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View Full Version : [Magic Items] Lord of the Dervish Items(1st Entry)



JumpingBean
2005-02-01, 06:06 PM
The Lord of the Dervish items are all themed towards the Dervish Prestige Class and its dervish dance. The dervish is capable of making a full round attack and make a move action as long as there is at least a 5 foot step between each attack during the dervish dance and as long as the dervish wears light armor and carries no heavier than a light load.

Wonderous Items:
1. Ioun Stone: Metallic
2. Boots of Hines Flatley
3. Parachute Pants of Emcee
4. Glove of Lunar Strength
5. Cape of the Soul King
6. Armbands of Centripetal Shielding, Lesser
6.5. Armbands of Centripetal Shielding, Greater
7. Circlet of Partner Projection
8. Waterskin of the Whirlpool

Rings/Rods:
9. Ring of the Tornado
10. Rod of the Pixie

Arms/Armor:
11. Rapier of the Heartbeat
12. Breastplate of the Lord of the Dance
13. Typhoon Warfan

Misc.
14. Cape of the Three Blades

Epic Items:
15. Ring of the Typhoon

Details:
Ioun Stone: Metallic As other Ioun stones, the stone floats within 1d3 feet of the user's head. The metallic ioun stone is spherical shape and reflects light shined upon it. Any creature within 5 feet of the user *must make a Fortitude save(DC 12) or become dazzled as if affected by the flare spell but has a 50% chance of not needing to make this save. This stone has no affect when there is no light source within 5 feet of the stone or when not in direct sunlight.
. * *Moderate evocation; CL 12th; Craft Wonderous Item, flare, creator must be 12th level; Price 3,000 gp.

Boots of Hines Flatley: While the wearer performs a dervish dance, the boots allow the wearer to continue the dance for 2 additional rounds. These extra rounds stack with the additional round given by the Breastplate of the Lord of the Dance. In addition to this ability, the boots also grant the wearer a +5 enhancement bonus on all Perform(dance) checks. In addition to this bonus, the wearer is more steady and can perform the dervish dance over rough sandy terrain without penalty.
. * *Moderate transmutation; CL 7th; Craft Wonderous Item, eagle's splendor, haste, pass without trace; Price 9,000 gp; Weight 1 lb.

Parachute Pants of Emcee These magical silk pants are worn over normal armor and take up a slot as if it were a belt. The pants provide the wearer with protection in the form of a dodge bonus of +4 while moving as if the wearer had the mobility feat. If the wearer has the mobility feat, the bonuses stack for AC. In addition to this ability, the wearer has a 20% chance of not getting hit by touch attacks.
. * *Strong Transmutation; CL 10th; Craft Wonderous Item, blink, cat's grace, creator must have the mobility feat; Price 12,000 gp; Weight 2 lb.

Glove of Lunar Strength: At first use of this single white sequenced glove, the wearer seems stronger as if affected by bull's strength. In actuallity, the wearer is affected by a lesser gravity and all the equipment carried by the wearer is 70% of its normal weight.
. * *Faint transmutation; CL 14th; Craft Wonderous Item, reverse gravity; Price 3,000 gp; Weight 1 lb.

Cape of the Soul King This magical cotton blend cape removes fatigue from the wearer from effects or actions such as rage or a dervish dance. The wearer is fatigued for one round after such actions, but there after is no longer fatigued due to such actions.
. * *Moderate conjuration; CL 12th; Craft Wonderous Item, heal; Price 1,800 gp; Weight 1 lb.

Armbands of Centripetal Shielding, Lesser: These evenly weighted armbands provide the wearer with a +1 shield bonus to AC without any armor check penalty, arcane spell failure, or penalty to attack rolls. The shield bonus is active even if the wearer uses one or both hands to wield weapons or a two-handed weapon. If the wearer is two-weapon fighting and is performing a dervish dance or a whirlwind attack, this shield bonus is increased to +2 and all damage dealt is also increased by +2. Since the armbands are balanced, they do not count as if wearing a shield in all cases, including the Dervish AC bonus while not wearing a shield, but the AC bonus does not stack with other shield bonuses.
. * *Moderate abjuration and transmutation; CL 6th; Craft Wonderous Item, shield, bull's strength; Price 8,000 gp; Weight 2 lb.

Armbands of Centripetal Shielding, Greater: These armbands performs as the lesser version except they provide a +2 shield bonus to AC normally and a +3 shield bonus to AC during a dervish dance or whirlwind attack. In addition, the wearer may, once per round while performing a dervish dance or whirlwind attack, take no damage from one ranged attack as per the Deflect Arrows feat. The wearer need not have a free hand to use this ability.
. * *Strong abjuration and transmutation; CL 8th; Craft Wonderous Item, shield, bull's strength; Price 14,000 gp; Weight 2 lb.

Circlet of Partner Projection: Upon command, the circlet provides the wearer with a mirror image that provides flanking against a target which can be flanked. The target may make a Will save DC 14 to disbelieve the image and not be flanked by the image. As long as there is a space where the image can provide flank, the image will always appear in a flanking position including when the wearer selects a different target or has moved as during a dervish dance.
. * *Strong Illusion; CL 13th; Craft Wonderous Item, project image; Price 3,600 gp; Weight 1 lb.

Waterskin of the Whirlpool: At first glance, this waterskin looks like a normal sheepskin container for water. While worn at the waist as if on a belt, and while the user performs a dervish dance, a magical wall of water appears around the wearer. All fire, acid, and cold attack damage to the wearer is halfed, while all electric and sonic attack damage to the wearer is doubled. This wall of moving water leaves no trace of liquids on the ground but is considered running water for purposes such as warding a vampire from attacks. Once the dervish dance is complete, all of the water magically returns to the waterskin. The waterskin has no effect if it is not attached to the belt on the waist as a belt pouch. The wall of water does not protect the wearer from attacks from above or below. There is a 50% chance that tiny creatures are trapped within the wall of water and moves while the wearer of the waterskin moves. Wearer may take a standard action each round to spin in one place to activate this item when not in a dervish dance or a whirlwind attack, but may only move at half the normal speed.
. * *Moderate conjuration; CL 8th; Craft Wonderous Item, create water, bless water; Price 8,000 gp. Weight 2 lb.

Ring of the Tornado: This ring allows the wearer to spin faster during a dervish dance or whirlwind attack. In doing so, the melee weapon in the same hand which wears the ring deals one point of elemetal damage depending on the type of ring.
. * *(Fire)Moderate evocation; CL 10th; Forge Ring, flame blade, flame strike, or fireball; Price 2,000 gp.
. * *(Cold)Moderate evocation; CL 8th; Forge Ring, chill metal or ice storm; Price 2,000 gp.
. * *(Electricity)Moderate evocation; CL 8th; Forge Ring, call lighting or lighting bolt; Price 2,000 gp.
. * *(Sonic)Faint necromancy; CL 5th; Forge Ring, blindness/deafness; Price 2,000 gp.
. * *(Acid)Faint conjuration; CL 5th; Forge Ring, acid splash; Price 2,000 gp.

Rod of the Pixie: This rod is indistinguishable from a +1 Quarterstaff or a small baton stick made for a creature two sizes smaller than the user. The user may wield the rod as if it were a +1 light mace. When used during a dervish dance a sandy, sugar-like substance comes out of the rod and covers all adjacent squares of the user. This effect lasts for 2 rounds and any creature in a square affected within those 2 rounds must immediately make a DC 10 balance check as though the square were affected by the grease spell. In addition, the wielder of the rod gets a +2 circumstance bonus to balance checks related to the effects of the rod. All effects of the sandy, sugar-like substance are ignored on rough terrain or if the ground is damp.
. * *Moderate conjuration and transmutation; CL 10th; Craft Rod, grease, cat's grace; Price 7,000 gp.

Rapier of the Heartbeat This rapier always performs as a +1 thundering rapier. In addition to the normal qualities of the rapier, it makes provides a steady ticking beat which grants the user a +2 circumstance bonus on Perform(dance) skill checks. When struck by the rapier, the target must make a Reflex save DC 10 or adjusts to the tempo of the encounter and is moved back one position in initiative. This effect can only be used once per target per encounter.
. * *Moderate necromancy and transmutation; CL 6th; Craft Magic Arms and Armor, blindness/deafness, eagle's spendor; Price 10,320 gp; Cost 5,320 gp + 400 XP.

Breastplate of the Lord of the Dance This beautifully crafted +1 glamered mithral breastplate allows the user activate the glamered ability upon command for the purposes of Perform(dance) skill checks. With the appropriate knowledge check DC 12, the wearer of the breastplate gains a +2 unnamed bonus to Perform(dance) checks dealing with a bard's fascinate bardic music ability, or checks dealing with making money with a performance as per the Perform skill description and *it also grants the user one additional round per dervish dance when performing a dervish dance which stacks with the extra rounds given by the Boots of Hines Flatley. Failure of the knowledge check by more than 5 gives the wearer a -2 penalty on the Perform(dance) checks. The armor has an arcane spell failure chance of 15%, a maximum Dexterity bonus of +5, and an armor check penalty of -1. It is considered light armor and weighs 15 pounds.
. * *Moderate illusion and transmutation; CL 8th; Craft Magic Arms and Armor, disguise self, eagle's spendor, haste; Price 9,900 gp.

Typhoon Warfan This warfan always performs as a +2 warfan. In addition to the normal qualities of the warfan, it produces a blast of air such as that created by the spell gust of wind. This ability is only active during a dervish dance and disperses gases such as those created by a stinking cloud spell. Essentially, the warfan works like the wind fan, but is not limited by the number of uses per day and is used as a melee weapon.
. * *Moderate evocation; CL 6th; Craft Magic Arms and Armor, gust of wind; Price 10,320 gp; Cost 5,320 gp + 400 XP.

Cape of the Three Blades: While performing a dervish dance or a whirlwind attack, this magical leather cloak allows three extra attacks with a +1 attack bonus each. Each successful hit from attack from the cape deals one point of slashing damage. One blade is made of adamantine, one blade is made of cold iron, and one blade is made of alchemical silver and all are magical for purposes of damage reduction. Extra damage such as sneak attacks can not be applied with these attacks and they can no longer be enhanced. However, bonuses from the dervish dance do apply to these attacks, but a 5 foot step does not need to be made between these attacks and each individual attack can be made at anytime during the dervish dance.
. * *Moderate transmutation; CL 8th; Craft Wonderous Item, Craft Magic Arms and Armor, haste; Price 4,000 gp; Weight 4 lb.


Ring of the Typhoon- This ring looks like the Ring of the Tornado but does nothing for the wearer except gives the wearer a +1 deflection bonus to AC. When the wearer is of 20th level or greater and has 10 levels of the Dervish prestige class, the ring transforms the wearer into an Air Elemental of the same size during the dervish dance. The wearer gains the good qualities of being an elemental. The wearer may also wield twice as many weapons as normal, and make a number of attacks equal to double of the normal attacks with no change to the BAB just as if the wearer were attacking with one set of weapons for one round and then with the additional set of weapons for the next round, but all in the same round.
. * *Stronge transmutation; CL 20th; Forge Ring, polymorph; Price 120,000 gp.

JumpingBean
2005-02-02, 01:20 PM
I'm finished...for now.