Portable hole vest and another item?!

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First Post
Item one: The Portable hole tee, vest, hoodie, and long sleeve shirt(varying prices). Pants not included.
(Heres some fluff!)
Long ago a wicked chronomancer exiled, Thargan, a monk, to New York, circa 1994. Thargan was soon forced to defend himself from gang violence and found himself the subject of many gang shootings. (Sound awkward yet??) He was shot several times, barely able to recover by using Wholeness of Body. In the distant future of 1999, a government funded secret program was tested, and successfully sent several city blocks of New York back in time.

The now venerable Thargan (after 5 years, yea right!), soon realized the perils of gang violence in his home town, and contacted his most trusted friend, a Wizard, to outfit him with proper protection to combat the new threat.

And thus, portable hole clothing were created from the life essence of Thargan's most trusted friend!

(Heres the item, or at least the idea).
Simple enough, it'd be a vest slot, most likely usable only while unarmored. A lightweight vest/shirt made from moon beams and phase spider webs. Favored highly by monks. It slips over the skin, like a normal shirt, the inside is solid and the outside(front and back) is a portable hole. So, if you punch it, shoot it, stab it, slash it, all attacks go into the portable hole(If made at the chest area-vest, +arms-long sleeve, +arms,head-Hoodie).

Game rules:
Miss chance +50%?
Miss chance +20% for Large-Huge weapons
No miss chance for weapons larger than huge(an natural attacks by creatures.
(But this still brings up the fact that they're hitting the inside of the portable hole or the characters legs...eeks)
Cost:$39,950?(Unsubstantiated by any formula)

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Ring gate armor
This very light armor, is magically constructed by slightly interlocking many ring gates. Economical buyers have been known to have ring gate armor with the "entrance" ring gates on the front, and the "exit" ring gates on the back. But the unrefined armor has entrance ring gates A with a second layer of exit gates B on the front and Entrance gates b on the back and Exit gates a underneath it, on the back.
o
AB| |ab
/ \

Piercing and Ranged attacks have a 50% miss chance, or something like that(that's why you're reading this), It has the stats of Studded leather otherwise (+3 ac, +5 max dex, -1 check -------).

Starting price--About $200,000 GP modifier for half-gate armor, and about $400,000 GP for full-gate armor.



Now, tear it apart if you will!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Almost forgot. Anti-vorpal collar(neck slot). Two-ring gates place on ones neck, suspended by telekenesis. The rings provided a 3-5" gap between the shoulders and where the head floats, making severing the neck nearly impossible!
Made up cost: $44,000
 
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No real tearing apart for me, but I like the flavor.

I'd make the first a 50% miss chance straigh up, and not worry overmuch about 'details' like what if the thing hitting you is the size of a house. Those details are generally ignored anyhow.

As for price, there are a few places to look for a starting point... first is the spell which gives displacement (50%)... So you could base the item's price off the price of a continuously functioning displacement spell. However continuous items are a very 'discretionary' area of those rules, so you need to look at similiar items if they exist.

And they do, sort of, there's a Major cloak of displacement that only functions some of the time (Up to 15 rounds total, not necessarily contiguous). Base it off of that and increase the price for a continuously functioning item. The book lists that as 50,000 gold.


Second is the Ring of Blinking. It gives a 50% miss chance... but also a few other penalties like a 20% chance of YOUR attacks missing, slower spead... etc, and other nifty side effects (You're now practically immune to being grappled, for instance, lots of potential sneak attacking). You could look there and adjust the price upwards. That's priced at 27,000 gold.

Now, in my opinion they've overpriced the cloak of displacement. However it's IN the rules, and gives 50% miss chance, so that's likely the best place to start pricing this item legitimately. 15 rounds... depending... that's about one to two medium combats. Let's call it 2.5, for simplicity's sake. Why is that simple? Because in the wonderous item creation chart an item that does something five times per day can be considered to be the same cost as one with no limitation. Therefore double that to 100,000gp as a base price.

OR you can start with the ring of blinking, and ignore the cloak... and try say that it cost 40K. I'd probably try that because, as I said, I think that the major displacement robe is overpriced. And it depends a little bit on who's your GM. If it's YOU, price it wherever. On the other hand, if your GM is the kind that likes to haggle, and will consider any reasonable price you give him as an opening bid, it helps to start low. On the gripping hand, if the GM is actually willing to work WITH you (or if you're the GM and really looking for something reasonable withing the rules... At 50K I personally think the cloak should give the 50% for 15 rounds AND 25% continuously, and THAT, while a better displacement robe, that's still not as good as this permanent 50% item, so realistically it should probably cost around 80,000 to 100,000.

Now, moving on to the ring-gate armor, which you've priced as more. Sure, it's potentially more complicated, but it's also more limited in function. And 3.X prices things based on function. This one, as I'd make it (50% miss for ranged/piercing) is more limited than the above, and should cost less. Probably 75% of the above item's price for full armor, and 75% of the full armor's price for half armor. So say the Portable Hole shirt is 100K, the full ring gate armor would be 75k, and the half ring gate armor 57k. (I'm assuming here that the half ring gate armor has the additional restriction of being ineffective against attacks from the back).

Now that's one place to start, and necessitated mainly by your wish to include partial immunity to piercing weapons. If you just wanted partial (or even complete) immunity to arrow/bolts/bullets, I'd probably start with the spell "wind wall"... and I might end up with a slightly lesser price for the armors. It'd be easier in gameplay too if you just made it immunity to certain types of weapons. (Although for complete immunity you're definitly increasing the price right back up, more than making up for what you would have saved).
 




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