Methods of Keeping Your Stuff

Post/Author/DateTimePost
#1

neceros

Oct 20, 2008 17:12:28
Hey folks,

I'm curious if anyone has ideas on ways to keep your gear while appearing, or actually being, naked. For instance, a spell that lets you put your stuff in another plane or demiplane until you retrieve them. Or an item, a feat, an ability, anything that will not be confiscated upon capture that would let one keep some or all of their gear.

My character idea revolves around being caught on purpose, then taking out the enemies from the inside. This would be easier if I could retrieve my gear while captured.

Thanks.
#2

muertog

Oct 20, 2008 17:25:33
Polymorph/ Alter Self absorbs all items into your body, unless specifically enchanted otherwise as long as the new form is unable to wear or hold the item(s).
You could possibly get around it by changing to a different size (halfling/gnome/ogre) and claiming the equipment will no longer fit/use. Wait for duration to end, and you have instant jail-break.

This fails if the enemy has some sort of true seeing, however.
#3

neceros

Oct 20, 2008 17:30:02
Good idea.

I keep remembering something about a spell that lets you store things in your stomach; Dragon's Gullet, or something similar. Couple that with an item that lets you adorn your gear instantly; I also remember an item that lets you switch out weapons or armor as a swift action.

Can't remember.
#4

muertog

Oct 20, 2008 17:44:25
Dragon's gullet only works for tiny or smaller items.
Rings of Quick Change would likely be confiscated if you are captured. The enemy isn't necessarily stupid. :P
#5

thegodhead

Oct 20, 2008 17:45:12
http://www.d20srd.org/srd/spells/secretChest.htm
#6

vangrue

Oct 20, 2008 17:52:36
Shadow Cache (SpC) is a level 3 spell, and allows you to store up to 30 cu. ft. or 250 lbs. of small objects on the shadow plane. However, there's a 10% chance for every 24 hours that go by without you casting the spell again (1 min/lvl duration, but the cache stays in the same place, so subsequent castings link to the same place) to retrieve the items that they'll be gone (either shifted in space or picked up by an inhabitant of the Shadow plane).

Basically a lower level alternative to that Secret Chest.
#7

carnivore

Oct 20, 2008 18:29:04
try this ..... Psion(nomad) variant ability

found here:
http://www.wizards.com/default.asp?x=dnd/psm/20070314a

Personal Space

You have an extradimensional storage pocket available.
Level: 1st.
Replaces: The bonus feat at 1st level.
Benefit: You gain an extradimensional storage space within your body. You can access it as a psi-like ability by expending your psionic focus. You may send an item to it or retrieve an item as you wish. The size of the storage space grows with your own power. At 1st level it is equivalent to a belt pouch, at 5th level it equals a sack, at 10th level it is the size of a backpack, at 15th level it is the size of a chest, and at 20th level it is the size of a Medium creature.

You cannot store anything that has extradimensional properties, such as a bag of holding , within your personal space. Any attempt will fail.

also this power:

http://www.wizards.com/default.asp?x=dnd/psm/20040723c
Dimensional Pocket
Psychoportation
Level: Psychic rogue 1
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One unattended object, weighing up to 1 lb./level
Duration: 1 hour/4 level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

Your touch transfers an unattended object to an extradimensional pocket hidden in the palm of your hand. The dimensional pocket is invisible and weightless, regardless of its contents. When the power ends or is dismissed, the object returns to your hand, or next to your hand if you cannot hold it.

Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, you can store an additional pound per level (but still only one object).

2. If you spend 4 additional power points, the duration increases to one day, regardless of your manifester level.

:D
#8

pithica

Oct 21, 2008 8:13:45
Armor and shields, specifically, can have the 'called' property added to them for +2000gp. As long as you're on the same plane, they come when summoned.

I think the cheapest/safest way, that would technically work for any character, is to have a Called Shield with a Hilt Hollow (dungeonscape) or other container space added, then put a folded up portable hole with all your gear inside said space. Hide the shield, get arrested, summon the shield, and pull out all your gear. If you wear armor, do the same thing with your armor (but summoning it causes it to be donned, bonus).

If you really want to be sure that the shield isn't found when you hide it, have invisibility permanencied to it. Cast (or buy a wand/rod of) Nystul's Magic Aura to hide it's dweomer.

You could also have 'Shrink Item' permanencied to it before having it enchanted (though, you may want to check how this would effect objects contained within the shrunken container with your DM first, by RAW, the Portable Hole won't shrink, but it is just cloth, so find out if your DM rules that it's flexible enough to be unharmed or that it would tear or whatever).

Disguise Self also cover's your gear. But only in so long as it's actually worn.
#9

squaretangle

Oct 21, 2008 12:46:28
Possum Pouch from Complete Adventurer may help, maybe have it lead lined if possible?
#10

phaedrusxy

Oct 21, 2008 14:32:46
Be a demilich? :D
#11

hogarth

Oct 21, 2008 15:40:36
The 3rd party book Hyperconscious has a 1st level psionic power that does just what you want: Mind Vault. When you go to sleep, you can drop an item off or pick an item up from a special dream-realm that only you can access.
Mind Vault
Mind Vault
Metacreativity
Level: Psion/Wilder 1
Display: Mental
Manifesting Time: One standard action
Range: Touch
Target: One object of up to 10 lbs./level
Duration: For objects, until retrieved; for your dreamself,
up to eight hours; see text
Saving Throw: None (object)
Power Resistance: None
Power Points: 1
Manifest this power up to eight hours before you sleep.
Prior to sleep, clutch in your hands the item you would like
to store elsewhere. When sleep finally comes (normally or
induced), your dreamself finds a secure portion of the
[dream realm] that only it can access, which is referred to as your
dream vault. Any item on your person or grasped by you as
you fell asleep is with your dreamself (up to 10 lbs. per level).
When you wake, the selected object is no longer with you
physically--you safely stored it in your dream where no one
can access it but you. Objects remain stored until such time
as you manifest this power again to retrieve them, and you
can bring them back one item at a time (but see this power's
augmentation).
You cannot manifest this power while already in a dream
environment.
Mind vault doesn't put you to sleep or make you more likely
to sleep, but if you manifest it any time prior to sleep, you
can access your dream vault. While your dreamself is in the
vault, you can access items stored there with previous manifestations
of the power, if any.
If you have the Lucid Dreaming@ feat, this power can serve
you well in another way. Besides acting as a place to store valuables,
the dream vault can allow you to catch up on your reading
(if you have the tome you wish to read with you in the
vault), or, if you have assembled all the requisite physical materials
needed (through multiple manifestations of this power),
you can accomplish other tasks. For instance, if you brought or
stored the proper items, you could repair weaponry or make
arrows (though normal skill checks apply). Your lucid dreamself
can stay in the dream vault for a maximum of eight hours.
Any external force that would normally awaken you also wakes
you and ejects you from the dream vault. When your dreamself
leaves the dream vault (and you wake up), you may take any
one object with you back into the waking world. This object
appears in the hands of your physical body as you wake.
The down side of using Lucid Dreaming to catch up on
tasks in your dream vault is that you do not gain the restful
benefits of sleep, including power point recovery.
No matter where you are located physically when you
sleep, you can always access your dream vault. (Note that you
can't fall asleep while physically visiting the [dream realm] or
Dream, and a dreamself cannot fall asleep.)
Augment: For every additional power point you spend, you
can bring one additional object into the dream vault (of up to
10 lbs./level) when you manifest this power. Similarly, you
can expend additional power points to remove more than a
single item from the dream vault when you wake (1 power
point per item, so long as the total expenditure of power
points for a visit to the vault, including the manifestation cost
of this power, does not exceed your manifester level).

This material is licensed under the Open Gaming License.
#12

Vitarri_Whitemane

Oct 21, 2008 20:09:04
Dragon's gullet only works for tiny or smaller items.
Rings of Quick Change would likely be confiscated if you are captured. The enemy isn't necessarily stupid. :P

But could a dragons gullet be used to store a ring of quick change?
#13

pithica

Oct 21, 2008 20:16:53
It could, or even better, it could store a portable hole.

I guarantee you all your gear fits inside of a portable hole.
#14

muertog

Oct 21, 2008 22:15:18
Ah, it is a Ring of Arming (MIC p.122)... screwed up the name.
From how it is described, it sounds like another extradimensional item. Thus, you cannot use Dragon's Gullet in conjuction with the ring (or for that matter a portable hole) as putting an extradimensional item inside another extradimensional item is BAD MOJO. Symptoms include explosions, loss of items, lamentation of women, loss of bladder control, baldness, even death. Please consult your doctor to see if Dragon's Gullet is right for you.
#15

pithica

Oct 21, 2008 22:45:05
Not true, unless your DM has houseruled it (most 2nd ed DM's seem to, mine all took some convincing)...

http://www.wizards.com/default.asp?x=dnd/rg/20051101a

Extradimensional spaces are notorious for creating spectacular and dangerous effects when placed inside each other; however, the dangers can be somewhat overrated. One bag of holding can be placed safely inside another (of course, the first bag's weight counts against what the second bag can hold). Likewise, one portable hole can be placed safely inside another.

Snip-

Other interactions between extradimensional spaces are possible. For example, the rope trick and Mordenkainen's magnificent mansion both create extradimensional spaces. The rope trick spell description makes a passing mention of "hazards" associated with placing one extradimensional space inside another, but gives no details. (See the rope trick excerpt.)

Snip-

I recommend that you ignore this reference. Your campaign won't be improved if rope trick effects implode when someone carries a bag of holding or portable hole inside. A Mordenkainen's magnificent mansion should likewise prove benign if someone carries a bag of holding or portable hole inside.

The only two extra dimensional spaces that interact catastrophically, by RAW, are portable holes and bags of holding. Everything else, should be fine. As an old-school 2nd Ed player, I myself had a hard time coming to grips with this flavor being taken out in 3rd/3.5, but then I realized that I sure as hell don't want to have to keep track of every item on every mob, and how they'll interact when the players toss the body in the portable hole, or take the portable hole into the Rope trick for the night. It's just tedium. And noone's going to ever use spells like Mage's Maginificent Mansion if they have to leave thousands of gold in equipment laying outside the door.
#16

muertog

Oct 21, 2008 22:48:48
Heh. I am an old-school 1st ed player... hard to let go of some of those preconceptions learned over the years.
#17

atomickitkat

Oct 22, 2008 5:34:05
Serpent Kingdoms had that Body Pouch Feat where you could stick something 2 sizes smaller than yourself(careful of sharp objects).
#18

neceros

Oct 24, 2008 16:33:19
Not true, unless your DM has houseruled it (most 2nd ed DM's seem to, mine all took some convincing)...

http://www.wizards.com/default.asp?x=dnd/rg/20051101a



The only two extra dimensional spaces that interact catastrophically, by RAW, are portable holes and bags of holding. Everything else, should be fine. As an old-school 2nd Ed player, I myself had a hard time coming to grips with this flavor being taken out in 3rd/3.5, but then I realized that I sure as hell don't want to have to keep track of every item on every mob, and how they'll interact when the players toss the body in the portable hole, or take the portable hole into the Rope trick for the night. It's just tedium. And noone's going to ever use spells like Mage's Maginificent Mansion if they have to leave thousands of gold in equipment laying outside the door.

Good to know. Our gaming group has these preconceptions also. I'll alleviate them of this burden. ;)