37) Bottle of Blasting.
This bottle is of excellent craftmanship, the green glass seem to have bands of gold and silver running spiral through it. Etchings are made, as well as gem flakes along it's sides. A fancy cork is in the top, stoppered with a quartz stone.
The bottle can hold three 'flasks' of liquid, be it water, alchemist's fire, holy water, acid, or wine. The chemical does not harm the bottle. Speaking the command word 'Spray!' causes one 'flask' worth of liquid to shoot forth from the bottle. The user makes a ranged touch attack. If successful, the recipient is dazed (DC 14) as the spell, since the water hits them in the face. Also, effects of any substance inside effect the target normally. There is no splash damage. The bottle has a ranged increment of 15' feet.
38) Magnetic Gloves.
Once per day, as a standard action that brings an AoO, the power of this glove can be inacted to have one unattended object attract to it, and snap into the wearer's hand. The item must be within 30' feet, and not held down by any means.
Objects which are attended recieve a reflex save to allow the person to reclaim their item.
More powerful versions of these gloves are made to also allow the wearer to be attracted to a stationary object, such as a tree branch or cliff edge, making climbing or excapes effortless.
Codpiece of Missile Attraction... Kidding!
39) Boots of Surface Stepping.
These boots are of an interesting make. Created from the tanned leather of geckos, snakes, and underdark lizards, and soaked in a solution crafted from melted spider spinnerets.
The power bestowed from these boots allow full 3-Dimensional walking. The magic from them displaces gravity around the wearer to the point that gravity 'works' for the wearer, meaning that if a foot was placed on a wall, he could take a step to place the other on the wall, and walk upwards, as though he were on the ground.
So powerful is the displacement, that the wearer could run around a tree trunk, ON the trunk, and stay put, or even jump to the undersides of branches. Even though they allow the wearer to do so in such a displacement, standard movement restrictions apply; jumping to another point requires a jump check, moving on incredibly thin areas (Tightropes, tree branches, etc) require a Balance check. If a jump check to connect to a surface is missed, or if both feet leave the surface, the gravity displacement is dispelled, and the normal method of gravity returns, leaving Falling rules to take place.
This bottle is of excellent craftmanship, the green glass seem to have bands of gold and silver running spiral through it. Etchings are made, as well as gem flakes along it's sides. A fancy cork is in the top, stoppered with a quartz stone.
The bottle can hold three 'flasks' of liquid, be it water, alchemist's fire, holy water, acid, or wine. The chemical does not harm the bottle. Speaking the command word 'Spray!' causes one 'flask' worth of liquid to shoot forth from the bottle. The user makes a ranged touch attack. If successful, the recipient is dazed (DC 14) as the spell, since the water hits them in the face. Also, effects of any substance inside effect the target normally. There is no splash damage. The bottle has a ranged increment of 15' feet.
38) Magnetic Gloves.
Once per day, as a standard action that brings an AoO, the power of this glove can be inacted to have one unattended object attract to it, and snap into the wearer's hand. The item must be within 30' feet, and not held down by any means.
Objects which are attended recieve a reflex save to allow the person to reclaim their item.
More powerful versions of these gloves are made to also allow the wearer to be attracted to a stationary object, such as a tree branch or cliff edge, making climbing or excapes effortless.
Codpiece of Missile Attraction... Kidding!
39) Boots of Surface Stepping.
These boots are of an interesting make. Created from the tanned leather of geckos, snakes, and underdark lizards, and soaked in a solution crafted from melted spider spinnerets.
The power bestowed from these boots allow full 3-Dimensional walking. The magic from them displaces gravity around the wearer to the point that gravity 'works' for the wearer, meaning that if a foot was placed on a wall, he could take a step to place the other on the wall, and walk upwards, as though he were on the ground.
So powerful is the displacement, that the wearer could run around a tree trunk, ON the trunk, and stay put, or even jump to the undersides of branches. Even though they allow the wearer to do so in such a displacement, standard movement restrictions apply; jumping to another point requires a jump check, moving on incredibly thin areas (Tightropes, tree branches, etc) require a Balance check. If a jump check to connect to a surface is missed, or if both feet leave the surface, the gravity displacement is dispelled, and the normal method of gravity returns, leaving Falling rules to take place.
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