Treasure: Mantles and Robes
This post details conversions of mantles and robes from Dungeon Master's Guide for D&D 3.5.
Mantle of Faith
Mantle of Faith – as a metatronic generator (using
Pyramid 3-46)
This
holy garment, worn over normal clothing, grants DR 4 to the character wearing
it. This DR includes eyes and can be bypassed by unholy weapons. Mantle of
faith can be used as a heavy cloak. Costs 1 FP/hour.
Statistics: DR 4
(Apparatus, +0%; Bane, Unholy Weapons, -1; Includes Eyes, +10%; Magical, -10%)
[19].
TL3
Cost: 19 x $100 x 2 = $3,800.
TL8 Cost: 19 x $2,000 x 2= $76,000.
Mantle of Faith – as an enchanted item (using Sorcery,
indestructible armor)
This
holy garment, worn over normal clothing, grants DR 4 to the character wearing
it. This DR includes eyes and can be bypassed by unholy weapons. Mantle of
faith can be used as a heavy cloak.
Statistics: DR 4 (Bane,
Unholy Weapons, -1; Includes Eyes, +10%; Magical, -10%) [19]. Usually On; Heavy
Cloak, x0.7; 14 EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
TL8
Price: 2 x ($1,400 + 14 x $1,180) = $35,840.
Mantle of Faith – as an enchanted item (using Sorcery,
destructible armor)
This
holy garment, worn over normal clothing, grants DR 4 to the character wearing
it. This DR includes eyes and can be bypassed by unholy weapons. Mantle of
faith can be used as a heavy cloak.
Statistics: DR 4 (Bane,
Unholy Weapons, -1; Includes Eyes, +10%; Magical, -10%) [19]. Usually On; Heavy
Cloak, x0.3; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
TL8
Price: 2 x ($1,000 + 6 x $1,180) = $16,160.
Mantle of Spell
Resistance
Mantle of Spell Resistance – as a metatronic generator
(using Pyramid 3-46)
This
garment, worn over normal clothing or armor, grants the wearer Magic Resistance
3 (p. B67) that does not interfere with the wearer’s spellcasting. Mantle of spell
resistance can be used as a heavy cloak. Costs 1 FP/hour.
Statistics: Magic
Resistance 3 (Apparatus, +0%; Improved, +150%; Magical, -10%) [15].
TL3
Cost: 15 x $100 x 2 = $3,000.
TL8 Cost: 15 x $2,000 x 2= $60,000.
Mantle of Spell Resistance – as an enchanted item
(using Sorcery, indestructible armor)
This
garment, worn over normal clothing or armor, grants the wearer Magic Resistance
3 (p. B67) that does not interfere with the wearer’s spellcasting. Mantle of spell
resistance can be used as a heavy cloak.
Statistics: Magic
Resistance 3 (Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak,
x0.7; 11 EP.
TL3
Price: 2 x ($70 + 11 x $320) = $7,180.
TL8
Price: 2 x ($1,400 + 11 x $1,180) = $28,760.
Mantle of Spell Resistance – as an enchanted item
(using Sorcery, destructible armor)
This
garment, worn over normal clothing or armor, grants the wearer Magic Resistance
3 (p. B67) that does not interfere with the wearer’s spellcasting. Mantle of spell
resistance can be used as a heavy cloak.
Statistics: Magic
Resistance 3 (Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak,
x0.3; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
TL8
Price: 2 x ($1,000 + 5 x $1,180) = $13,800.
Robe of the
Archmagi
Robe of the Archmagi – as a metatronic generator
(using Pyramid 3-46)
This
normal-appearing garment can be white (1-2 on d6), gray (3-4), or black (5-6).
Its wearer, if an arcane spellcaster, gains Magic Resistance 3 (p. B67) that
does not interfere with the his spellcasting and DR 4 that protects not only
him, but only everything he is wearing. Robe of the archmagi can be used as a
heavy cloak. Costs 1 FP/hour.
Statistics: DR 4
(Force Field, +20%; Magical, -10%) [18] + Magic Resistance 3 (Apparatus, +0%;
Improved, +150%; Magical, -10%) [15].
TL3
Cost: 33 x $100 x 2 = $6,600.
TL8 Cost: 33 x $2,000 x 2= $132,000.
Robe of the Archmagi – as an enchanted item (using
Sorcery, indestructible armor)
This
normal-appearing garment can be white (1-2 on d6), gray (3-4), or black (5-6).
Its wearer, if an arcane spellcaster, gains Magic Resistance 3 (p. B67) that
does not interfere with the his spellcasting and DR 4 that protects not only
him, but only everything he is wearing. Robe of the archmagi can be used as a
heavy cloak.
Statistics: DR 4
(Force Field, +20%; Magical, -10%) [18] + Magic Resistance 3 (Apparatus, +0%;
Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak, Requires
Sorcery, x0.65; 22 EP.
TL3
Price: 2 x ($150 + 22 x $320) = $14,380.
TL8
Price: 2 x ($3,000 + 22 x $1,180) = $57,920.
Robe of the Archmagi – as an enchanted item (using
Sorcery, destructible armor)
This
normal-appearing garment can be white (1-2 on d6), gray (3-4), or black (5-6).
Its wearer, if an arcane spellcaster, gains Magic Resistance 3 (p. B67) that
does not interfere with the his spellcasting and DR 4 that protects not only
him, but only everything he is wearing. Robe of the archmagi can be used as a
heavy cloak.
Statistics: DR 4
(Force Field, +20%; Magical, -10%) [18] + Magic Resistance 3 (Apparatus, +0%;
Improved, +150%; Magical, -10%) [15]. Usually On; Heavy Cloak, Requires
Sorcery, x0.25; 9 EP.
TL3
Price: 2 x ($50 + 9 x $320) = $5,860.
TL8
Price: 2 x ($1,000 + 9 x $1,180) = $23,240.
Robe of Blending
Robe of Blending – as a metatronic generator (using
Pyramid 3-46)
When
this robe is put on, the wearer intuitively knows that the garment has very
special properties. A robe of blending enables its wearer and everything he is
wearing to appear to be part of his surroundings. In any situation where being
seen is a factor, the wearer gets +10 to Stealth skill when perfectly still, or
+5 if moving. This affects normal vision and Infravision. In addition, the robe
lets the wearer use Lesser
Polymorph at will. Costs 1 FP/minute.
Statistics: Chameleon
5 (Costs 1 FP, -5%; Extended, Infravision, +20%; Can Carry Objects, Extra-Heavy,
+50%; Magical, -10%) [39] + Lesser
Polymorph [20].
TL3
Cost: 59 x $100 x 2 = $11,800.
TL8 Cost: 59 x $2,000 x 2= $236,000.
Robe of Blending – as an enchanted item (using
Sorcery, indestructible armor)
When
this robe is put on, the wearer intuitively knows that the garment has very
special properties. A robe of blending enables its wearer and everything he is
wearing to appear to be part of his surroundings. In any situation where being
seen is a factor, the wearer gets +10 to Stealth skill when perfectly still, or
+5 if moving. This affects normal vision and Infravision. In addition, the robe
lets the wearer use Lesser
Polymorph at will. Costs 1 FP/minute.
Statistics: Chameleon
5 (Costs 1 FP, -5%; Extended, Infravision, +20%; Can Carry Objects, Extra-Heavy,
+50%; Magical, -10%) [39] + Lesser
Polymorph [20]. Usually On; Heavy Cloak, x0.7; 42 EP.
TL3
Price: 2 x ($700 + 42 x $320) = $28,280.
TL8
Price: 2 x ($14,000 + 42 x $1,180) = $127,120.
Robe of Blending – as an enchanted item (using
Sorcery, destructible armor)
When
this robe is put on, the wearer intuitively knows that the garment has very
special properties. A robe of blending enables its wearer and everything he is
wearing to appear to be part of his surroundings. In any situation where being
seen is a factor, the wearer gets +10 to Stealth skill when perfectly still, or
+5 if moving. This affects normal vision and Infravision. In addition, the robe
lets the wearer use Lesser
Polymorph at will. Costs 1 FP/minute.
Statistics: Chameleon
5 (Costs 1 FP, -5%; Extended, Infravision, +20%; Can Carry Objects, Extra-Heavy,
+50%; Magical, -10%) [39] + Lesser
Polymorph [20]. Usually On; Heavy Cloak, x0.3; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
TL8
Price: 2 x ($2,000 + 18 x $1,180) = $46,480.
Robe of Eyes
Robe of Eyes – as a metatronic generator (using
Pyramid 3-46)
This
valuable garment appears to be a normal robe until it is put on. Its wearer is
able to see in all directions at the same moment due to scores of visible, magical
eyelike patterns that adorn the robe. The wearer gains 360°
Vision (p. B34), Infravision (p. B60), and becomes able to see beings using
magical invisibility. In addition, the wearer gains a +5 bonus to Vision rolls.
However, the wearer effectively cannot close his eyes or avert his gaze, which
can be crucial when fighting medusas or other beings with sight-based attacks.
Costs 1 FP/hour.
Statistics: 360°
Vision (Magical, -10%) [23] + Acute Vision 5 (Magical, -10%) [5] + Cannot close
eyes [-1] + Infravision (Magical, -10%) [9] + See Invisible (Magic; Magical, -10%)
[14].
TL3
Cost: 50 x $100 x 2 = $10,000.
TL8 Cost: 50 x $2,000 x 2= $200,000.
Robe of Eyes – as an enchanted item (using Sorcery,
indestructible armor)
This
valuable garment appears to be a normal robe until it is put on. Its wearer is
able to see in all directions at the same moment due to scores of visible, magical
eyelike patterns that adorn the robe. The wearer gains 360°
Vision (p. B34), Infravision (p. B60), and becomes able to see beings using
magical invisibility. In addition, the wearer gains a +5 bonus to Vision rolls.
However, the wearer effectively cannot close his eyes or avert his gaze, which
can be crucial when fighting medusas or other beings with sight-based attacks.
Statistics: 360°
Vision (Magical, -10%) [23] + Acute Vision 5 (Magical, -10%) [5] + Cannot close
eyes [-1] + Infravision (Magical, -10%) [9] + See Invisible (Magic; Magical, -10%)
[14]. Usually On; Heavy Cloak, x0.7; 35 EP.
TL3
Price: 2 x ($300 + 35 x $320) = $23,000.
TL8
Price: 2 x ($6,000 + 35 x $1,180) = $94,600.
Robe of Eyes – as an enchanted item (using Sorcery,
destructible armor)
This
valuable garment appears to be a normal robe until it is put on. Its wearer is
able to see in all directions at the same moment due to scores of visible, magical
eyelike patterns that adorn the robe. The wearer gains 360°
Vision (p. B34), Infravision (p. B60), and becomes able to see beings using
magical invisibility. In addition, the wearer gains a +5 bonus to Vision rolls.
However, the wearer effectively cannot close his eyes or avert his gaze, which
can be crucial when fighting medusas or other beings with sight-based attacks.
Statistics: 360°
Vision (Magical, -10%) [23] + Acute Vision 5 (Magical, -10%) [5] + Cannot close
eyes [-1] + Infravision (Magical, -10%) [9] + See Invisible (Magic; Magical, -10%)
[14]. Usually On; Heavy Cloak, x0.3; 15 EP.
TL3
Price: 2 x ($70 + 15 x $320) = $9,740.
TL8
Price: 2 x ($1,400 + 15 x $1,180) = $38,200.
Robe of
Scintillating Colors
Robe of Scintillating Colors – as a metatronic
generator (using Pyramid 3-46)
The
wearer of this robe can cause the garment to display a shifting pattern of
incredible hues, color after color cascading from the upper part of the robe to
the hem in sparkling rainbows of dazzling light. The colors daze those near the
wearer, conceal the wearer, and illuminate the surroundings. It takes 5 full seconds
after the wearer speaks the command word for the colors to start flowing on the
robe. Everyone within 8 yards of the wearer must roll against Will each second
if he can see the colors. Failure means that he becomes dazed (p. B429) for
margin of failure seconds. The robe also penalizes all vision-based tasks in
the same radius, imposing a -5 penalty on Vision rolls. In addition, the robe
provides illumination equivalent to a torch. Costs 1 FP/minute.
Statistics: Affliction
1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Costs 1 FP, -5%; Dazed, +50%;
Delay, 5 seconds, +0%; Emanation, -20%; Link, +10%; Melee Attack, Reach C,
-30%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Vision-Based,
+150%) [44] + Illumination (Delay, 5 seconds, +0%; Link, +10%; Magical, -10%)
[1] + Obscure 5 (Vision; Area Effect, 8 yards, +100%; Defensive, +50%; Delay, 5
seconds, +0%; Link, +10%; Magical, -10%) [25].
TL3
Cost: 70 x $100 x 2 = $14,000.
TL8 Cost: 70 x $2,000 x 2= $350,000.
Robe of Scintillating Colors – as an enchanted item
(using Sorcery, indestructible armor)
The
wearer of this robe can cause the garment to display a shifting pattern of
incredible hues, color after color cascading from the upper part of the robe to
the hem in sparkling rainbows of dazzling light. The colors daze those near the
wearer, conceal the wearer, and illuminate the surroundings. It takes 5 full seconds
after the wearer speaks the command word for the colors to start flowing on the
robe. Everyone within 8 yards of the wearer must roll against Will each second
if he can see the colors. Failure means that he becomes dazed (p. B429) for
margin of failure seconds. The robe also penalizes all vision-based tasks in
the same radius, imposing a -5 penalty on Vision rolls. In addition, the robe
provides illumination equivalent to a torch. Costs 1 FP/minute.
Statistics: Affliction
1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Costs 1 FP, -5%; Dazed, +50%;
Delay, 5 seconds, +0%; Emanation, -20%; Link, +10%; Melee Attack, Reach C,
-30%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Vision-Based,
+150%) [44] + Illumination (Delay, 5 seconds, +0%; Link, +10%; Magical, -10%)
[1] + Obscure 5 (Vision; Area Effect, 8 yards, +100%; Defensive, +50%; Delay, 5
seconds, +0%; Link, +10%; Magical, -10%) [25]. Usually On; Heavy Cloak, x0.7; 49
EP.
TL3
Price: 2 x ($1,000 + 49 x $320) = $33,360.
TL8
Price: 2 x ($20,000 + 49 x $1,180) = $155,640.
Robe of Scintillating Colors – as an enchanted item
(using Sorcery, destructible armor)
The
wearer of this robe can cause the garment to display a shifting pattern of
incredible hues, color after color cascading from the upper part of the robe to
the hem in sparkling rainbows of dazzling light. The colors daze those near the
wearer, conceal the wearer, and illuminate the surroundings. It takes 5 full seconds
after the wearer speaks the command word for the colors to start flowing on the
robe. Everyone within 8 yards of the wearer must roll against Will each second
if he can see the colors. Failure means that he becomes dazed (p. B429) for
margin of failure seconds. The robe also penalizes all vision-based tasks in
the same radius, imposing a -5 penalty on Vision rolls. In addition, the robe
provides illumination equivalent to a torch. Costs 1 FP/minute.
Statistics: Affliction
1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Costs 1 FP, -5%; Dazed, +50%;
Delay, 5 seconds, +0%; Emanation, -20%; Link, +10%; Melee Attack, Reach C,
-30%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Vision-Based,
+150%) [44] + Illumination (Delay, 5 seconds, +0%; Link, +10%; Magical, -10%)
[1] + Obscure 5 (Vision; Area Effect, 8 yards, +100%; Defensive, +50%; Delay, 5
seconds, +0%; Link, +10%; Magical, -10%) [25]. Usually On; Heavy Cloak, x0.3; 21
EP.
TL3
Price: 2 x ($150 + 21 x $320) = $13,740.
TL8
Price: 2 x ($3,000 + 21 x $1,180) = $55,560.
Robe of Stars
Robe of Stars – as a metatronic generator (using
Pyramid 3-46)
This
garment is typically black or dark blue and embroidered with small white or
silver stars. The robe has three magical powers. Costs 1 FP/hour.
-
It enables its wearer to cast Plane
Shift (Astral Plane).
-
It gives its wearer the benefits of Luck (p. B66).
It can be used only to reroll failed
active defense rolls, resistance rolls, or HT rolls to resist the effects of
injury, or to make an opponent reroll a critical hit against the wearer.
-
Its wearer can use up to six of the embroidered stars
on the chest portion of the robe as shurikens. Each shuriken disappears after it
is used. This is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A,
and Recoil 1. It deals 1d+1 cutting damage, uses Innate Attack (Projectile)
skill, and requires no hands to use.
Statistics: Cutting
Attack 1d+1 (Limited Use, 6 uses total, -20%; Magical, -10%) [7] + Plane
Shift (Astral Plane) [110] + Luck (Defensive, -20%; Magical, -10%) [11].
TL3
Cost: 128 x $100 x 2 = $25,600.
TL8 Cost: 128 x $2,000 x 2= $512,000.
Robe of Stars – as an enchanted item (using Sorcery,
indestructible armor)
This
garment is typically black or dark blue and embroidered with small white or
silver stars. The robe has three magical powers. Costs 1 FP/hour.
-
It enables its wearer to cast Plane
Shift (Astral Plane).
-
It gives its wearer the benefits of Luck (p. B66).
It can be used only to reroll failed
active defense rolls, resistance rolls, or HT rolls to resist the effects of
injury, or to make an opponent reroll a critical hit against the wearer.
-
Its wearer can use up to six of the embroidered stars
on the chest portion of the robe as shurikens. Each shuriken disappears after it
is used. This is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A,
and Recoil 1. It deals 1d+1 cutting damage, uses Innate Attack (Projectile)
skill, and requires no hands to use.
Statistics: Cutting
Attack 1d+1 (Limited Use, 6 uses total, -20%; Magical, -10%) [7] + Plane
Shift (Astral Plane) [110] + Luck (Defensive, -20%; Magical, -10%) [11].
Usually On; Heavy Cloak, x0.7; 90 EP.
TL3
Price: 2 x ($20,000 + 90 x $320) = $97,600.
TL8
Price: 2 x ($400,000 + 90 x $1,180) = $1,012,400.
Robe of Stars – as an enchanted item (using Sorcery,
destructible armor)
This
garment is typically black or dark blue and embroidered with small white or
silver stars. The robe has three magical powers. Costs 1 FP/hour.
-
It enables its wearer to cast Plane
Shift (Astral Plane).
-
It gives its wearer the benefits of Luck (p. B66).
It can be used only to reroll failed
active defense rolls, resistance rolls, or HT rolls to resist the effects of
injury, or to make an opponent reroll a critical hit against the wearer.
-
Its wearer can use up to six of the embroidered stars
on the chest portion of the robe as shurikens. Each shuriken disappears after it
is used. This is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A,
and Recoil 1. It deals 1d+1 cutting damage, uses Innate Attack (Projectile)
skill, and requires no hands to use.
Statistics: Cutting
Attack 1d+1 (Limited Use, 6 uses total, -20%; Magical, -10%) [7] + Plane
Shift (Astral Plane) [110] + Luck (Defensive, -20%; Magical, -10%) [11]. Usually
On; Heavy Cloak, x0.3; 39 EP.
TL3
Price: 2 x ($500 + 39 x $320) = $25,960.
TL8
Price: 2 x ($10,000 + 39 x $1,180) = $112,040.
Robe of Useful
Items
Robe of Useful Items – as a metatronic generator
(using Pyramid 3-46)
This
appears to be an unremarkable robe, but a character who dons it notes that it
is adorned with small cloth patches of various shapes. Only the wearer of the
robe can see these patches, recognize them for what items they become, and
detach them. Detaching a patch causes it to become an actual item, as indicated
below. A newly created robe of useful items always has five of the following
patches:
-
Dagger.
-
Lantern (filled and lit).
-
Mirror.
-
10-foot pole.
-
50-foot rope.
-
Sack.
-
Wooden ladder.
-
Portable ram.
-
Shovel.
-
Oar.
Variants
of the item exist, each providing similar accessories.
Statistics: 5 x
Accessory (Magical, -10%) [1].
TL3 Cost: 5 x $100 x 2 = $1,000.
TL8 Cost: 5 x $2,000 x 2 = $20,000.
Robe of Useful Items – as an enchanted item (using
Sorcery, indestructible armor)
This
appears to be an unremarkable robe, but a character who dons it notes that it
is adorned with small cloth patches of various shapes. Only the wearer of the
robe can see these patches, recognize them for what items they become, and
detach them. Detaching a patch causes it to become an actual item, as indicated
below. A newly created robe of useful items always has five of the following
patches:
-
Dagger.
-
Lantern (filled and lit).
-
Mirror.
-
10-foot pole.
-
50-foot rope.
-
Sack.
-
Wooden ladder.
-
Portable ram.
-
Shovel.
-
Oar.
Variants
of the item exist, each providing similar accessories.
Statistics: 5 x
Accessory (Magical, -10%) [1]. Usually On; Heavy Cloak, x0.7; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
TL8
Price: 2 x ($600 + 4 x $1,180) = $10,640.
Robe of Useful Items – as an enchanted item (using
Sorcery, destructible armor)
This
appears to be an unremarkable robe, but a character who dons it notes that it
is adorned with small cloth patches of various shapes. Only the wearer of the
robe can see these patches, recognize them for what items they become, and
detach them. Detaching a patch causes it to become an actual item, as indicated
below. A newly created robe of useful items always has five of the following
patches:
-
Dagger.
-
Lantern (filled and lit).
-
Mirror.
-
10-foot pole.
-
50-foot rope.
-
Sack.
-
Wooden ladder.
-
Portable ram.
-
Shovel.
-
Oar.
Variants
of the item exist, each providing similar accessories.
Statistics: 5 x
Accessory (Magical, -10%) [1]. Usually On; Heavy Cloak, x0.3; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
TL8
Price: 2 x ($600 + 2 x $1,180) = $5,920.
Robe of Bones
Robe of Bones – as a metatronic generator (using
Pyramid 3-46)
This
handy item functions much like a robe of useful items for the serious
necromancer. It appears to be an unremarkable robe, but a character who dons it
notes that it is adorned with small embroidered figures representing undead
creatures (worth 25% or less of the character’s point value). Only the wearer
of the robe can see the embroidery and recognize them for the creatures they
become, and detach them. One figure can be detached each second. This costs the
character 1 FP. Detaching a figure causes it to become an actual undead
creature (see the list below). The skeleton or zombie is not under the control
of the wearer of the robe, but may be subsequently commanded, rebuked, turned,
or destroyed. A newly created robe of bones always has two embroidered figures
of each of the following undead:
-
Goblin skeleton
-
Human commoner skeleton
-
Wolf skeleton
-
Goblin zombie
-
Human commoner zombie
-
Wolf zombie
See
statistics below.
Statistics: Ally (A
specific set of undead; Built on 25%; Constantly; Adjustable, a set of undead,
does not provides information, +50%; Costs 1 FP, -5%; Magical, -10%; Nuisance
Effect, 12 uses total, -5%; Summonable, +100%) [10].
TL3
Cost: 10 x $100 x 2 = $2,000.
TL8 Cost: 10 x $2,000 x 2= $40,000.
Robe of Bones – as an enchanted item (using Sorcery,
indestructible armor)
This
handy item functions much like a robe of useful items for the serious
necromancer. It appears to be an unremarkable robe, but a character who dons it
notes that it is adorned with small embroidered figures representing undead
creatures (worth 25% or less of the character’s point value). Only the wearer
of the robe can see the embroidery and recognize them for the creatures they
become, and detach them. One figure can be detached each second. This costs the
character 1 FP. Detaching a figure causes it to become an actual undead
creature (see the list below). The skeleton or zombie is not under the control
of the wearer of the robe, but may be subsequently commanded, rebuked, turned,
or destroyed. A newly created robe of bones always has two embroidered figures
of each of the following undead:
-
Goblin skeleton
-
Human commoner skeleton
-
Wolf skeleton
-
Goblin zombie
-
Human commoner zombie
-
Wolf zombie
See
statistics below.
Statistics: Ally (A
specific set of undead; Built on 25%; Constantly; Adjustable, a set of undead,
does not provides information, +50%; Costs 1 FP, -5%; Magical, -10%; Nuisance
Effect, 12 uses total, -5%; Summonable, +100%) [10]. Heavy Cloak, x0.7; 7 EP.
TL3
Price: 2 x ($50 + 7 x $320) = $4,580.
TL8
Price: 2 x ($1,000 + 7 x $1,180) = $18,520.
Robe of Bones – as an enchanted item (using Sorcery,
destructible armor)
This
handy item functions much like a robe of useful items for the serious
necromancer. It appears to be an unremarkable robe, but a character who dons it
notes that it is adorned with small embroidered figures representing undead
creatures (worth 25% or less of the character’s point value). Only the wearer
of the robe can see the embroidery and recognize them for the creatures they
become, and detach them. One figure can be detached each second. This costs the
character 1 FP. Detaching a figure causes it to become an actual undead
creature (see the list below). The skeleton or zombie is not under the control
of the wearer of the robe, but may be subsequently commanded, rebuked, turned,
or destroyed. A newly created robe of bones always has two embroidered figures
of each of the following undead:
-
Goblin skeleton
-
Human commoner skeleton
-
Wolf skeleton
-
Goblin zombie
-
Human commoner zombie
-
Wolf zombie
See
statistics below.
Statistics: Ally (A
specific set of undead; Built on 25%; Constantly; Adjustable, a set of undead,
does not provides information, +50%; Costs 1 FP, -5%; Magical, -10%; Nuisance
Effect, 12 uses total, -5%; Summonable, +100%) [10]. Heavy Cloak, x0.3; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
TL8
Price: 2 x ($600 + 3 x $1,180) = $8,280.
NEW MONSTERS
These ones are created using the undead lenses from GURPS Magic, p. 152, but removing Dependency to get a more D&D-like feel.
Goblin Zombie
Typical Stats (-143 points)
ST:
|
6
|
HP:
|
10
|
Speed:
|
5.25
|
DX:
|
11
|
Will:
|
8
|
Move:
|
4
|
IQ:
|
8
|
Per:
|
8
|
||
HT:
|
10
|
FP:
|
N/A
|
SM:
|
-2
|
Dodge:
|
8
|
Parry:
|
8 (unarmed)
|
DR:
|
0
|
Punch (11):
thrust 1d-5 crushing (KYOS: 1d-7), Reach C.
Traits:
Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous;
Universal); Automaton; Bad Smell; Cannot Learn; Disturbing Voice; Doesn’t
Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Fragile (Unnatural); High Pain
Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control;
Indomitable; Infravision; Injury Tolerance (No Blood, Unliving); No mental
skills; No Sense of Smell/Taste; Potential Form (Skeleton); Reprogrammable;
Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance
10; Unaging; Unfazeable; Unhealing (Total); Wealth (Dead Broke).
Creature Type: Undead.
Goblin Skeleton
Typical Stats (-112 points)
ST:
|
4
|
HP:
|
4
|
Speed:
|
6.75
|
DX:
|
13
|
Will:
|
8
|
Move:
|
5
|
IQ:
|
8
|
Per:
|
8
|
||
HT:
|
10
|
FP:
|
N/A
|
SM:
|
-2
|
Dodge:
|
9
|
Parry:
|
9 (unarmed)
|
DR:
|
2 (no extra DR on skull)
|
Punch (13):
thrust 1d-6 crushing (KYOS: 1d-9), Reach C.
Traits:
Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Automaton; Cannot Float; Cannot Learn; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Fragile (Unnatural); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); Mute; No mental skills; No Sense of Smell/Taste; Reprogrammable; Sexless; Single-Minded; Skinny; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Vacuum Support; Vulnerability (Crushing Attacks, x2); Wealth (Dead Broke).
Creature Type: Undead.
Human Commoner
Zombie
Typical Stats (-123 points)
ST:
|
11
|
HP:
|
15
|
Speed:
|
5
|
DX:
|
10
|
Will:
|
8
|
Move:
|
5
|
IQ:
|
8
|
Per:
|
8
|
||
HT:
|
10
|
FP:
|
N/A
|
SM:
|
+0
|
Dodge:
|
8
|
Parry:
|
8 (unarmed)
|
DR:
|
0
|
Punch (10):
thrust 1d-2 crushing, Reach C.
Traits: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dark Vision; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Unnatural; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, Unliving); No mental skills; No Sense of Smell/Taste; Potential Form (Skeleton); Reprogrammable; Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Wealth (Dead Broke).
Creature Type: Undead.
Human Commoner
Skeleton
Typical Stats (-114 points)
ST:
|
9
|
HP:
|
9
|
Speed:
|
6.5
|
DX:
|
12
|
Will:
|
8
|
Move:
|
6
|
IQ:
|
8
|
Per:
|
8
|
||
HT:
|
10
|
FP:
|
N/A
|
SM:
|
+0
|
Dodge:
|
9
|
Parry:
|
9 (unarmed)
|
DR:
|
2 (no extra DR on skull)
|
Punch (12):
thrust 1d-3 crushing (KYOS: 1d-4), Reach C.
Traits: Appearance (Monstrous; Universal); Automaton; Brittle; Cannot Float; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Unnatural; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Pain; Indomitable; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); No Sense of Smell/Taste; Numb; Reprogrammable; Sexless; Single-Minded; Skinny; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Vacuum Support; Vulnerability (Crushing Attacks, x2); Wealth (Dead Broke).
Creature Type: Undead.
Wolf Zombie
Typical Stats (-142 points)
ST:
|
11
|
HP:
|
15
|
Speed:
|
6
|
DX:
|
12
|
Will:
|
9
|
Move:
|
9
|
IQ:
|
2
|
Per:
|
12
|
||
HT:
|
12
|
FP:
|
N/A
|
SM:
|
+0
|
Dodge:
|
9
|
Parry:
|
N/A
|
DR:
|
0
|
Sharp Teeth (12): thrust 1d-2 cutting, Reach C.
Traits:
Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Four Legs); Fragile (Unnatural); High Pain Threshold; Horizontal; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Infravision; Injury Tolerance (No Blood, Unliving); Night Vision 2; No Fine Manipulators; No mental skills; No Sense of Smell/Taste; Potential Form (Skeleton); Reprogrammable; Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Wealth (Dead Broke).
Creature Type: Undead.
Wolf Skeleton
Typical Stats (-145 points)
ST:
|
9
|
HP:
|
9
|
Speed:
|
7.5
|
DX:
|
14
|
Will:
|
9
|
Move:
|
10
|
IQ:
|
2
|
Per:
|
12
|
||
HT:
|
12
|
FP:
|
N/A
|
SM:
|
+0
|
Dodge:
|
10
|
Parry:
|
N/A
|
DR:
|
2 (no extra DR on skull)
|
Sharp Teeth (14):
thrust 1d-3 cutting (KYOS: 1d-4), Reach C.
Traits:
Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Automaton; Cannot Float; Cannot Learn; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Four Legs); Fragile (Unnatural); High Pain Threshold; Horizontal; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Infravision; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); Mute; Night Vision 2; No Fine Manipulators; No mental skills; No Sense of Smell/Taste; Reprogrammable; Sexless; Single-Minded; Skinny; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unfazeable; Unhealing (Total); Vacuum Support; Vulnerability (Crushing Attacks, x2); Wealth (Dead Broke).
Creature Type: Undead.
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