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The IR Aftermath Campaign Characters II (2nd thread)
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<blockquote data-quote="The Forsaken One" data-source="post: 238723" data-attributes="member: 799"><p>Item Costs plz, would be nice Kal if you would mension what parts and enchantments cost what so if Igo ver my gp limit I can modify by taking certain stuff off, tnx in advance:</p><p></p><p></p><p>1st</p><p>--------------------------</p><p>Boots:</p><p></p><p>Boots of striding and Springing combined with ring of jumping - double movement and no more max distance-height and +30 on jump checks, combined with boots of elvenkind +10 on move silently checks.</p><p></p><p>Constant pass without trace ability active.</p><p></p><p>The two special powers of these boots are that the user can walk over liquid/non-solid surfaces but only when he is using the run option. The other is that the user can jump from any height and land without only taking 1d6 damage no matter what the distance he fell/jumped, this only works when he lands on his feet and doing so takes a balance check that starts at DC 0 and increases with +1 every 20 feet the user jumped.</p><p>--------------------------</p><p></p><p></p><p>2nd</p><p>--------------------------</p><p>Dagger, Intelligent</p><p></p><p>+1 sure striking dagger. target hit is affected as by a slow spell and silenced for 10 minutes, target can only be affected by the silence effect once per day (Both no save, Both yes to SR), the dagger can silence only one person at a time and can't silence anyone else until the 10min duration has passed, the target is slain or the effect displelled. Slow effects stack to a minimum of 1 partial action left. (mension difference in expenses between with and without stacking svp.) Both at 20th caster level.</p><p></p><p>Intelligent Item, no benefits from intelligence other then that you can communicate with it and knows what the DM grants it (RPG crap =] ).</p><p></p><p>Use activated True Strike.</p><p>--------------------------</p><p></p><p></p><p>3rd</p><p>--------------------------</p><p>Dagger, Intelligent</p><p></p><p>+1 sure striking dagger, target struck must make reflex save DC 33 or be affected as by the Chains of vengeance spell (level 4 wiz/Sorc) (yes to SR, 20th caster level).</p><p></p><p>Intelligent Item, no benefits from intelligence other then that you can communicate with it and what DM grants it knows.</p><p></p><p>Use activated True Strike.</p><p>--------------------------</p><p></p><p></p><p>4th</p><p>--------------------------</p><p>a level 8 spell twice per day at 16th caster level on some item (ring or neclace or something).</p><p>--------------------------</p><p></p><p></p><p>Thanks in advance <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-</p><p></p><p>Btw that restriction crap going on and the discount it gets you, how much % is it and how do you get its % discount at its highest % or can you just put 1 restriction on it and that's it for the discount?</p><p>Thanks!</p><p>(I was against it but heck, now everyone is doing it, why not me.)</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 238723, member: 799"] Item Costs plz, would be nice Kal if you would mension what parts and enchantments cost what so if Igo ver my gp limit I can modify by taking certain stuff off, tnx in advance: 1st -------------------------- Boots: Boots of striding and Springing combined with ring of jumping - double movement and no more max distance-height and +30 on jump checks, combined with boots of elvenkind +10 on move silently checks. Constant pass without trace ability active. The two special powers of these boots are that the user can walk over liquid/non-solid surfaces but only when he is using the run option. The other is that the user can jump from any height and land without only taking 1d6 damage no matter what the distance he fell/jumped, this only works when he lands on his feet and doing so takes a balance check that starts at DC 0 and increases with +1 every 20 feet the user jumped. -------------------------- 2nd -------------------------- Dagger, Intelligent +1 sure striking dagger. target hit is affected as by a slow spell and silenced for 10 minutes, target can only be affected by the silence effect once per day (Both no save, Both yes to SR), the dagger can silence only one person at a time and can't silence anyone else until the 10min duration has passed, the target is slain or the effect displelled. Slow effects stack to a minimum of 1 partial action left. (mension difference in expenses between with and without stacking svp.) Both at 20th caster level. Intelligent Item, no benefits from intelligence other then that you can communicate with it and knows what the DM grants it (RPG crap =] ). Use activated True Strike. -------------------------- 3rd -------------------------- Dagger, Intelligent +1 sure striking dagger, target struck must make reflex save DC 33 or be affected as by the Chains of vengeance spell (level 4 wiz/Sorc) (yes to SR, 20th caster level). Intelligent Item, no benefits from intelligence other then that you can communicate with it and what DM grants it knows. Use activated True Strike. -------------------------- 4th -------------------------- a level 8 spell twice per day at 16th caster level on some item (ring or neclace or something). -------------------------- Thanks in advance :) - Btw that restriction crap going on and the discount it gets you, how much % is it and how do you get its % discount at its highest % or can you just put 1 restriction on it and that's it for the discount? Thanks! (I was against it but heck, now everyone is doing it, why not me.) [/QUOTE]
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