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*Pathfinder & Starfinder
New Epic Magic Item - Daggerstorm Glove
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<blockquote data-quote="kreynolds" data-source="post: 261087" data-attributes="member: 2829"><p>Now that the ELH is out, I'll finally post some of my epic magic items. I've taken out the prices because I'm mostly interested in what you guys think about the items themselves. Also, I haven't finished pricing them according to the new rules yet. Let me know what you think.</p><p></p><p>EDIT: I should also mention that I haven't finished with the spell prereq's, nor have I added the new epic item creation feats. I always do those last.</p><p></p><p><strong>Daggerstorm Glove:</strong> This single, fine leather glove functions as a glove of daggers, though up to ten daggers may be stored and there is no limit to how many daggers may be thrown in a single round. Also, the wearer of the glove is not limited to using the daggers in the order they were placed within. The dagger of choice is always the dagger thrown, allowing the wearer to throw the stored daggers in any order they wish.</p><p></p><p>A daggerstorm glove also grants the wearer one additional attack per round at the wearer’s highest attack bonus when throwing a dagger, as per the speed enhancement. This extra attack does not stack with haste or haste-like effects.</p><p></p><p>However, the most powerful property of the daggerstorm glove is that it magically duplicates all thrown daggers. When a dagger is thrown, the glove creates a duplicate of the weapon composed of force. No other effects are duplicated, such as other weapon enhancements or spells placed upon the daggers. The force dagger duplicates require a separate attack roll and use the same attack bonus of the dagger duplicated.</p><p></p><p>The force dagger duplicates have the same statistics of a normal dagger in regards to range increments, critical threat range, and the critical multiplier. Each force dagger duplicate inflicts 1d4+1 points of force damage and they are not subject to spell resistance or damage reduction. The dagger duplicates, composed of force, are capable of harming incorporeal and ethereal creatures as well.</p><p></p><p>Although it is highly beneficial to possess two of these gloves, the creation process yields only one.</p><p></p><p><em>Caster Level:</em> 20th; <em>Prerequisites:</em> Craft Wondrous Item, <em>haste, magic missile, shrink item, teleport without error; Market Price:</em> <span style="color: orange"><strong>In Progress</strong></span> gp.</p><p></p><p>This is the Glove of Daggers referenced within the item description of the Daggerstorm Glove...</p><p></p><p></p><p><strong>Glove of Daggers:</strong> This single, fine leather glove automatically adjusts to fit the hand of any humanoid from Small to Huge size. It functions similarly to a glove of storing, though it can only hold up to four daggers. When a dagger is held in hand with the glove, and the command word is spoken, the dagger is drawn into the glove for safekeeping and is kept in a state of temporal stasis. This allows activated flaming weapons, etc, to be stored safely within the glove. Speaking the command word again removes the dagger from the glove. Adding or removing a dagger from the glove is a standard action that does not provoke an attack of opportunity, and the command word must be spoken once for each dagger added or removed.</p><p></p><p>However, the true power of the glove is activated when the wielder throws a dagger. Upon mental command as a free action, the glove releases a dagger to be thrown, though this may only be performed up to four times per round. When thrown, the dagger automatically returns to the glove on the beginning of the following round, despite distance or line of site. Any effect that can interfere with teleportation can interfere with the returning function of the glove. The daggers always appear for throwing in the same order they are placed within the glove. Also, the very act and motion of the hand required to throw the dagger is what releases the dagger from the glove, thus they cannot be used for melee purposes.</p><p></p><p>The final property of the gloves serves the purpose of maintaining the secret of their true function. The gloves radiate a deceiving aura of magic, appearing to be from the school of transmutation. If an identify spell is cast upon the gloves, they appear to grant the wearer a +2 bonus to dexterity via the <em>cat’s grace</em> spell. However, a successful casting of <em>analyze dweomer</em> will reveal their true function, as well as the false aura.</p><p></p><p>Although it is highly beneficial to possess two of these gloves, the creation process yields only one.</p><p></p><p><em>Caster Level:</em> 20th; <em>Prerequisites:</em> Craft Wondrous Item, <em>shrink item, teleport without error; Market Price:</em> <span style="color: orange"><strong>In Progress</strong></span> gp.</p></blockquote><p></p>
[QUOTE="kreynolds, post: 261087, member: 2829"] Now that the ELH is out, I'll finally post some of my epic magic items. I've taken out the prices because I'm mostly interested in what you guys think about the items themselves. Also, I haven't finished pricing them according to the new rules yet. Let me know what you think. EDIT: I should also mention that I haven't finished with the spell prereq's, nor have I added the new epic item creation feats. I always do those last. [b]Daggerstorm Glove:[/b] This single, fine leather glove functions as a glove of daggers, though up to ten daggers may be stored and there is no limit to how many daggers may be thrown in a single round. Also, the wearer of the glove is not limited to using the daggers in the order they were placed within. The dagger of choice is always the dagger thrown, allowing the wearer to throw the stored daggers in any order they wish. A daggerstorm glove also grants the wearer one additional attack per round at the wearer’s highest attack bonus when throwing a dagger, as per the speed enhancement. This extra attack does not stack with haste or haste-like effects. However, the most powerful property of the daggerstorm glove is that it magically duplicates all thrown daggers. When a dagger is thrown, the glove creates a duplicate of the weapon composed of force. No other effects are duplicated, such as other weapon enhancements or spells placed upon the daggers. The force dagger duplicates require a separate attack roll and use the same attack bonus of the dagger duplicated. The force dagger duplicates have the same statistics of a normal dagger in regards to range increments, critical threat range, and the critical multiplier. Each force dagger duplicate inflicts 1d4+1 points of force damage and they are not subject to spell resistance or damage reduction. The dagger duplicates, composed of force, are capable of harming incorporeal and ethereal creatures as well. Although it is highly beneficial to possess two of these gloves, the creation process yields only one. [i]Caster Level:[/i] 20th; [i]Prerequisites:[/i] Craft Wondrous Item, [i]haste, magic missile, shrink item, teleport without error; Market Price:[/i] [color=orange][b]In Progress[/b][/color] gp. This is the Glove of Daggers referenced within the item description of the Daggerstorm Glove... [b]Glove of Daggers:[/b] This single, fine leather glove automatically adjusts to fit the hand of any humanoid from Small to Huge size. It functions similarly to a glove of storing, though it can only hold up to four daggers. When a dagger is held in hand with the glove, and the command word is spoken, the dagger is drawn into the glove for safekeeping and is kept in a state of temporal stasis. This allows activated flaming weapons, etc, to be stored safely within the glove. Speaking the command word again removes the dagger from the glove. Adding or removing a dagger from the glove is a standard action that does not provoke an attack of opportunity, and the command word must be spoken once for each dagger added or removed. However, the true power of the glove is activated when the wielder throws a dagger. Upon mental command as a free action, the glove releases a dagger to be thrown, though this may only be performed up to four times per round. When thrown, the dagger automatically returns to the glove on the beginning of the following round, despite distance or line of site. Any effect that can interfere with teleportation can interfere with the returning function of the glove. The daggers always appear for throwing in the same order they are placed within the glove. Also, the very act and motion of the hand required to throw the dagger is what releases the dagger from the glove, thus they cannot be used for melee purposes. The final property of the gloves serves the purpose of maintaining the secret of their true function. The gloves radiate a deceiving aura of magic, appearing to be from the school of transmutation. If an identify spell is cast upon the gloves, they appear to grant the wearer a +2 bonus to dexterity via the [i]cat’s grace[/i] spell. However, a successful casting of [i]analyze dweomer[/i] will reveal their true function, as well as the false aura. Although it is highly beneficial to possess two of these gloves, the creation process yields only one. [i]Caster Level:[/i] 20th; [i]Prerequisites:[/i] Craft Wondrous Item, [i]shrink item, teleport without error; Market Price:[/i] [color=orange][b]In Progress[/b][/color] gp. [/QUOTE]
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New Epic Magic Item - Daggerstorm Glove
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