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Magic Items

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Trinkets

A unique group of magic items, a character has one slot for a trinket, which is separate from attunement slots. A trinket may only be attuned over the course of a long rest. Trinkets generally have strict requirements, such as a specific blood pact or soul pact. In case of requiring a soul pact, a dual-class character may qualify, but only if that trinket actually affects abilities granted by the dual-class.

Book of Invocations: This trinket grants knowledge of a single invocation to its user, allowing them to use it as if it were prepared.

Cost: 100mn

Whetstone Knife: This trinket may hold a single martial echo, allowing it to be used even if not applied to a weapon. Whetstone knives have grades, and may not hold an echo of a higher grade than itself.

Cost: 125mn

Magical Clothing

Can only wear one item of the same category at a time. 3 attunement slots, requiring a short rest.

Arms:

Cloaks: Some cloaks require armor proficiency to properly use, but they do not count as armor for the purposes of unarmored defense. Cloaks may be enhanced to provide a +1, +2, or +3 bonus to armor, applying to the wearer's unarmored defense.

Alchemist's Coat (light armor)
(resistance to acid and poison damage)
Cost: 300mn, +1 500mn, +2 800mn, +3 1,200mn
Coat of Arms (medium armor) (requires attunement)
(Provides +1 armor class. Prof/long, may pull a weapon from inside the coat, which persists for 1 minute. The weapon is psuedo-material and bypasses damage resistance as magical, but not any material-based damage resistance. The weapon gains a bonus to attack and damage equal to the coat's enhancement.)
Cost: 800mn, +1 1,100mn, +2 1,600mn, +3 2,300mn
Fluffy Coat (light armor)
(resistance to bludgeoning and cold damage, bonus armor, vulnerability to fire)
Cost: ???
Slinger's Poncho (requires attunement)
(produces sling bullets, and can draw a sling from it)
Cost: 25mn, +1 225mn, +2 525mn, +3 925mn
Survivor's Poncho (requires attunement)
(once/long, can gain evasion against one effect. Uses increase with enhancement)
Cost: 650mn, +1 950mn, +2 1,450mn, +3 2,150mn
Tri-colored Banner Coat (light armor)
(Provides +1 AC. Has three banners, and one banner may be invoked; the invoked banner is restored after 1 week. Green banner, creates area of entanglement, allies are immune to effect. White banner, gain invulnerability against an attack as a reaction. Red banner, gain healing over time and remove disease and poison.)
Cost: 400mn, +1 600mn, +2 800mn, +3 1,100mn

Crowns:

Footwear:

Legs:

Piercings: You may wear multiple piercings, though not in the same place on the body. Piercings may be worn on the ears, face, nipples, or navel. Some may be worn elsewhere as specified.

Corset Ribbons: These piercings must be reapplied every 1d3+1 hours, dealing 1d4 points of damage that may not be mitigated. They have multiple anchor points and are worn on the sides, belly, or back (you may only benefit from one set of corset ribbons even if you place them at different spots).
  • Blood Ribbons:
    Cost:
  • Shadow Ribbons:
    Cost:
Crystal Bells: As a reaction, you may cause this pair of bells to ring when you take energy damage, reducing that damage taken by 5. A crystal bell may only absorb up to 30 points of damage each day, renewing at midnight. The energy damage absorbed depends on the type of crystal used in construction, and may be acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage.
Cost: 90mn

Rings:

Tattoos: (etc; not sure if they should be removable via special needles, or if they're permanent)

Waist:


Magic Weapons

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Page last modified on October 10, 2022, at 07:29 AM