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ThirdWizard's Magic Item Bazaar
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<blockquote data-quote="ThirdWizard" data-source="post: 3551614" data-attributes="member: 12037"><p><strong>Shadowstep Cloak</strong></p><p><strong>Price (Item Level):</strong> 35,000 gp (17th)</p><p><strong>Body Slot:</strong> Shoulders</p><p><strong>Caster Level:</strong> 7th</p><p><strong>Aura:</strong> Moderate Conjuration</p><p><strong>Activation:</strong> Varies</p><p><strong>Weight:</strong> 1 lb.</p><p></p><p><em>The dark fabric of this cloak appears to be shrouded in shadows even when there is light shining directly on it. Looking directly at it, you feel as if you're being drawn into another world, but looking away, the sensation fades.</em></p><p></p><p>The wearer of this cloak appears somewhat hazy, as if he is in the shadows even when there are no shadows around. In actuality, the cloak provides a bit of the Shadow Plane to surround the wearer, offering a +2 resistance bonuses on Reflex saving throws. When in the shadows enough to afford any concealment, this increases to a +4 resistance bonus.</p><p></p><p>The cloak allows the user to step into the Plane of Shadow for a brief time and come back to the Plane he was on up to 30 feet away from his previous location the following round. As a Move Action, the wearer may pull the cloak around himself and utter the command word (“Shadow Take Me”) designating a square within 30 feet to appear in. The user then disappears into the Plane of Shadow.</p><p></p><p>The following round, just before the user’s turn, he reappears in the designated square. The trip is disorienting, however, and the user can only take a Standard Action or a Move Action this round instead of a Full Round Action. If he appears in a square inside a solid object, he takes 1d6 damage and is shunted in a random direction. If he appears inside a creature, they both take 1d6 damage and the user is shunted as normal. This activated uses one charge. Two charges can be used to move up to 60 feet away instead of 30 feet.</p><p></p><p>It can also call the shadows in the area and from the Plane of Shadow to wrap around its wearer, making his form difficult to pick out of the surrounding area and giving partial concealment. Attacks made against the wearer when this is activated suffer a 20% miss chance. This activation counts as concealment for the purposes of increasing the Reflex save bonus. This effect lasts until just before the wearer’s next initiative and can be activated as an Swift Action. This uses one charge. Two charges can be used to give the wearer the benefit of a 50% miss chance to attacks made against him.</p><p></p><p>The cloak has 3 charges per day, refreshed at midnight. The cloak must be worn for 24 hours before the wearer can make use of the charged abilities.</p><p></p><p>It is possible to use the charged abilities when the item is out of charges for the day. However doing so permanently lowers the maximum number of charges by the amount used and can never drop the maximum charges below 0. Once the item is at 0 maximum charges, the charged abilities can never be used again, but the resistance bonuses remain.</p><p></p><p>__________________</p><p></p><p>I really like the idea of charges per day on items that can be used for multiple abilities. I really think the Magic Item Compendium items, though, should have all had the 24 hour prep thing for these kinds of items. I tried to take it one step further with the ability to use charges even after they're used up at a great cost. I think it adds flexibility to the item and presents Players with a very hard choice should the need arise.</p><p></p><p>The explanations for the item abilities are pretty long, but I think the abilities themselves are fairly simplistic. Teleport 30/60 feet and appear next round with reduced options and/or gain some concealment. Perhaps the conditional bonus on the Reflex save is bad, as I usually don't like forcing Players to have to remember things like that (it will probably be forgotten 50% of the time IMX), but I think it fits with the item well enough that I put it in anyway. Plus a charged use of the item activates it, so you can expect it to at least come up sometimes.</p><p></p><p>Anyway, that's item #1.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3551614, member: 12037"] [b]Shadowstep Cloak[/b] [b]Price (Item Level):[/b] 35,000 gp (17th) [b]Body Slot:[/b] Shoulders [b]Caster Level:[/b] 7th [b]Aura:[/b] Moderate Conjuration [b]Activation:[/b] Varies [b]Weight:[/b] 1 lb. [i]The dark fabric of this cloak appears to be shrouded in shadows even when there is light shining directly on it. Looking directly at it, you feel as if you're being drawn into another world, but looking away, the sensation fades.[/i] The wearer of this cloak appears somewhat hazy, as if he is in the shadows even when there are no shadows around. In actuality, the cloak provides a bit of the Shadow Plane to surround the wearer, offering a +2 resistance bonuses on Reflex saving throws. When in the shadows enough to afford any concealment, this increases to a +4 resistance bonus. The cloak allows the user to step into the Plane of Shadow for a brief time and come back to the Plane he was on up to 30 feet away from his previous location the following round. As a Move Action, the wearer may pull the cloak around himself and utter the command word (“Shadow Take Me”) designating a square within 30 feet to appear in. The user then disappears into the Plane of Shadow. The following round, just before the user’s turn, he reappears in the designated square. The trip is disorienting, however, and the user can only take a Standard Action or a Move Action this round instead of a Full Round Action. If he appears in a square inside a solid object, he takes 1d6 damage and is shunted in a random direction. If he appears inside a creature, they both take 1d6 damage and the user is shunted as normal. This activated uses one charge. Two charges can be used to move up to 60 feet away instead of 30 feet. It can also call the shadows in the area and from the Plane of Shadow to wrap around its wearer, making his form difficult to pick out of the surrounding area and giving partial concealment. Attacks made against the wearer when this is activated suffer a 20% miss chance. This activation counts as concealment for the purposes of increasing the Reflex save bonus. This effect lasts until just before the wearer’s next initiative and can be activated as an Swift Action. This uses one charge. Two charges can be used to give the wearer the benefit of a 50% miss chance to attacks made against him. The cloak has 3 charges per day, refreshed at midnight. The cloak must be worn for 24 hours before the wearer can make use of the charged abilities. It is possible to use the charged abilities when the item is out of charges for the day. However doing so permanently lowers the maximum number of charges by the amount used and can never drop the maximum charges below 0. Once the item is at 0 maximum charges, the charged abilities can never be used again, but the resistance bonuses remain. __________________ I really like the idea of charges per day on items that can be used for multiple abilities. I really think the Magic Item Compendium items, though, should have all had the 24 hour prep thing for these kinds of items. I tried to take it one step further with the ability to use charges even after they're used up at a great cost. I think it adds flexibility to the item and presents Players with a very hard choice should the need arise. The explanations for the item abilities are pretty long, but I think the abilities themselves are fairly simplistic. Teleport 30/60 feet and appear next round with reduced options and/or gain some concealment. Perhaps the conditional bonus on the Reflex save is bad, as I usually don't like forcing Players to have to remember things like that (it will probably be forgotten 50% of the time IMX), but I think it fits with the item well enough that I put it in anyway. Plus a charged use of the item activates it, so you can expect it to at least come up sometimes. Anyway, that's item #1. [/QUOTE]
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