GlordFunkelhand
2008-01-30, 10:41 AM
Ok, so I had the idea of creating armor sets with a certain flair, adding some special abilities when several items of the same set are worn (think DiabloII set-items).
Then I started to create some sets based on well known super heroes. I started to stat a few (splitting the extra costs of the set bonus between the individual items) but switched then to a more general description, mainly because inventing is fun, statting is not ;)
Feel free to comment or post your own magic items that transform you into a superhero ;)
My favorites are the Nocturnal Bunter, Black Spider and Iron Golem Men descriptions.
And here they come:
Thunderer's Regalia
As these are absurdly powerful and expansive, see scaling info below.
Gauntlets of the Thunderer
These gauntlets grant the wearer great strength, adding a +2 enhancement bonus to his or her Strength score. Both gauntlets must be worn for the magic to be effective.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, bull’s strength; Market Price: 247,000; Weight: 4 lb
Belt of the Thunderer
This belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, bull’s strength; Market Price: 279,000gp; Weight: 1 lb.
Winged Helm of the Thunderer
The wearer of this helm is able to fly through the air as if affected by a fly spell of unlimited duration. He can carry up to 400 lb at a speed of 210ft.
The helm also grants it's wearer a charisma bonus of +4.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, fly, -permanency, shatter . Market Price: 320,000gp
Mighty Hammer of the Thunderer
This +6 Thundering Returning Schocking Burst heavy mace is a formidable weapon.
Upon command an shocking burst weapon deals +1d6 points of bonus electricity damage on a successful hit. In addition it also explodes with electricity upon striking a successful critical hit. The electricity does not harm the hands that hold the weapon. Shocking burst weapons deal +1d10 points of bonus electricity damage on a successful critical hit.
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder of the weapon. Thundering weapons deal +1d8 points of bonus sonic damage on a successful critical hit.
A returning weapon returns through the air back to the creature that threw it. It returns on the round following the round that it was thrown just before its throwing creature’s turn. It is therefore ready to use again that turn.
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, call lightning or lightning bolt, telekinesis, Shatter; Market Price: 512,312 gp
Bonus if wearing both the Belt and the Gauntlets
If wearing the both helm and gauntlets the wearer gets an +2 bonus to his strength score (making the enhancement bonus of belt and gloves stack).
Bonus if wearing both Helm and Hammer
If both the Hammer and the Helm are worn, the wearer can cause a thundering explosion centered on the hammer 3 times a day. This effect is as the spell shatter cast by a 5th level sorcerer.
Bonus granted if wearing the complete Regalia
If all parts of the Thunderer's Regalia are worn, they grant two spell like abilities 3 times a day.
- Control Weather as cast by a 12th level sorcerer
- Lighting Bolt as cast by a 6th level sorcerer
Scaling the Thunderer's Regalia
Here're some ideas of less powerful variants of the Regalia, while maintaining the "God of Thunder" feel
Gauntlets of the Thunderer, +2 Str
Belt of the Thunderer, +2 Str
Helm of the Thunderer, Fly 2h/day
Mighty Hammer of the Thunderer, +1 Returning Shock Heavy Mace (+3 equivalent)
Bonus variations: Belt and Gauntlet - +2 unnamed bonus to Str; helm and Hammer: - ; Full regalia: Lightning bolt 1/day as a 6th level sorcerer
Armor of the Black Spider
Helmet of the Black Spider
This black helmet features a silver inlay of a spider's web. The eye slits are rather larger, insectoid windows covered with a silvery material. The wearer's vision is not impared by these windows. Wearing this helmet allows you to feel attacks slightly before they actually occur, granting you a +2 luck bonus to your reflex saves, armor class and initiative.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item. Prestidigitation, Market Cost: 20,666gp
Boots of the Black Spider
These black cloth boots feature a silver spider's web on them and act as a combination of the boots of striding and springing and the slippers of spiderclimb.
Caster Level: 4th; Prerequisites: Craft Wondrous Item, spider climb, expeditious retreat, jump; Market Price: 29,667 gp; Weight: 1/2 lb.
Gloves of the Black Spider
These gloves feature a silver spider's web on them and add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6 (+2 for each part of the Armor of the Black Spider that is currently worn). Both gloves must be worn for the magic to be effective.
Caster Level: 8th; Prerequisites: Craft Wondrous Item, cat’s gracem, Web; Market Price: 56,666 gp; Weight: -.
Boots + Gloves
If both the Boots and the gloves are worn, the spider climb effect will be also active on the gloves, allowing the wearer to hang on a ceiling mainted by his arms only, or by both arms and feet.
Full Armor
If the full armor is worn, the wearer can shoot a web from his gloves 5 times a day. The effect is as the spell Web cast by 4th level sorcerer
Dress of the Amazon Princess
Tiara of the Amazon Princess
- Charisma Bonus
Bracers of the Amazon Princess
- As Bracers of deflection, 3 times/day protection from arrows at will
Lasso
- Zone of Truth inside lasso
- Dex Bonus
Tiara + Bracers
- Fly 3/day
- Featherfall at will
Nocturnal Hunter's Garment
Cowl of the Nocturnal Hunter
- Skill bonus to Survial Check made to track somebody, Search and Listen
Cape of the Nocturnal Hunter
- Skill bonus to Hide and Jump (Cape allwing you to glide)
Gauntlets of the Nocturnal Hunter (uses both gloves and bracers slot)
- As bracers of deflection and gloves of dexterity, grants to be armored w/o weapon
Belt of the Nocturnal Hunter
- Belt of Giant Strength with several Bags of Holding attached.
Bumarang of the Nocturnal Hunter
- +1 Returning Club, Trip and Disarm based on throwers Str/Dex Bonus (use higher) and then increased by 6
Cape + Cowl
- Skill Bonus to Intimidate and Gather Information
Hood + Cowl + Gloves + Belt
- Fear Aura
- Tumble
[b]Iron Golem Man
This is iron Golem has a magic crystal embedded in his chest. By touching the crystal and saying an activation word, the soul of the toucher can be transferred into the golem.
He can stay inside the Golem for a number of hours equal to his Wisdom bonus. After that time, he has to do a will save every half hour (DC 15). The DC of the Wil save increases by 1 every 30min. Failing this safe results in 1d4 Wis damage. If his Wisdom sinks below 10, his soul is transferred back to his body.
The Iron Golem has the folowing special abilities:
+ Fly Speed / perfect
+ Magic Missile
+ Burning hands
+ Lightning arc
Super Heroic Dress
Glasses of Deception
- Skill Bonus to Disguise +10
- When worn longer than 24h: X-Ray vision and heat ray vision. May be put aside for 16h/day without losing the effect once the glasses have been word fo 24h).
Cape of flight
- red
- Fly at will
Breastplate of Strength
- blue
- Grants strength bonus (that's why there's a golden S on the chest)
Heroic Boots
- red
- of striding and springing
Cape + Breastplate
- Damage Reduction 2/magic
- Fast Healing 1
Curse of the Super Heroic Dress
Every 1d10 sessions, the dungeon master can bring a certain strange crystal into play. This crystal imposes 1d6 str damage every 2 rounds to the wearer of at least 2 parts of the Super Heroic Dress (if the crystal is with 10 feet) or 1 point of Str damage every 2 rounds (if within 10 to 15 feet).
Then I started to create some sets based on well known super heroes. I started to stat a few (splitting the extra costs of the set bonus between the individual items) but switched then to a more general description, mainly because inventing is fun, statting is not ;)
Feel free to comment or post your own magic items that transform you into a superhero ;)
My favorites are the Nocturnal Bunter, Black Spider and Iron Golem Men descriptions.
And here they come:
Thunderer's Regalia
As these are absurdly powerful and expansive, see scaling info below.
Gauntlets of the Thunderer
These gauntlets grant the wearer great strength, adding a +2 enhancement bonus to his or her Strength score. Both gauntlets must be worn for the magic to be effective.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, bull’s strength; Market Price: 247,000; Weight: 4 lb
Belt of the Thunderer
This belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, bull’s strength; Market Price: 279,000gp; Weight: 1 lb.
Winged Helm of the Thunderer
The wearer of this helm is able to fly through the air as if affected by a fly spell of unlimited duration. He can carry up to 400 lb at a speed of 210ft.
The helm also grants it's wearer a charisma bonus of +4.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, fly, -permanency, shatter . Market Price: 320,000gp
Mighty Hammer of the Thunderer
This +6 Thundering Returning Schocking Burst heavy mace is a formidable weapon.
Upon command an shocking burst weapon deals +1d6 points of bonus electricity damage on a successful hit. In addition it also explodes with electricity upon striking a successful critical hit. The electricity does not harm the hands that hold the weapon. Shocking burst weapons deal +1d10 points of bonus electricity damage on a successful critical hit.
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder of the weapon. Thundering weapons deal +1d8 points of bonus sonic damage on a successful critical hit.
A returning weapon returns through the air back to the creature that threw it. It returns on the round following the round that it was thrown just before its throwing creature’s turn. It is therefore ready to use again that turn.
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, call lightning or lightning bolt, telekinesis, Shatter; Market Price: 512,312 gp
Bonus if wearing both the Belt and the Gauntlets
If wearing the both helm and gauntlets the wearer gets an +2 bonus to his strength score (making the enhancement bonus of belt and gloves stack).
Bonus if wearing both Helm and Hammer
If both the Hammer and the Helm are worn, the wearer can cause a thundering explosion centered on the hammer 3 times a day. This effect is as the spell shatter cast by a 5th level sorcerer.
Bonus granted if wearing the complete Regalia
If all parts of the Thunderer's Regalia are worn, they grant two spell like abilities 3 times a day.
- Control Weather as cast by a 12th level sorcerer
- Lighting Bolt as cast by a 6th level sorcerer
Scaling the Thunderer's Regalia
Here're some ideas of less powerful variants of the Regalia, while maintaining the "God of Thunder" feel
Gauntlets of the Thunderer, +2 Str
Belt of the Thunderer, +2 Str
Helm of the Thunderer, Fly 2h/day
Mighty Hammer of the Thunderer, +1 Returning Shock Heavy Mace (+3 equivalent)
Bonus variations: Belt and Gauntlet - +2 unnamed bonus to Str; helm and Hammer: - ; Full regalia: Lightning bolt 1/day as a 6th level sorcerer
Armor of the Black Spider
Helmet of the Black Spider
This black helmet features a silver inlay of a spider's web. The eye slits are rather larger, insectoid windows covered with a silvery material. The wearer's vision is not impared by these windows. Wearing this helmet allows you to feel attacks slightly before they actually occur, granting you a +2 luck bonus to your reflex saves, armor class and initiative.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item. Prestidigitation, Market Cost: 20,666gp
Boots of the Black Spider
These black cloth boots feature a silver spider's web on them and act as a combination of the boots of striding and springing and the slippers of spiderclimb.
Caster Level: 4th; Prerequisites: Craft Wondrous Item, spider climb, expeditious retreat, jump; Market Price: 29,667 gp; Weight: 1/2 lb.
Gloves of the Black Spider
These gloves feature a silver spider's web on them and add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6 (+2 for each part of the Armor of the Black Spider that is currently worn). Both gloves must be worn for the magic to be effective.
Caster Level: 8th; Prerequisites: Craft Wondrous Item, cat’s gracem, Web; Market Price: 56,666 gp; Weight: -.
Boots + Gloves
If both the Boots and the gloves are worn, the spider climb effect will be also active on the gloves, allowing the wearer to hang on a ceiling mainted by his arms only, or by both arms and feet.
Full Armor
If the full armor is worn, the wearer can shoot a web from his gloves 5 times a day. The effect is as the spell Web cast by 4th level sorcerer
Dress of the Amazon Princess
Tiara of the Amazon Princess
- Charisma Bonus
Bracers of the Amazon Princess
- As Bracers of deflection, 3 times/day protection from arrows at will
Lasso
- Zone of Truth inside lasso
- Dex Bonus
Tiara + Bracers
- Fly 3/day
- Featherfall at will
Nocturnal Hunter's Garment
Cowl of the Nocturnal Hunter
- Skill bonus to Survial Check made to track somebody, Search and Listen
Cape of the Nocturnal Hunter
- Skill bonus to Hide and Jump (Cape allwing you to glide)
Gauntlets of the Nocturnal Hunter (uses both gloves and bracers slot)
- As bracers of deflection and gloves of dexterity, grants to be armored w/o weapon
Belt of the Nocturnal Hunter
- Belt of Giant Strength with several Bags of Holding attached.
Bumarang of the Nocturnal Hunter
- +1 Returning Club, Trip and Disarm based on throwers Str/Dex Bonus (use higher) and then increased by 6
Cape + Cowl
- Skill Bonus to Intimidate and Gather Information
Hood + Cowl + Gloves + Belt
- Fear Aura
- Tumble
[b]Iron Golem Man
This is iron Golem has a magic crystal embedded in his chest. By touching the crystal and saying an activation word, the soul of the toucher can be transferred into the golem.
He can stay inside the Golem for a number of hours equal to his Wisdom bonus. After that time, he has to do a will save every half hour (DC 15). The DC of the Wil save increases by 1 every 30min. Failing this safe results in 1d4 Wis damage. If his Wisdom sinks below 10, his soul is transferred back to his body.
The Iron Golem has the folowing special abilities:
+ Fly Speed / perfect
+ Magic Missile
+ Burning hands
+ Lightning arc
Super Heroic Dress
Glasses of Deception
- Skill Bonus to Disguise +10
- When worn longer than 24h: X-Ray vision and heat ray vision. May be put aside for 16h/day without losing the effect once the glasses have been word fo 24h).
Cape of flight
- red
- Fly at will
Breastplate of Strength
- blue
- Grants strength bonus (that's why there's a golden S on the chest)
Heroic Boots
- red
- of striding and springing
Cape + Breastplate
- Damage Reduction 2/magic
- Fast Healing 1
Curse of the Super Heroic Dress
Every 1d10 sessions, the dungeon master can bring a certain strange crystal into play. This crystal imposes 1d6 str damage every 2 rounds to the wearer of at least 2 parts of the Super Heroic Dress (if the crystal is with 10 feet) or 1 point of Str damage every 2 rounds (if within 10 to 15 feet).