Magic Items/Gear/Shoulders

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Main > Magic Items > Shoulders
Item Price Weight
Cape of Resistance 1,000 gp 1 lb.
Cloak of Competence 1,000 gp 1 lb.
Purring Cape 1,000 gp 1 lb.
Armored Shielding Mantle 1,530 gp 2 lb.
Item Price Weight
Cloak of Escape 2,000 gp 1 lb.
Feathered Cloak 2,000 gp 1 lb.
Climbing Cloak 2,400 gp 1 lb.
Guard Stole 2,400 gp 1 lb.
Cloak of Smiting 2,450 gp 1 lb.
Cloak of Smiting 2,450 gp 1 lb.
Spell-Legion’s Mantle 2,450 gp 1 lb.
Gossamer Shielding Mantle 2,500 gp
Intimidating Cloak 2,500 gp 1 lb.
Cloak of Resistance 4,000 gp 1 lb.
Item Price Weight
Mantle of Resistance 9,000 gp 1 lb.

Armored Shielding Mantle

Armored shielding mantles are made of delicate mithral chain links with a backing of soft linen blue and a black trim running along its edge. It has clasps crafted in the form of a sword and shield, the sword sitting behind the shield when the cloak is fastened.

An armored shielding mantle grants a +2 shield bonus to AC and counts as light armor. It does not have any armor check penalty or maximum Dexterity bonus, but does have a 5% arcane spell failure and counts as metal light armor for purposes of special abilities and classes affected by such considerations.

Cape of Resistance

While simple in design, their protective qualities make them a favored garment among adventurers.

This well-made cape offers a +1 resistance bonus to all saving throws (Fortitude, Reflex, and Will).

Climbing Cloak

While a simple clasp holds the front of this short cloak shut, straps also bind it tightly to your shoulders. It seems to be made of plain gray cotton, with streaks of darker color that resembles cracks in stonework.

Twice per day, your cloak can grab any surface and begin climbing for you, hauling you along for the ride. You can climb 20 feet in any direction as a move action, but cannot climb further even as a full round action.

You don’t provoke attacks of opportunity by climbing this way (though you do for moving out of a threatened space while climbing, as you normally would). Your hands are free while you climb, you retain your Dexterity bonus to AC, and can act or attack normally.

The cloak is active for three minutes each time it is used, so it’s best to find a safe place to alight before the duration runs out.

Cloak of Competence

This voluminous linen cloak is deep crimson in color, with golden trim and a delicate needlepoint pattern across the back (which shows your heraldry, if you have any). It attaches with two large medallions, one pinned to each shoulder.

Any time you made an opposed check (a d20 check directly opposed by the result of another d20 check from another character, such as Perception vs. Stealth or Sense Motive vs. Bluff) you gain a +1 competence bonus.

Cloak of Escape

The straps connecting this cloak to your shoulders are surprisingly sturdy— wrapping around your upper arms and crossing your chest. The remainder of the cloak is typical linen, though the material is slightly worn near the top.

Once per day you can cause the majority of this cloak to tear free, leaving just scraps of it around your shoulders. Doing this gives you a +10 bonus to a single Escape Artist check.

If this check is successful, you go free while whatever you escaped is left holding the cloth torn from your cloak. A round after you escape, the detached portion disintegrates. Over the course of the next 24 hours the remaining scraps grow back into a full cloak.

Cloak of Resistance

Flecks of silver or steel are often sown amid the fabric of these magical cloaks.

This well-made cloak offers a +2 resistance bonus to all saving throws (Fortitude, Reflex, and Will).

Cloak of Smiting

Leather straps with metal studs attach this thick wool cloak of black and red trim securely in place. If you belong to a guild or craft house, its symbols appear in black along the cloak’s red trim.

While wearing this cloak, you gain the ability to once per day smite a single foe type of foe. The type (or subtype if humanoid) of creature is chosen upon creation of the claok.

The smite must be made as part of a melee weapon attack. You gain a bonus to your attack roll equal to your Charisma bonus and a bonus on weapon damage equal to your level.

Cloak of Smiting

Leather straps with metal studs attach this thick wool cloak of black and red trim securely in place. If you belong to a guild or craft house, its symbols appear in black along the cloak’s red trim.

While wearing this cloak, you gain the ability to once per day smite a single foe type of foe. The type (or subtype if humanoid) of creature is chosen upon creation of the claok.

The smite must be made as part of a melee weapon attack. You gain a bonus to your attack roll equal to your Charisma bonus and a bonus on weapon damage equal to your level.

Feathered Cloak

This cloak is made of thick canvas, to which many layers of feathers have been attached. The feathers match the style and coloration of the garments or armor worn under the cloak, ranging from multicolored rainbow hues to drab black, gray, or brown.

While wearing this item, you may activate a slow-fall ability on yourself as a reaction. The wearer falls slowly. The effect instantly changes the rate at which the wearer falls to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the wearer take no damage upon landing while the spell is in effect.

Gossamer Shielding Mantle

Gossamer shielding mantles are made of silvery silk that flutters and waves in an invisible breeze as if it’s made of a piece of endless waterfall. It has clasps crafted in the form of a sword and shield, the sword sitting behind the shield when the cloak is fastened.

A gossamer shielding mantle grants a +1 shield bonus to AC.

Guard Stole

This fur stole appears to be the pelt of a silver fox, though its eyes look alive and alert.

Once per day you may activate the guard stole as a standard action. It is active for three hours. If you are attacked during that time, the first attack that would deal damage to you is partially intercepted by the guard stole (which moves to interpose itself), and deals 8 fewer hit points than normal (minimum 0). Once the stole has used this ability, it becomes inanimate again.

Intimidating Cloak

Though ragged and stained, this dark cloak of heavy cloth is still fearsome in appearance. Its trailing edge is ragged and small holes are found throughout its length, but it constantly swirls and undulates with barely contained menace. Even in still wind, it billows like a black cloud from an approaching thunderstorm.

While wearing this cloak, you gain a +5 competence bonus to all Intimidate checks.

Mantle of Resistance

Though the outside of this mantle is black velvet, the lining is sown with silver thread.

This well-made cloak offers a +3 resistance bonus to all saving throws (Fortitude, Reflex, and Will).

Purring Cape

This long cape is made of an outer layer of coarse, dark gray fur, but lined with velvety-soft light gray fur. A collar of the softer fur keeps the cape comfortable against the neck, even when worn tightly for warmth. The cloak constantly makes a soft, low rumble similar to a cat’s purr.

The purring cape allows you to sleep comfortably in any situation that does not cause you damage. Thus a character in heavy armor, or in a chilly, damp cell, or on a stone table can sleep comfortably indefinitely, but one actually required to make saving throws against environmental cold can only sleep as long as he never suffers damage from the cold.

The deep sleep produced by the purring cape is difficult to wake from quickly. You take a –2 penalty to any Listen checks made to wake from sleep while wearing a purring cape. The sound it makes is not loud enough to give away your position or apply penalties to Move Silently checks.

Spell-Legion’s Mantle

These fine coverings are made of cerulean blue fabric that cover the shoulders and upper parts of the arms, chest, and back. Each is trimmed in black silk with a silver hem running the trim’s length.

These magic shoulder coverings come in sets of five, with one primary mantle and four secondary ones (the price listed is for a full set of five).

Twice per day, a creature wearing the primary mantle can activate it as a standard action. This grants that creature the ability to cast spells with a range of “touch” on any creature within 100 ft. that is wearing a secondary mantle from the same set. This ability lasts three minutes.

Most commonly, these mantles are used to grant a spellcaster the ability to cast healing or augmenting spells on allied warriors.