Ezren

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Goblin Squad Member. RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 3 posts. No reviews. No lists. 2 wishlists. 1 Organized Play character.


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Star Voter Season 6, Star Voter Season 7

Alchemist's Vest
Aura moderate conjuration and transmutation; CL 9th
Slot chest; Price 4,000 gp; Weight 2 lbs.
Description

This long, black leather vest is stained from years of alchemical experiments. Sewn down the front of the vest there are six flasks reproduced in gold and silver thread, three per side. The flasks appear to be no more than fine stitching, but upon closer inspection the "lids" of the flasks may be flipped open, revealing a pocket.

Each flask-pocket is an extradimensional space that may hold up one dose of a solution. Solutions are considered to be elixirs, infused extracts, mutagens, potions or poisons. This is done by pouring a solution into the pocket and closing the "lid." Filling a flask with a solution is a standard action that provokes attacks of opportunity.

By touching a flask, the solution stored within it is activated upon the wearer as if they had consumed the solution, and the solution is expended. Activating a flask-pocket is a swift action that does not provoke attacks of opportunity. Only one flask may be activated per round.

Solutions that expire or go inert (such as extracts and certain potions) as well as other solutions that are no longer wanted must be emptied from the pocket-flask before it may be refilled. This is done by opening the lid of the flask-pocket and speaking the command word. This vaporizes the solution into an inert gas and leaves the pocket ready to receive a new solution. Emptying a flask-pocket is a standard action that provokes attacks of opportunity.

Construction
Requirements Craft Wondrous Item, touch injection, secret chest; Cost 2,000 gp


Alright, so I ran into a question in my campaign the other night. The PCs were fighting a mounted opponent while they were on foot. One of the characters has a net and the appropriate feats to let him use it as a Trip weapon. So, he rolls to trip the horse and I call a Mounted Combat check to let the horse’s rider negate the hit. This is where it boiled to an argument.

The text of Mounted Combat states:
“Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.”

The argument went around two main points. The first was what constituted a mount being “hit in combat.” I feel that a combat maneuver that is striking the target, such as a trip, would constitute a “hit in combat”. The other point was that it states that I would roll against “the opponent’s attack roll”. As the Trip maneuver is a substitution for a standard attack, it strikes me that it is still an attack roll. Though it is technically a Combat Maneuver roll, I'm not sure how this should go. Also, it does state that it "negates the hit", but I'm not sure if this is applicable to a combat maneuver.

So, what are the collective thoughts on this? Cause I need some help clarifying.

Star Voter Season 6, Star Voter Season 7

Of course after I submitted this originally I realized that the name might've sounded better as "Glove of Elemental Archery." It just sounds better. Either way, lets see what the judges have to say!

Archers' Elemental Glove
Aura moderate transmutation; CL 6th
Slot hands; Price 36,000 gp (green), 36,000 gp (white), 36,000 gp (blue), 36,000 gp (red); Weight --
Description
These gloves comes in one of four different varieties, each made from a different type of dragon skin. Each glove is attuned to a different element (green for Acid; white for Cold; blue for Electricity; red for Fire). When worn by an archer it replaces the physical damage of each arrow fired with its assigned elemental type. Once the arrow has finished its flight the magical energies dissipate and it returns to its original state. Upon a critical hit, the arrows explode in a small burst of their elemental energy, dealing an extra +1d4 damage of the glove's type.
Construction
Requirements Craft Wonderous Item, Elemental Spell (Metamagic), elemental touch, magic missile; Cost 18,000 gp