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Psyborg
2011-01-15, 09:42 PM
Just something I've been working on lately for a shadow-themed PC. Feedback would be appreciated.

Equipment Set: The Garments of Night

Robe of Night
6,000gp Body slot
The tattered edges of this shadowsilk robe seems to dissolve into shadow and nothingness.Only near the neck, where fine wires of astral driftmetal are woven into the cloth in overlapping circles, does it seem entirely material.
While you wear this robe, you gain a +1 circumstance bonus to your Armor Class, and all your melee attacks affect incorporeal and ethereal targets as though they had the ghost touch enhancement.
Although it occupies the same slot on a character’s body, this robe is not considered to be armor; it has no armor check penalty or arcane spell failure chance, and the wearer is considered to be unarmored for all purposes. Its bonus to armor class cannot be raised higher by enchantment, and armor crystals will not attach to this item. Your DM may allow you to add armor special abilities to this item; if so, treat the caster level requirement as 2 higher, but ignore the requirement that an item have a +1 enhancement bonus before adding special abilities.
Like any item made of shadowsilk, the robe knits itself back together in areas of shadowy illumination or darkness, healing 1 point per round unless totally destroyed. It confers a +2 circumstance bonus to the wearer’s Hide and Move Silently checks. This does not stack with circumstance bonuses from other shadowsilk garments, but does stack with circumstance bonuses from other sources.
(Pricing: As Ghost Shroud [MIC 104], +1,000gp for shadowsilk.)

Mantle of Night
8,300gp Shoulders slot
The mithral clasp of this shadowsilk cloak is worn smooth and velvety with age, but the stitching is fine and unworn, as if the cloak were brand-new.
An extradimensional space in this cloak, accessible only to the wearer, can hold any single item, usually a weapon, staff, or wand. The item must be one the wearer is capable of wielding or using normally. You may draw the item concealed in the cloak as a free action, as though you had the Quick Draw feat. A thin, poisonous-looking black shadow trails off the item as you draw it. The following feats and class features benefit from this, though these benefits can only be gained once per encounter. If you have more than one of these feats or class features, you must choose one to benefit, though you may make a different choice in each encounter. If you have the Death Attack class feature (Assassin, DMG p.180) and you make your Death Attack on the same round that you drew the concealed weapon, the DC of the save is increased by 2. If you chose to paralyze with your attack, the duration of the paralysis is also maximized. If you chose to kill, and your weapon was poisoned, the DC of the poison is also increased by 2.
If you use a martial maneuver from the Shadow Hand discipline (ToB p.75) in the same round that you draw the concealed weapon and the maneuver offers a save, the DC of the saving throw is increased by 2. If the maneuver does not offer a save, your critical threat multiplier for the first melee attack you make that round is increased by 1, to a maximum of x4. This does stack with similar effects that increase critical multipliers, as long as this would not raise the total multiplier above x4.
If you have the Unseen Blade class feature (Shadowblade, ToM p.129), you may choose to wrap your weapon in shadow as part of this action (rather than requiring a standard action as normal), and you may use two of your Unseen Blade abilities with a single swift action. This only costs one of your daily uses of Unseen Blade abilities. These benefits last for 1 round.
If you have the Umbral Blade class feature (Shadow Sentinel, RoDest p.137), you gain temporary shadow points equal to half your Shadow Sentinel class level (round up), and may spend shadow points on any number of Shadow Sentinel class features as a single swift action. These benefits last for 1 round.
If you have the Signature Weapon class feature (Kensai, CW p.50), Chosen Weapon class feature (Arcane Duelist, web enhancement (http://www.wizards.com/default.asp?x=dnd/re/20030224a)), Shape Blademeld class feature (Incarnum Blade, MoI p.122.), Ancestral Relic feat (BoED p.39) or Item Familiar feat (UA p.170) for a weapon, have a weapon as a Bonded Item (DMGII p.231), have a Legacy Weapon for which you have unlocked at least the Least Legacy (WoL p. 14), or have any other feat or class feature that ties you closely to a specific weapon, that weapon gains the Shadowstriking enhancement for 1 round when you draw it from the Mantle, allowing it to penetrate any damage reduction that depends on a metal, an alignment, or a combination of the two.
If you have the Dark Creature, Shadow Creature, or Umbral Creature templates, or the Half-Dragon template for a Shadow Dragon, or if you are a Shadowswyft or other native or planetouched of the Plane of Shadow, you gain this benefit with any weapon drawn from the cloak, even those not personally bonded to you.
If you have a feat or class feature not covered here that you think deserves an effect of its own, speak to your DM. When in doubt, use the last effect listed (gaining Shadowstriking for 1 round).Like any item made of shadowsilk, the mantle knits itself back together in areas of shadowy illumination or darkness, healing 1 point per round unless totally destroyed. It confers a +2 circumstance bonus to the wearer’s Hide and Move Silently checks. This does not stack with circumstance bonuses from other shadowsilk garments, but does stack with circumstance bonuses from other sources.
(Pricing: As Cloak of Weaponry [MIC p.89], +5,000 for nonstandard effects, +1,000 for shadowsilk.)

Cowl of Night
13,500gp Head slot
When you put on this hood, the shadows themselves seem to conspire to hide your face. Even the faint tracery of urdrukar wires spiraling across the hood’s interior seem to fade into blackness as you look at them.
The wearer of the Cowl of Night gain a +5 enhancement bonus to his Hide checks, and benefits from permanent nondetection, as the spell.
Like any item made of shadowsilk, the mantle knits itself back together in areas of shadowy illumination or darkness, healing 1 point per round unless totally destroyed. It confers a +2 circumstance bonus to the wearer’s Hide and Move Silently checks. This does not stack with circumstance bonuses from other shadowsilk garments, but does stack with circumstance bonuses from other sources.
(Pricing: As Hat of Anonymity [MIC p.109], +1,000 for shadowsilk)

Collar of Night
23,000gp Throat slot
This item may be a neckerchief, a scarf, a shawl, an ascot, or a necktie. Regardless, it is made of the finest shadowsilk, with elaborate black-on-black embroidery in the same material.
The wearer of the Collar of Night gains the Dark Creature template (ToM p.161) as a continuous effect.
Like any item made of shadowsilk and so on till doomsday.
(Pricing: As Greater Collar of Umbral Metamorphosis [ToM p.156], +1,000 for shadowsilk.)

Shroud of Night
37,630gp Torso slot
The buttons, carved of near-priceless green starmetal, are a dead giveaway that this simple black vest is more than meets the eye.
The wearer of the Shroud of Night gains a +3 deflection bonus to Armor Class. This stacks with the deflection bonus to AC of incorporeal and ethereal creatures (typically equal to their Charisma modifier, minimum 1), but not with other sources of deflection bonuses to AC. The wearer can also use the mysteries dancing shadows, shadow skin, and voyage into shadow (self only) once per day each.
Like any item made of shadowsilk, etc., etc.
(Pricing: As Greater Shroud of Night [ToM p.157], +1,000gp fof shadowsilk.)

Mask of Night
160,000gp Face slot
This black silk face mask is simply made, though the fabric is oddly fine for such a utilitarian accessory. Only those skilled in such matters will correctly identify the corroded metal of the pin that fastens it as morghuth-iron of Gehenna, or grasp its poisonous implications.
The wearer of the Mask of Night gains the Death Attack ability, as a 5th-level Assassin. Once per week, he may make a Death Attack that ignores a creature’s immunity to precision damage, paralysis, and/or death effects. (If he already possesses the Death Attack class feature, he need only study his target for one round to perform a death attack. He must still perform his attack within three rounds of completing his study, and his attack still fails if his target detects him as a threat before he makes his attack.)
If the wearer of the mask is undead, he takes half damage from positive energy and a +8 bonus to resist any attempt to Turn, Rebuke, or Command him. If the wearer is living, he takes half effect from any healing source that relies on positive energy, but takes half damage from negative energy sources. He also gains immunity to ability damage, ability drain, and poison, and light fortification (25% chance to ignore extra damage from critical hits and sneak attacks). Intelligent undead will have a starting attitude toward the wearer of one step closer to friendly than normal, and unintelligent undead will not attack the wearer unless provoked.
Like any item made of shadowsilk...blah blah blah.
Finally, the long morghuth-iron pin that fastens the mask may be used as an improvised weapon. Doing so imposes a total -5 penalty to the attack roll (-4 for improvised weapon, -1 for morghuth-iron), and deals 1 + Str mod damage. The metal is extremely poisonous, and the powerful enchantments bound within it render its effects even more potent. The poison has a Fortitude save DC of 18, and deals 1 temporary Dex damage/1d4 temporary Dex damage + 1 Dex drain.
(Pricing: 160,000gp as a very rough guess, putting it roughly halfway between the Helm of Brilliance and the Vest of the Archmagi. Advice on correctly pricing this item would be appreciated.)

Set Bonuses:2 Pieces: Gain Blindsense 15’. If you already possess blindsight or blindsense, increase the range by 10’.
3 Pieces: When you have total concealment (50% miss chance) or better, your opponent is denied their Dex bonus to AC against the first melee attack you make that round. Using this ability is a free action, usable once per round, up to a number of times per day equal to (1 + your Dexterity modifier).
5 Pieces: You gain the ability to Sneak Attack for 1d6, or your existing Sneak Attack, Sudden Strike, or Skirmish ability is increased by +1d6. Also, you may use the three-piece set bonus ability from Partial Concealment (rather than Total).
6 Pieces: You can become incorporeal for a number of rounds per day equal to (1/2 your character level + your Charisma modifier), split up however you choose. You may activate or end this ability as a free action on your turn.[/b]

Some notes:
--The Robe of Night's AC bonus is untyped because I wanted it to function when incorporeal (ruling out an armor bonus) and stack with the Shroud of Night's deflection bonus, without having to add another stacking exception.
--I have no _clue_ how to price the Mask.
--The special effects for the Mantle are fairly nice, but the specific ones are for weak classes [barring the Shadow Hand bonus], and the general one is both flavorful and useful without being overpowered. All told, the ability to Quick-Draw the stored item is probably more useful than the special effects when you do. I think. Am I horribly wrong?

Debihuman
2011-01-16, 09:42 AM
You have some of the slots listed oddly.

Armor or Robes take up a Body Slot. There is no such thing as an "Armor slot" see MIC page 218. The 12 body slots are as follows: Arms, Body, Face, Feet, Hand, Head, Rings, Shoulders, Throat, Torso and Waist.

I think you should give the Robe a Circumstance bonus to AC since the other bonuses are also Circumstance bonuses. Remember that Circumstance bonuses stack with all other bonuses, including other Circumstance bonuses, unless they arise from essentially the same source. So giving the robe a +2 Circumstance bonus to Armor Class is equally effective as giving it an Untyped bonus and is more appropriate to the item.

I'm not good at figuring out prices unfortunately.

FYI, D&D always uses "mithral" with an "a" to avoid copyright infringement with the Tolkien Estate. You can read more about it in Sean K Reynold's screed on it in here: http://www.seankreynolds.com/rpgfiles/rants/terminology.html I used to be a proofreader, so that article just stuck with me.

Debby

Psyborg
2011-01-16, 03:50 PM
You have some of the slots listed oddly.
Fixed.


I think you should give the Robe a Circumstance bonus to AC since the other bonuses are also Circumstance bonuses...*snipped*
Ah. That works better. Fixed.


FYI, D&D always uses "mithral" with an "a" to avoid copyright infringement...
....and fixed. Thanks very much!