d20 ID Adventures Loot4Less Vol. III - Belts, Boots, Cloaks & Gloves.pdf

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L OOT 4
Budget Books Presents
ESS
vol. III:
Belts, Boots,
Cloaks, & Gloves
by
Owen K.C. Stephens
Loot 4 Less
vol. III: Belts, Boots,
Cloaks, & Gloves
produced and written by
Owen K.C. Stephens
editing by
John Cooper
layout by
Lj Stephens
IDA Staff
Shaun Horner
Copyright 2007: Owen K.C. Stephens
T ABLE OF C ONTENTS
I NTRODUCTION ______________________ 03
B ELTS ____________________________ 04
B OOTS ____________________________ 06
C LOAKS ___________________________ 09
G LOVES ___________________________ 12
O PEN G AME L ICENSE _________________ 15
904961120.001.png 904961120.002.png
Introduction
Welcome to the third book in the Loot 4 Less line, in which
we deal exclusively in items with a cost-to-consumer of
2,500 gp or less. And just to up the level of difficulty, we
also don’t deal in one-shot (or even two- or three-shot)
magic items. Here in Volume III: Belts, Boots, Cloaks,
and Gloves , we’re specifically looking only at magic items
you strap on or wrap around yourself (and that may or may
not match the rest of your outfit). Everything in these pages
is free of charges and able to be used in adventure after
adventure.
Magic clothing, and heroic outfits in general, have a long
and respectable history in fantasy literature and mythic
storytelling. The seven-league boots of many European
myths (including some tales of Jack the Giant-Killer)
compete with Hermes’ winged sandals, Aphrodite’s girdle,
Tarnkappe (the original cloak of invisibility ) and Hercules’
impenetrable Nemean lion skin for the title of Most Fabulous
Accessory. Even common belts of giant strength (and our
humble knock-offs, the girdles of mule strength ) can trace
their roots to the belt of Thor, who also had a pair of iron
gloves. It can be argued that this tradition flows strongly
today in the mythology of comics books, with heroes
sporting masks, utility belts, and capes (which must serve
some useful purpose).
In a fantasy campaign, these types of items are all united
by a single common factor – anyone can use them. From
the mightiest armored paladin to the most scantily-clad
sorceress, everyone has enough room to manage matching
belt and gloves. This makes items of this kind good treasure
for a group, as they leave treasure division to a matter of
preferences rather than class- or race-based necessities.
Of course, what individual magic items do may narrow their
appeal (few wizards have any need for ki wraps ), but they
are still more flexible than spellcaster-specific wands or
weapons that aren’t of much use to characters without
good attack bonuses and broad proficiencies. To address
that concern, we’ve made both a number of items that appeal
most to one class (so everyone has something they may
want to buy or have custom crafted) and items with more
generic benefits (so anyone would be satisfied with them,
making treasure generation easier for the GM).
Additionally, these items are all of real use. No spot-on-
the-wall spells stored in a wand with a switch. We deal
only in things that are of at least some practical use. No
one is going to kill a teammate to get hold of a wrist bow ,
but is that such a bad thing? These are items that can flesh
out the equipment lists of low-level characters, be found in
treasure troves of mid-range monsters, or be passed out as
party favors at the celebrations of 30th-level wizards. Some
of these items are more about style than substance, which
is great for a lot of players, but they all have some real
mechanical benefits for the characters wearing them.
These kinds of minor-but-useful magic items are especially
important to characters that lack any spells or similar mystic
powers of their own. While learning to stab people between
the ribs better and suck down more crossbow bolts without
croaking is useful, it’s nice to have a few magic tricks up
your sleeve to even the odds against charm person and
fireball .
They may not be the footwear of the gods or even the
cloak Sigurd used, but these items of arcane apparel have
a fantasy fashion all their own.
Investment Items
We covered the idea of investment items in detail in both
previous Loot 4 Less volumes, so this time we’re just going
to mention it quickly to save space. If low-level characters
don’t have lots of cheap but permanent magic items available
to them, it’s hard to make interesting treasure troves, PCs
rarely have anything left to sell after using their potions
and scrolls (as that’s often all they can afford), and there’s
not much incentive for low-level spellcasters to learn to
make magic items.
For a much lengthier explanation of what we mean, go pick
up one of the earlier Loot 4 Less books. The short version
is, we think games go better with lots of little, cheap things
you can pick up and still have 3 levels later.
Body Slot Affinity
The core fantasy rules assume that each body slot a magic
item can take up has an affinity – a type of magic effect that
is associated, and most easily attached to, items of that
type. There are good reasons for this, including creating
an internal consistency and avoiding silliness such as
boots of telepathy . Items that fall outside this affinity
normally cost more.
Not all the items in this book match the typical body slot
affinity for items of their kind. For example, few of the magic
items in the Gloves section have anything to do with
quickness, that body slot’s typical affinity. However, there
was an internal logic we used when designing and developing
these items we feel makes them appropriate for a typical
fantasy campaign setting. Every item is based on something
done with the part of the body the clothing fits on, or does
something that would look cool and feel appropriate.
So using our Gloves section again, the item are all
associated with things done with the hands, or that would
be visually interesting and reasonable when emanating
from the hands. As such the 50% extra cost for non-affiliated
magic items has not been applied to any of these items.
The consequence of this decision is twofold. First, it
increases the number of minor magic items available for
character uninterested in the normal body slot affinity (aids
to speed or agility for gloves) since those characters aren’t
as likely to be interested in any of the traditional magic
items for that slot. Second, it makes these items less likely
to be taken by characters that do need magic enhancement
to the traditional affinities. (Most quickness-based
characters are going to want gloves of Dexterity as soon
as they can afford a pair. Thus, they are less likely to gain
access to the other items listed on that section.)
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In our opinion, these effects are minor and unlikely to
unbalance a game. However, a GM who wishes to firmly
enforce body-slot affinities should charge an additional
50% for many of the items in each section, and may want to
consider changing some of these magic effects to items for
other body slots. (Perhaps creating a ki gi using the vest/
vestment slot instead of the ki wraps .)
net, grappling hook (and up to 30 ft. or rope), manacles
(masterwork), piton (just one), pole (10 ft.), rope (50 ft.,
silk), club, dagger, gauntlet, spiked gauntlet, javelin, light
flail, light mace, spear, short sword, or buckler.
Minor transmutation; CL 1st, Craft Wondrous Item,
prestidigitation ; Price 2,000 gp.
Belt of Secret Magery
This is a simple, thin belt of soft cotton with two wooden
rings set in one end and simple scrollwork decoration
running its length. Along the inside of the belt are many
small leather thongs, run through the cloth as if to be
used to tighten the fit of the belt, or perhaps attach small
pouches.
This belt functions as a material component pouch, but all
the pockets are hidden. Finding the material components
hidden within the pouch requires a DC 27 Search check
(unless you are aware of their presence and exact location,
such as if you had placed them there, in which case no
check is required). Nothing other than material components
can be stored in the hidden pouches of the belt – its magic
does not allow it.
Minor illusion; CL 1st, Craft Wondrous Item, disguise self ;
Price 2,500 gp.
A Word on Descriptions
Every magic item in this volume of the Loot 4 Less series
includes a few sentences of descriptive text. Feel free to
change, ignore, or even delete this text. While we know
some people hate space being “wasted” on long
descriptions, others love the additional information. For
clothing in particular, we wanted to provide clues to visual
appeal as an aid to determining each character’s look and
style. Since this is an electronic product, its length is
determined only by what we think to write, and no items
were cut to make room for descriptions.
In fact, we wrote all the items first, decided that was all we
were doing, then went back and added descriptions. Yeah,
that’s it! Not only is it all bonus text, and you wouldn’t
have gotten a single additional item without it, we actually
added it after everything else was done as an afterthought.
So if you like the descriptions, great. If not, just pretend
they’re not there. They’re free.
B EHIND THE C OUNTER :
DC 27?!
BELTS
Belts include anything you wrap around your middle, such
as sashes, straps, weapon belts, girdles and (if you use it
to support your britches) rope. We’ve expanded a bit, to
include things such as pouches built into belts and buckles
that must be attached to mundane belts. Every item in the
Belt section takes the belt body slot regardless of the item’s
name or description (and this can’t be stacked with other
items for this slot — no attaching the reversible holy buckle
to the comfort sash in an effort to get two items in one slot).
The traditional affinity for belts is physical improvement,
likely because of the ubiquitous belt of giant strength .
Many of our belts follow this tradition, while others play
with magic abilities based on a belt’s form or function (as
part of an outfit, as something to hang items and pouches
from, and so on).
All these belts weigh 1 lb., regardless of their size or
composition.
The DC 27 Search check required to find material
components in the belt of hidden magery may seem
high, but it’s based on a simple idea. A character
could be expected to take 20 when making a Hide
check to conceal an item in a secret pouch. Thus the
belt only gives a +7 bonus to a skill check. A +7 skill
bonus normally costs 4,900 gp, but since it applies
to only one limited use we reduced the price by 50%.
The remaining cost goes to the mundane value of a
hidden material component pouch.
Coin Belt
A silver buckle the shape of a coin holds this simple leather
belt firmly fastened.
Once per day, you can pry a single silver piece from the
buckle of this belt. You must wear the belt for 8 hours
before you can get a silver piece off of it, and you can
never remove more than one silver piece in the same 24
hours. Only living, thinking creatures under their own will
can use this item. It does not function for constructs,
undead, spell effects, summoned creatures, creatures with
an Intelligence of less than 8, or those under enchantment
spells.
One in ten coin belts produce one copper piece instead,
and are worth only 20 gp.
Minor conjuration; CL 1st, Craft Wondrous Item, mending ;
Price 200 gp.
Belt of Many Uses
This leather belt is decorated with thick, colored beads,
forming numerous simple pictograms of stick-figure
laborers using dozens of different tools.
By an act of will the belt can be made longer or shorter,
round and blunt or edged, and remain flexible or become
hard as iron. The combination of these changes allows the
belt to function as any of a number of tools or weapons.
Changing the belt from one item to another takes a move
action, as it may include wrapping the belt around a hand,
or folding or stretching it into a specific shape.
A belt of many uses can change length, rigidity and
sharpness to act as a basket, chain (10 ft.), crowbar, fishing
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Comfort Sash
This silk sash is reversible, with one side bright red and
the other deep blue. Gold trim runs along the edges, and
four gold coins are sewn to each end, causing them to
hang well even when the sash’s wearer moves vigorously.
When you wear the comfort sash , you are continuously
affected by an endure elements spell.
Minor abjuration; CL 1st, Craft Wondrous Item, endure
elements ; Price 2,008 gp.
Minor evocation; CL 1st, Craft Wondrous Item, T’s floating
disk ; Price 2,500 gp.
Force Cinch
This armored belt is made of fine silver chain links that
glitter in the light. Numerous small hooks and loops allow
for the easy and convenient placement of weapons and
small bags. A large silver buckle in the shape of a shield
closes the belt. When worn by someone with personal
heraldry, it is displayed on the shield device.
The magic of this belt is obvious only when it is strapped
on over a suit of armor. It augments up to eight points of
armor bonus so they act as a force effect, similar to the
mage armor spell. As a force effect, the armor works against
incorporeal attacks.
Minor abjuration; CL 1st, Craft Wondrous Item, mage
armor ; Price 2,500 gp.
Crawling Cummerbund
This belt is a finely crafted piece of cloth that would not
be out of place in a noble’s outfit. Made of linen, its color
scheme matches whatever other clothes you wear. Its
ornamentation remains unchanged, however – snakeskin
patterns running along its length, and a hundred tiny
tassels.
Once per day, as a standard action, you can whip off the
cummerbund and have it turn into a Small viper or a Medium
monstrous centipede. The creature obeys your commands
to the best of its ability, and remains in its animate form for
ten rounds or until killed. If slain, it returns to its cloth
state, and can be used again the next day.
Minor conjuration; CL 1st, Craft Wondrous Item, summon
monster I ; Price 2,000 gp.
Reversible Holy Buckle
At first appearing to be a small, round, silver shield, this
buckle has two sides. One is plain and unadorned. The
other is emblazoned with a glowing holy symbol of the
patron deity of whoever wears it.
This buckle must be attached to a mundane belt and worn
to be effective. It must also face holy-symbol-side out to
be effective, though the belt reveres itself once per round
as a free action at your mental command (allowing you to
conceal the holy symbol in areas where your god is not
welcome). When worn and facing outward, the buckle
grants you +1 turn undead attempt per day, and counts as
a holy symbol for any spell or activity that requires one.
Minor abjuration; CL 1st, Craft Wondrous Item, protection
from evil ; Price 1,700 gp.
Fighter’s Gird
This is a thick, studded belt of boiled leather and steel
rivets. A steel plate is mounted to the front, depicting a
lion’s head roaring. Three buckles are found on each side
of the belt.
While wearing this armored belt, you can ignore the first 4
points of Strength drain or damage you suffer each day.
After you have ignored a total of 4 points of combined
Strength drain or damage in a given day, you suffer all
further Strength drains and damage normally.
This item is stiff and thick enough to cause you to take a -1
armor check penalty when unarmored (though it does not
itself count as armor for purposes of abilities that can only be
used unarmored, nor does it have any arcane spell failure).
However, if you wear any other armor with at least a -1 armor
check penalty, the penalty from the fighter’s gird does not
stack (it covers many of the same areas, thus creating no
further hindrance when combined with other armors).
Minor abjuration; CL 1st, Craft Wondrous Item, protection
from evil ; Price 1,700 gp.
Ribbon of Lies
When observed casually, this seems to be a fine wool belt
with pewter medallions placed evenly along its length and
a black iron buckle. Close examination, or seeing the inside
of the belt, shows it is actually a thick black ribbon of silk,
with all the medallions nothing more than cunning dye and
embroidery. The buckle it real, but the edges are surprisingly
sharp and uncomfortable to handle.
While wearing this belt, no divination reveals any aspect
of your alignment. Thus a paladin using his detect evil
ability cannot sense the evil of a blackguard wearing a
ribbon of lies .
Minor abjuration; CL 1st, Craft Wondrous Item,
undetectable alignment ; Price 2,000 gp.
Girdle of Mule Strength
This is a thick, grey leather belt covered in fine grey hair.
It is broader at the sides and rear, and gives your back
firm support and increased comfort. It has a thick buckle
with an iron horseshoe worked into it.
When wearing this item you ignore the first 125 lbs. of
weight you are carrying when calculating your
encumbrance. Thus, a character wearing this belt and
carrying 200 lbs. of gear and weapons calculates
encumbrance as if carrying only 75 lbs. of weight.
Screaming Purseholder
This typical-looking brown leather belt contains many brass
rings and hooks, making it ideal for carrying small sacks,
bags, and weapon holders. Its buckle is a brass head, with
the head’s teeth gripping the leather of the buckle.
The magic of this belt functions only when you are wearing
it and a purse, sheath, bag, or sack is attached to it.
Whenever any such container attached to the belt closure
is opened or an item removed by anyone other than you,
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