern effect.

Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the

wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).

The robe illuminates a 30-foot radius continuously.

The effect can be used no more than a total of 10 rounds per day.

CONSTRUCTION

Requirements Craft Wondrous Item, blur, rainbow pattern; Cost 13,500 gp


ROBE OF STARS

Aura strong varied; CL 15th

Slot body; Price 58,000 gp; Weight 1 lb.

DESCRIPTION

This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.

It enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying.
It gives its wearer a +1 luck bonus on all saving throws.
Its wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its

wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month.

CONSTRUCTION

Requirements Craft Wondrous Item, magic missile, astral projection or plane shift; Cost 29,000 gp


ROBE OF USEFUL ITEMS

Aura moderate transmutation; CL 9th

Slot body; Price 7,000 gp; Weight 1 lb.

DESCRIPTION

This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various

shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can

be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful

items always has two each of the following patches:

Dagger
Bullseye lantern (full and lit)
Mirror (a highly polished 2-foot-by-4-foot steel mirror)
Pole (10-foot length)
Hempen rope (50-foot coil)
Sack

In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table

below to determine its nature.

d% Result
01–08 Bag of 100 gold pieces
09–15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
16–22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself)
23–30 Gems, 10 (100 gp value each)
31–44 Ladder, wooden (24 ft. long)
45–51 Mule (with saddle bags)
52–59 Pit, open (10 ft. by 10 ft. by 10 ft.)
60–68 Potion of cure serious wounds
69–75 Rowboat (12 ft. long)
76–83 Minor scroll of one randomly determined spell
84–90 War dogs, pair (treat as riding dogs)
91–96 Window (2 ft. by 4 ft., up to 2 ft. deep)
97–100 Portable ram

Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.

CONSTRUCTION

Requirements Craft Wondrous Item, fabricate; Cost 3,500 gp



VESTMENT, DRUID'S

Aura moderate transmutation; CL 10th

Slot body; Price 3,750 gp; Weight

DESCRIPTION

This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs.

When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.

CONSTRUCTION

Requirements Craft Wondrous Item, polymorph or wild shape ability; Cost 1,375 gp