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The prophesy of the Child [Recruiting till 26-01-07]
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<blockquote data-quote="Vertexx69" data-source="post: 3279312" data-attributes="member: 48854"><p>In 3.5 PhB 2nd paragraph under monk's "AC Bonus (Ex)" (pg. 20) states they keep the wis and monk bonus vs both touch & while flatfooted etc...</p><p></p><p></p><p></p><p>BAB: 3rd lvl fighter 3 / 7th lvl wizard 3 / 10th lvl Arcane archer 10 / 27th lvl epic 4 (3+3+10+4=20 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> )</p><p></p><p></p><p></p><p>In 3.5 DMG under Magic Items>Weapons>Ranged Weapons & Ammunition: (pg 221) It says enhancement bonus from ranged weapon and ammo don't stack, only use the higher of the two. And as an arcane archer (17) with the Enhance Arrow ability, every non-magic arrow I fire from any bow gains a +9 enhancement bonus (which is larger than the +1 on the bow) I just used that.</p><p></p><p></p><p>It shall be done. I have never played by post before. Haven't played for 5 years. So all I've had to go by for building this are the books + official WotC errata (and they didn't change any of that).</p><p></p><p></p><p></p><p>All you told me in the original post when I asked was: "stacking of abilities is done by adding 0.5 to the baseprice like: take a Ghost Gauntlet price 68,500gp then add the Rust ability to it for twice the price (11,500X1.5)." So that's how I built my items. each extra ability added on at 1.5Xtheir standard cost. and the SRD quote on post #11 backs that up.</p><p></p><p>Ghost gauntlet <em>68.8k</em> (+5 defending 72k X1.5=<em>108k</em>, caster 25k X1.5=37.5kX2=<em>75k</em>) <em>251.8k</em></p><p>(I just didn't show the math) </p><p></p><p></p><p></p><p>Headband of the mind: +6 to Int, Wis & Cha</p><p>Belt of the Body: +6 to Str, Dex & Con</p><p></p><p>Ghost Gauntlet (specific weapon pg. 162), Daazzix's Vest pg. 267 & Caster (Gloves) pg. 266 are from the DMGII but I'll post them for you here too <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><strong>Ghost Gauntlet:</strong></p><p>This magical gauntlet lets you attack spiritual beings and other normally immaterial creatures.</p><p><strong>Description:</strong> This strange gauntlet is made of pale gray metal that seems almost transparent at times. When it's worn, the gauntlet fades into near complete transparency, leaving behind runes along the fingers that look almost like tattoos.</p><p><strong>Activation:</strong> Wearing the gauntlet activates all the gloves various effects as you desire. </p><p><strong>Benefits:</strong> Any weapon wielded in yopur gauntleted hand also gains the ghost touch special ability. It also has the ability to make parts of itself (and your corresponding hand inside, incorporeal. You can apply the effect to portions of your hand leaving bits of your fingertips solid, so you can reach inside lock to manipulate their mechanisms. thus the gauntlet grsnts a +5 competence bonus on disable device & open lock checks. In addition, a ghost gauntlet can be used to transport an object you touch with it to a distant location on teh Ethereal plane as with the spell <em>teleport object</em> once per day.</p><p><strong>Cost:</strong> 68,782gp </p><p></p><p><strong>Caster Glove:</strong></p><p>Like a Glove of Storing, a caster's glove stores 1 item weighing up to 20 lbs. However, the wearer can make use of a stored potion, rod, scroll, staff or wand without retrieving it. The major reason that adventureres prefer to channel the magic of stored items is that doing so does not provoke attacks of opportunity. </p><p><strong>Activation:</strong> A casting glove has 2 functions. Storing or retrieving an item requires a command word but is a free action. Using a magic item without first retreiving it is a standard action.</p><p><strong>Effect:</strong> On the wearer's command, one item held in the gloved hand disappears and is stored in it, as with glove of storing. The item can weigh no more than 20 lbs. and be holdable in 1 hand. The item is counted as being in your hand and once per round you can activate a charged ability without retrieving it. </p><p><strong>Cost:</strong> 25,000gp</p><p></p><p><strong>Daazzix's Vest:</strong></p><p>This vest is a boon to anyone who posseses spell resistance.</p><p><strong>Activation:</strong> Only functions for creatures that already possess SR either from innate ability or from another magic item. Once donned the vest is always active.</p><p><strong>Effect:</strong> Daazzix's Vest increases the wearers existing SR by 5.</p><p><strong>Cost:</strong> 25,000gp</p></blockquote><p></p>
[QUOTE="Vertexx69, post: 3279312, member: 48854"] In 3.5 PhB 2nd paragraph under monk's "AC Bonus (Ex)" (pg. 20) states they keep the wis and monk bonus vs both touch & while flatfooted etc... BAB: 3rd lvl fighter 3 / 7th lvl wizard 3 / 10th lvl Arcane archer 10 / 27th lvl epic 4 (3+3+10+4=20 :cool: ) In 3.5 DMG under Magic Items>Weapons>Ranged Weapons & Ammunition: (pg 221) It says enhancement bonus from ranged weapon and ammo don't stack, only use the higher of the two. And as an arcane archer (17) with the Enhance Arrow ability, every non-magic arrow I fire from any bow gains a +9 enhancement bonus (which is larger than the +1 on the bow) I just used that. It shall be done. I have never played by post before. Haven't played for 5 years. So all I've had to go by for building this are the books + official WotC errata (and they didn't change any of that). All you told me in the original post when I asked was: "stacking of abilities is done by adding 0.5 to the baseprice like: take a Ghost Gauntlet price 68,500gp then add the Rust ability to it for twice the price (11,500X1.5)." So that's how I built my items. each extra ability added on at 1.5Xtheir standard cost. and the SRD quote on post #11 backs that up. Ghost gauntlet [I]68.8k[/I] (+5 defending 72k X1.5=[I]108k[/I], caster 25k X1.5=37.5kX2=[I]75k[/I]) [I]251.8k[/I] (I just didn't show the math) Headband of the mind: +6 to Int, Wis & Cha Belt of the Body: +6 to Str, Dex & Con Ghost Gauntlet (specific weapon pg. 162), Daazzix's Vest pg. 267 & Caster (Gloves) pg. 266 are from the DMGII but I'll post them for you here too :) [B]Ghost Gauntlet:[/B] This magical gauntlet lets you attack spiritual beings and other normally immaterial creatures. [B]Description:[/B] This strange gauntlet is made of pale gray metal that seems almost transparent at times. When it's worn, the gauntlet fades into near complete transparency, leaving behind runes along the fingers that look almost like tattoos. [B]Activation:[/B] Wearing the gauntlet activates all the gloves various effects as you desire. [B]Benefits:[/B] Any weapon wielded in yopur gauntleted hand also gains the ghost touch special ability. It also has the ability to make parts of itself (and your corresponding hand inside, incorporeal. You can apply the effect to portions of your hand leaving bits of your fingertips solid, so you can reach inside lock to manipulate their mechanisms. thus the gauntlet grsnts a +5 competence bonus on disable device & open lock checks. In addition, a ghost gauntlet can be used to transport an object you touch with it to a distant location on teh Ethereal plane as with the spell [I]teleport object[/I] once per day. [B]Cost:[/B] 68,782gp [B]Caster Glove:[/B] Like a Glove of Storing, a caster's glove stores 1 item weighing up to 20 lbs. However, the wearer can make use of a stored potion, rod, scroll, staff or wand without retrieving it. The major reason that adventureres prefer to channel the magic of stored items is that doing so does not provoke attacks of opportunity. [B]Activation:[/B] A casting glove has 2 functions. Storing or retrieving an item requires a command word but is a free action. Using a magic item without first retreiving it is a standard action. [B]Effect:[/B] On the wearer's command, one item held in the gloved hand disappears and is stored in it, as with glove of storing. The item can weigh no more than 20 lbs. and be holdable in 1 hand. The item is counted as being in your hand and once per round you can activate a charged ability without retrieving it. [B]Cost:[/B] 25,000gp [B]Daazzix's Vest:[/B] This vest is a boon to anyone who posseses spell resistance. [B]Activation:[/B] Only functions for creatures that already possess SR either from innate ability or from another magic item. Once donned the vest is always active. [B]Effect:[/B] Daazzix's Vest increases the wearers existing SR by 5. [B]Cost:[/B] 25,000gp [/QUOTE]
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