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Bard's magical items
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<blockquote data-quote="BlackSeed_Vash" data-source="post: 7199928" data-attributes="member: 33580"><p>Admiral's Bicorne (Stormwrack | pg 131). This 51,000gp item does four things. The first part is +5 Profession Sailor (depending on the game its either useless or ok). The second is +5 on all Cha based checks, including Leadership score. The third is the wearer's voice is magically amplified so he can be clearly heard by anyone within 100ft, allowing any class features and effects that depend on hearing the speaker to benefit from the increase range. And Forth, all allies that can hear you gain a +2 moral bonus on attack rolls, saves and skill checks (self included).</p><p></p><p>Also consider stealing bardic performance feats and making those into items. I'd suggest the feat "Dragonfire Inspiration" (Dragon Magic | pg 17-18). With that, each time he starts up an inspire courage, he can chose to drop the bonus to hit and damage for 1d6 fire damage per bonus sacrificed. I'd charge at most 8,000gp for it and allow for other variants of the four standard energy types (acid, cold, electricity and fire). Make it a slotless item and I'd bump it up to 10,000gp.</p></blockquote><p></p>
[QUOTE="BlackSeed_Vash, post: 7199928, member: 33580"] Admiral's Bicorne (Stormwrack | pg 131). This 51,000gp item does four things. The first part is +5 Profession Sailor (depending on the game its either useless or ok). The second is +5 on all Cha based checks, including Leadership score. The third is the wearer's voice is magically amplified so he can be clearly heard by anyone within 100ft, allowing any class features and effects that depend on hearing the speaker to benefit from the increase range. And Forth, all allies that can hear you gain a +2 moral bonus on attack rolls, saves and skill checks (self included). Also consider stealing bardic performance feats and making those into items. I'd suggest the feat "Dragonfire Inspiration" (Dragon Magic | pg 17-18). With that, each time he starts up an inspire courage, he can chose to drop the bonus to hit and damage for 1d6 fire damage per bonus sacrificed. I'd charge at most 8,000gp for it and allow for other variants of the four standard energy types (acid, cold, electricity and fire). Make it a slotless item and I'd bump it up to 10,000gp. [/QUOTE]
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