Tunic of Deadly Might
Chest Slot Item - Abjuration Aura
A Tunic of Deadly Might is a heavily made piece of clothing that tightly clasps the torso of the wearer. They appear in a dazzling array of shapes, designs, cuts, and levels of decoration. They are almost always sturdily made, although they may incorporate a vast array of materials such as leather, woven rope, corded beadwork, arrays of buckles and straps, and can include armored steel bosses, inlaid gems, embroidery and decorative stitching, and embossed, inlaid, or intaglio designs. The important thing is, their magical enchantment is relentlessly deadly and unabashedly martial in nature.
Wearing a Tunic of Deadly Might allows the wearer to trigger the item in order to vastly increase the deadly power of an attack they are about to make. Activating a Tunic is a Free Action that cannot be used in the same round as any other damage boosting item that requires a Free Action. As a free action, it must be used during your turn, and activating it allows the effect to last until the end of your current turn.
The magic expresses itself in blurring-fast motion, deadly distortions of space, and shockwaves as the enhanced blows smash home. The amount of power the Tunic imparts is highly dependent upon the ability of the wearer to effectively land their attacks, and their ability to control and use their physical power. As such, a Tunic of Deadly Might is difficult to use, and the result can vary widely, but when everything works well, the massive impacts it can generate have to be seen to be believed.
When used by a capable warrior, few things are more dangerous than a Tunic of Deadly Might, and declares that the wearer is not to be trifled with.
The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.
Tunic of Deadly Might +1 [link] [edit]
- Cost: 1,125 gp
- Weight: 5 lbs.
A Tunic of Deadly Might adds the result of a
Might skill roll to the damage of one melee or thrown weapon attack, once per day. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Bailiwick Check (DC 14 (10 + double CL)), Languid remnant, An item symbolic of the enchantment, 563 gp (minus cost of symbolic item).
Tunic of Deadly Might +2 [link] [edit]
- Cost: 5,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +2 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, twice per day. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Bailiwick Check (DC 22 (10 + double CL)), Languid remnant, An item symbolic of the enchantment, 2,500 gp (minus cost of symbolic item).
Tunic of Deadly Might +3 [link] [edit]
- Cost: 25,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +3 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, once per encounter. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Bailiwick Check (DC 30 (10 + double CL)), Pale remnant, An item symbolic of the enchantment, 12,500 gp (minus cost of symbolic item).
Tunic of Deadly Might +4 [link] [edit]
- Cost: 112,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +4 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, up to three times per day. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Bailiwick Check (DC 38 (10 + double CL)), Pale remnant, An item symbolic of the enchantment, 56,000 gp (minus cost of symbolic item).
Tunic of Deadly Might +5 [link] [edit]
- Cost: 450,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +5 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, up to twice per encounter. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Bailiwick Check (DC 46 (10 + double CL)), Bright remnant, An item symbolic of the enchantment, 225,000 gp (minus cost of symbolic item).
Tunic of Deadly Might +6 [link] [edit]
- Cost: 1,710,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +6 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, up to five times per day. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 54 (10 + double CL)), Intense remnant, An item symbolic of the enchantment, 855,000 gp (minus cost of symbolic item).
Tunic of Deadly Might +7 [link] [edit]
- Cost: 6,125,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +7 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, up to three times per encounter. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 62 (10 + double CL)), Intense remnant, An item symbolic of the enchantment, 3,062,500 gp (minus cost of symbolic item).
Tunic of Deadly Might +8 [link] [edit]
- Cost: 21,800,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +8 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, up to nine times per day. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 70 (10 + double CL)), Blazing remnant, An item symbolic of the enchantment, 10,900,000 gp (minus cost of symbolic item).
Tunic of Deadly Might +9 [link] [edit]
- Cost: 66,200,000 gp
- Weight: 5 lbs.
A Tunic of Deadly Might +9 adds the result of a
Might skill roll to the damage of a melee or thrown weapon attack, up to twice per round. The use of this item must be declared before the attack roll is made, and if the attack does not hit, then there is no effect and the use of the item is wasted. The damage is considered to be bonus damage, and as such is not affected by critical hits or level advancement. The damage is inflicted as the same damage type as the weapon used to make the attack. If the weapon inflicts more than one type of damage, the wearer may choose which type of damage is boosted per successful attack.
Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 78 (10 + double CL)), Prime remnant, An item symbolic of the enchantment, 33,100,000 gp (minus cost of symbolic item).