D&D 3E/3.5 Ferret's 3.5 items: Comments please

Ferret

Explorer
I thought of this one someone was talking about how long it took to open doors by kicking them in, and perhaps can you make the strength check? My answer was:

Hammer boots : These chunky looking boots, are almost weightless, but have steel sole, a half inch thick, and are extremely sturdy. And have fine silk cords cross over giving them a strong grip around the foot. When put on, and tied in (Full action for both) the wearer may kick at a door, enacting a knock spell, with unlimited charges. Whilst wearing them you gain a +4 bonus to all stability when on firm ground.

Faint Transmutation; CL: 3th; Craft Wondrous Item, Knock, Sturdy boots (2gp), Fine silk thread 2ft(40 cp); Price:16,052gp; Cost: 8,052gp +320 XP

I was going to do I line of "lesser" armours and only got round to doing this:

Mushroom armour: Crafted by the most skilled leather workers and herbalists this Mushroom armour has all the qualities of a masterwork padded armour. Whilst mainly used by Svirfneblin, it is also produced by Myconoids; some has even filtered up to the surface. It has an altered Glitterdust effect usable 6 times a day; instead of causing blindness the spores it exudes cause drossiness and act like a lullaby spell.

Faint Conjuration; CL 5th; Craft Magic Arms and Armour, Glitterdust, Lullaby; Price 34,590; Cost 17,377 + 680 XP

More to ensure
 
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Any comments on these?
Sword of Loyalty

This old sword seems to be crusted with rust, but still holds an exceptional edge. Whilst it may appear bedraggled but it also looks like it would last another hundred years. When held by those whom serve the good it will be the bane of all evil, however once it slips into those evil hands it changes to serve its master.

The sword acts as though an align weapon spell had been cast on it, with one notable (and previously noted) exception, the weapons alignment changes, so in the hands of a chaotic good ranger the sword of Loyalty is a Good, Chaotic sword bypassing certain creatures DR, whoever if it were stolen by a neutral evil rogue it would be more able to harm creatures of good.

Faint Transmutation CL 4th; Craft arms and Armour, Align weapon; Price: 12,000gp; Cost: 6,000gp + 480xp

For parrying.
Parrying
When ever someone attacks you and you have activated this ability (as a move equivalent-action at the end of you last turn), your armour class is treated as having a +6 deflection bonus for the next attack on you. This enchantment only works on melee weapons. When this is used in conjunction with total defense the AC bonus is +8. Once it is used against an attack you sacrifice your highest attack bonus, from your next attack this symbolizes the action you took parrying on your opponents turn.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, Bigby’s interposing hand; Market Price: +3 bonus

An improved version
Improved Parrying
This ability can only added on to the parrying enchantment, thus it overlaps the effects of the previous enchantment. It does so by allowing an extra attack at their second lowest BAB. They can use this attack to Sunder, Disarm and Trip.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, Bigby’s interposing hand; Market Price: +4 bonus

Thus Franklin 20th level fighter actions are (whilst using the ability), parry then on Franklins turn he can make a full attack at +15/+15/+10/+5
 
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