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| law03-24-07, 12:26 AM | This new item is truly an update of something I made before. But given that as it is not its prices have changed and it does cost more then the things it can replace. It does have its own appel to those that can use the other places it takes off and works well as an armor for the spell casters it was build for (yes it was built for a wizard type of character). There was one other item that went with the set but it did not make it over to the updated state. So one gone gone one update out of those. I hope you like it. Robe of Armored Defense Price (Item Level): 3,500 gp (8th) (+1); 14,000 gp (14th) (+2); 31,500 gp (16th) (+3); 56,000 gp (18th) (+4); 87,500 gp (20th) (+5) Body Slot: Body Caster Level: 10th Aura: Moderate; (DC 20) conjuration Activation: - Weight: 3 lb. This robe seems to be made from black leather, with images of armor and shields sewn with silver colored thread. A robe of armored defense offers magical protection in the form of a +1 to +5 armor bonus to AC and a resistance bonus to saving throws. Lore: These robes where first made by a cannith wizard that wanted to be protected against many of the hazards he was likely to face during a trip in which he could not take all his gear on. So he in turn simply made this as a way to not be bulky with his gear (Knowledge [history] DC 15). Prerequisites: Craft Wondrous Item, mage armor, resistance. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days; 28,000 gp, 2,240 XP, 56 days (+4); 43,750 gp, 3,500 XP, 88 days (+5). ___________________________________ The orginal Alchemist Gloves can be found here. (http://boards1.wizards.com/showthread.php?t=776397) Alchemist Gloves Price (Item Level): 2,000 gp (5th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: - and standard (command) Weight: - Small flasks and vials seem to be outlined in gold on these thin, gray leather gloves. These gloves give a +5 competence to the Craft (Alchemy) skill. As a standard action three times per day the user of these gloves can cast Quick Potion* as a 5th level wizard. Lore: These gloves are common to many of the alchemist in sharn (Knowledge [local] DC 15). Though it is not known by many but Tarin d’Cannith also known as the Mad Alchemist made them for his small workshop in sharn before the war. Sadly he died right before the war and one of his apprentices started making a bundle of money buy selling there plans and selling them (Knowledge [history] DC 20). Prerequisites: Craft Wondrous Item, Quick Potion*, 5 ranks in Craft (Alchemy) Cost to Create: 1,000 gp, 80 XP, 2 days *See the Spell Compendium for this spell. (Change Notes: The price was the main thing though it mostly just changed by 1,300 gp down in price. I am happy with the current price given that the spell like ability it grants has many facters on its own that need to be filled. Like a spell that will owrk for the potion ect...) The orginal Gauntlets of Vile Energy can be found here (http://boards1.wizards.com/showthread.php?t=784324) Gauntlets of Vile Energy Price (Item Level): 6,000 gp (10th) Body Slot: Hands Caster Level: 10th Aura: Moderate; (DC 20) evocation. Strong evil. Activation: Swift (command) Weight: 1 lb. These black leather gauntlets have a large red ruby placed at the back of each palm. Gauntlets of vile energy let you imbue your eldritch blasts (CAr7) with vile energy. When you activate these gauntlets, the next eldritch blast you use before the end of the turn deals Vile damage instead of its normal damage type. You can’t apply the gauntlets’ effect to any blast already affected by an eldritch essence invocation. This ability can be used three times per day Special: If you are using the taint rules from Heroes of Horror each time this item is used the user must make a DC 15 Will save or gain 1 point of depravity. Lore: First created by a made warlock that gained the ability to craft this item from a dark pact with a rajah lord. After using them for some time to devastating effect he went total insane after using them for only a short time though (Knowledge [history] DC 15). Prerequisites: Craft Wondrous Item, eldritch blast, Vile Lance*. Cost to Create: 3,000 gp, 240 XP, 6 days. *See the Book of Vile Darkness for this spell. (Change Notes: Instead of just adding 1d6 of vile damage to the eldritch blast, I changed it to three time per day the whole thing can become vile. I then based the price off of the gauntlets that changed the blast to a different energy type. I also change how the item to fit the same pattern as said gauntlets a change I am happy with. Finaly I added the taint (from the cry last time) and redid the flaver to fit better with it.) The orginal Quicksilver Ring can be found here. (http://boards1.wizards.com/showthread.php?t=772494) Quicksilver Ring Price (Item Level): 16,000 gp (14th) Body Slot: Ring Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: - Weight: - This looks to be made out of liquid metal; it seems to flow in the shape of a ring. A quicksilver ring helps you from being caught unaware of an incoming attack while also speeding up your progress into a fight. While worn, it grants you a +4 enhancement bonus on initiative checks and a +10 enhancement bonus to the wearers base land speed. Lore: This ring was used by the highest ranking generals in the cannith armies before the day of morning (Knowledge [history] DC 15). Prerequisites: Forge Ring, Haste. Cost to Create: 8,000 gp, 640 XP, 16 days. (Change Notes: This is one of the items that has changed the most out of all of these here. Instead of giving spell-like abilities or close anyway. It now gives a much more constant bonus as I found from reading to be what makes a truly good item over all. Though it gives an odd initiative bonus from the normal two the bonus fits the item and it can stack with anyother bonuses to that abilitie. The speed boost is standard and will not stack with the boots that grant the same type of item. The price was a little tricky but I think I found the right price. Since you are still paying more then the boots anyway (this means you would find them at different levels anyway.) You can see how the Spectacles of Read Magic orginaly looked here. (http://boards1.wizards.com/showthread.php?t=798111) Spectacles of Read Magic Price (Item Level): 500 gp (3rd) Body Slot: Face Caster Level: 1st Aura: Faint; (DC 15) divination Activation: - Weight: - [i]These box-rimmed spectacles have amber-tinted lenses and a light-green gem set into the joint of each earpiece. The wearer of these spectacles can decipher magical inscriptions as though they where under the effects of the Read Magic spell. Lore: Created as a magic aid for those that read magical text all the time. They have been around since the counsel of 12 was set up in ages past (Knowledge [history] DC 15). They are incredibly common in sharn with those that go to Morgrave University (Knowledge [local] DC 10). Prerequisites: Craft Wondrous Item, Read Magic. Cost to Create: 250 gp, 20 XP, 1 day (Change Notes: This item truly came down to a fight on price. To find the level at which it is usfull but one that it wont be too out classed by other items. Miner affects are just that usful but you might not go much past that. So 500 gp seems to be the right spot. [Note: This is a gut feeling based off of what when I would want to see it.]) I hope you liked this update as well haveing a book that in of itself has over 1,000 magic items that bring many affects that you would want to the game. Makes you want to price things more competivly using every thing else to help you get it right. Yes I do think they still have flaws but one thing at a time. Plus theres the other items that will be showing up in do time. |