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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5006571" data-attributes="member: 710"><p>This reminds me of something. There should be some "mundane" features associated with such items that mostly exist for flavor, not with much in-game effects but stuff in the "mundane tool" category. </p><p></p><p>Flaming Longsword: </p><p>Bound Item Property: A Flaming Longsword can burn with varying intensity, as weak as a match or candle or as strong as a torch. At 16th level, the wielder can use this effect even at a range of up to 25 ft (5 squares), and if sticked into the ground he can use it as a modest campfire.</p><p></p><p>---</p><p></p><p>Boots of Speed (Bound Item)</p><p><em>Boots of Speed were created by gifted Halfling artisans or mages.</em></p><p><em>The ritual to bind them requires the wielder to win a running match against an opponent. The ritual doesn't require it to be fair, but there needs to be a willing participants. Whoever wins the match can perform the second part of the ritual to finalize the binding. This time, the boots itself will be his opponent. They run with equal speed and it is impossible to catch up with them except for the most extraordinary people or creatures. The only way to beat the boots is to follow them, keeping as close as possible. The boots will lead the wielder over challenging terrain, running tight corners, but at some point they will just stop. If the character fails to keep up, the boots will just continue running and the character has no hope of catching them without magic until 30 days have passed.</em></p><p><em></em> Wielder Level 1-5:</p><p>+1 enhancement bonus to AC and Reflex defense</p><p>Bound Item Property: +1 item bonus to Thievery Checks.</p><p>Bound Item Property: You gain a +1 item bonus to your overland speed.</p><p>Bound Item Property: +1 item bonus to Initiative</p><p>Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed.</p><p></p><p>Wielder Level 6-10:</p><p>+2 enhancement bonus to AC and Reflex defense</p><p>Bound Item Property: +1 item bonus to Thievery Checks.</p><p>Bound Item Property: You gain a +1 item bonus to your overland speed.</p><p>Bound Item Property: +1 item bonus to Initiative</p><p>Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed.</p><p></p><p>Wielder Level 11-15:</p><p> +3 enhancement bonus to AC and Reflex defense</p><p>Bound Item Property: +2 item bonus to Thievery Checks.</p><p> Bound Item Property: You gain a +1 item bonus to your speed.</p><p> Bound Item Property: +2 item bonus to Initiative</p><p>Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.</p><p> Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed.</p><p></p><p>Wielder Level 16-20:</p><p> +4 enhancement bonus to AC and Reflex defense</p><p>Bound Item Property: +2 item bonus to Thievery Checks.</p><p> Bound Item Property: You gain a +1 item bonus to your speed.</p><p> Bound Item Property: +3 item bonus to Initiative</p><p>Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.</p><p> Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed.</p><p></p><p>Wielder Level 21-25:</p><p> +5 enhancement bonus to AC and Reflex defense</p><p>Bound Item Property: +3 item bonus to Thievery Checks.</p><p> Bound Item Property: You gain a +2 item bonus to your speed.</p><p> Bound Item Property: +3 item bonus to Initiative</p><p>Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.</p><p>Bound Item Power (Daily, Immediate Interupt): Trigger - you are hit by a ranged or melee attack. Effect: Gain a +4 power bonus to your defense against the attack. After the attack is resolved, shift 1 square.</p><p> Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed.</p><p></p><p>Wielder Level 26-30:</p><p> +6 enhancement bonus to AC and Reflex defense</p><p>Bound Item Property: +3 item bonus to Thievery Checks.</p><p> Bound Item Property: You gain a +2 item bonus to your speed.</p><p> Bound Item Property: +3 item bonus to Initiative</p><p>Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.</p><p>Bound Item Power (Daily, Immediate Interupt): Trigger - you are hit by a ranged or melee attack. Effect: Gain a +4 power bonus to your defense against the attack. After the attack is resolved, shift 1 square.</p><p> Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed.</p><p></p><p>EDIT: <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/268382-bound-items-new-category-magical-items.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/268382-bound-items-new-category-magical-items.html</a> for a more detailed description of my ideas. It's just a first take ...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5006571, member: 710"] This reminds me of something. There should be some "mundane" features associated with such items that mostly exist for flavor, not with much in-game effects but stuff in the "mundane tool" category. Flaming Longsword: Bound Item Property: A Flaming Longsword can burn with varying intensity, as weak as a match or candle or as strong as a torch. At 16th level, the wielder can use this effect even at a range of up to 25 ft (5 squares), and if sticked into the ground he can use it as a modest campfire. --- Boots of Speed (Bound Item) [I]Boots of Speed were created by gifted Halfling artisans or mages. The ritual to bind them requires the wielder to win a running match against an opponent. The ritual doesn't require it to be fair, but there needs to be a willing participants. Whoever wins the match can perform the second part of the ritual to finalize the binding. This time, the boots itself will be his opponent. They run with equal speed and it is impossible to catch up with them except for the most extraordinary people or creatures. The only way to beat the boots is to follow them, keeping as close as possible. The boots will lead the wielder over challenging terrain, running tight corners, but at some point they will just stop. If the character fails to keep up, the boots will just continue running and the character has no hope of catching them without magic until 30 days have passed. [/I] Wielder Level 1-5: +1 enhancement bonus to AC and Reflex defense Bound Item Property: +1 item bonus to Thievery Checks. Bound Item Property: You gain a +1 item bonus to your overland speed. Bound Item Property: +1 item bonus to Initiative Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed. Wielder Level 6-10: +2 enhancement bonus to AC and Reflex defense Bound Item Property: +1 item bonus to Thievery Checks. Bound Item Property: You gain a +1 item bonus to your overland speed. Bound Item Property: +1 item bonus to Initiative Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed. Wielder Level 11-15: +3 enhancement bonus to AC and Reflex defense Bound Item Property: +2 item bonus to Thievery Checks. Bound Item Property: You gain a +1 item bonus to your speed. Bound Item Property: +2 item bonus to Initiative Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed. Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed. Wielder Level 16-20: +4 enhancement bonus to AC and Reflex defense Bound Item Property: +2 item bonus to Thievery Checks. Bound Item Property: You gain a +1 item bonus to your speed. Bound Item Property: +3 item bonus to Initiative Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed. Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed. Wielder Level 21-25: +5 enhancement bonus to AC and Reflex defense Bound Item Property: +3 item bonus to Thievery Checks. Bound Item Property: You gain a +2 item bonus to your speed. Bound Item Property: +3 item bonus to Initiative Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed. Bound Item Power (Daily, Immediate Interupt): Trigger - you are hit by a ranged or melee attack. Effect: Gain a +4 power bonus to your defense against the attack. After the attack is resolved, shift 1 square. Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed. Wielder Level 26-30: +6 enhancement bonus to AC and Reflex defense Bound Item Property: +3 item bonus to Thievery Checks. Bound Item Property: You gain a +2 item bonus to your speed. Bound Item Property: +3 item bonus to Initiative Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed. Bound Item Power (Daily, Immediate Interupt): Trigger - you are hit by a ranged or melee attack. Effect: Gain a +4 power bonus to your defense against the attack. After the attack is resolved, shift 1 square. Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed. EDIT: [URL]http://www.enworld.org/forum/4e-fan-creations-house-rules/268382-bound-items-new-category-magical-items.html[/URL] for a more detailed description of my ideas. It's just a first take ... [/QUOTE]
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