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A WINTER in EVENINGSTAR
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<blockquote data-quote="Van Dyksun" data-source="post: 211749" data-attributes="member: 1761"><p><strong>For those new characters</strong></p><p></p><p>Here's some shopping you can do for magical items.  Don't forget that you need to equip your character with normal adventuring equipment as well!</p><p></p><p></p><p>ARMOR and SHIELDS</p><p>  Select the type of armor you want from the Player's Handbook.  Then, if you want it to have a magical bonus, you can add the following for the appropriate cost.  (You can't have any +5 bonus armor or shields, sorry.)</p><p>   +1 bonus   =  +1,000gp</p><p>   +2 bonus   =  +4,000gp</p><p>   +3 bonus   =  +9,000gp</p><p>   +4 bonus   = +16,000gp</p><p></p><p>You can select some special abilities for your armor, but it will cost you in how much magical bonus you can take.  Let me know if you want more of a description of any of these specials:</p><p></p><p>COST OF +1 BONUS (i.e., a +3 glamered hide armor would cost 16,000gp in addition to the cost of the hide armor in the Player's Handbook)</p><p>    Fortification, light (25% chance to negate critical hits or sneak attacks)</p><p>    Glamered (armor can appear like normal clothing)</p><p>    Slick (+10 bonus to Escape Artist checks)</p><p>    Shadow (+10 bonus to Hide checks)</p><p>    Silent moves (+10 bonus to Move Silently checks)</p><p></p><p>COST OF +2 BONUS</p><p>    Spell resistance (13) </p><p></p><p>COST OF +3 BONUS</p><p>    Ghost touch (armor protects against incorporal creatures)</p><p>    Invulnerability (grants damage reduction of 5/+1)</p><p>    Fortification, moderate (75% chance to negate critical hits or sneak attacks)</p><p>    Spell resistance (15)</p><p>    Element (you have to specify element) resistance (absorbs first 10 points of damage from element per round)</p><p></p><p></p><p>WEAPONS</p><p>   Similar to armor, select the weapon you want from the Player's Handbook, then add the following to the value for the appropriate magical bonus.  (You can't afford any +4 bonus weapons, sorry.)</p><p>   +1 bonus  =   +2,000gp</p><p>   +2 bonus  =   +8,000gp</p><p>   +3 bonus  =  +18,000gp</p><p></p><p>You can select some special abilities for your weapons, but it will cost you in how much magical bonus you can take.  Let me know if you want a description of any of these specials:</p><p></p><p>COST OF +1 BONUS</p><p>   Defending (may allocate weapon enhancement bonus to AC)</p><p>   Flaming (adds +1d6 points of flame damage per successful hit)</p><p>   Frost (adds +1d6 points of frost damange per successful hit)</p><p>   Shock (adds +1d6 points of electrical damage per successful hit)</p><p>   Ghost touch (can damage incorporal creatures normally)</p><p>   Keen (doubles critical threat range of weapon)</p><p>   Mighty cleaving (1 extra cleave attempt per round, if user has Cleave feat)</p><p>   Throwing (can be used as a thrown weapon at a range of 10ft)</p><p></p><p></p><p>I'll post a list of special items per class later.  I know I need to do Druid for Keith...the others of you need to let me know which classes you are interested in.</p></blockquote><p></p>
[QUOTE="Van Dyksun, post: 211749, member: 1761"] [b]For those new characters[/b] Here's some shopping you can do for magical items. Don't forget that you need to equip your character with normal adventuring equipment as well! ARMOR and SHIELDS Select the type of armor you want from the Player's Handbook. Then, if you want it to have a magical bonus, you can add the following for the appropriate cost. (You can't have any +5 bonus armor or shields, sorry.) +1 bonus = +1,000gp +2 bonus = +4,000gp +3 bonus = +9,000gp +4 bonus = +16,000gp You can select some special abilities for your armor, but it will cost you in how much magical bonus you can take. Let me know if you want more of a description of any of these specials: COST OF +1 BONUS (i.e., a +3 glamered hide armor would cost 16,000gp in addition to the cost of the hide armor in the Player's Handbook) Fortification, light (25% chance to negate critical hits or sneak attacks) Glamered (armor can appear like normal clothing) Slick (+10 bonus to Escape Artist checks) Shadow (+10 bonus to Hide checks) Silent moves (+10 bonus to Move Silently checks) COST OF +2 BONUS Spell resistance (13) COST OF +3 BONUS Ghost touch (armor protects against incorporal creatures) Invulnerability (grants damage reduction of 5/+1) Fortification, moderate (75% chance to negate critical hits or sneak attacks) Spell resistance (15) Element (you have to specify element) resistance (absorbs first 10 points of damage from element per round) WEAPONS Similar to armor, select the weapon you want from the Player's Handbook, then add the following to the value for the appropriate magical bonus. (You can't afford any +4 bonus weapons, sorry.) +1 bonus = +2,000gp +2 bonus = +8,000gp +3 bonus = +18,000gp You can select some special abilities for your weapons, but it will cost you in how much magical bonus you can take. Let me know if you want a description of any of these specials: COST OF +1 BONUS Defending (may allocate weapon enhancement bonus to AC) Flaming (adds +1d6 points of flame damage per successful hit) Frost (adds +1d6 points of frost damange per successful hit) Shock (adds +1d6 points of electrical damage per successful hit) Ghost touch (can damage incorporal creatures normally) Keen (doubles critical threat range of weapon) Mighty cleaving (1 extra cleave attempt per round, if user has Cleave feat) Throwing (can be used as a thrown weapon at a range of 10ft) I'll post a list of special items per class later. I know I need to do Druid for Keith...the others of you need to let me know which classes you are interested in. [/QUOTE]
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