Gadgeteer's GarbHeroic Tier
Characters drawn to the inner workings of traps and alchemy covet this set of items. The items of the Gadgeteer’s Garb bestow a wide range of utilitarian magic, combat boons, and power over traps and alchemical devices. All the items of the set share a skillful synthesis of mechanical and magical design.
Artificers and rogues most often seek out and collect the items of this set, though they can benefit any character.
Gadgeteer's Garb Items
|Lvl||Name||Price (gp)||Item Slot|
Gadgeteer's Garb Benefits
|2||When you or an ally within 5 squares of you spends a healing surge, you or that ally regains additional hit points equal to the number of items you have from this set.|
|4||You gain a +4 bonus to all defenses against traps.|
Metal studs on this armor magically protect you from lightning, and then unleash that same power against your foes.
|Lvl 5||+1||1,000 gp|| ||Lvl 20||+4||125,000 gp|
|Lvl 10||+2||5,000 gp|| ||Lvl 25||+5||625,000 gp|
|Lvl 15||+3||25,000 gp|| ||Lvl 30||+6||3,125,000 gp|
Armor: Cloth or leather
Enhancement Bonus: AC
You gain resist 5 lightning.
Level 15 or 20: Resist 10
Level 25 or 30: Resist 15
Power Encounter (Free Action)
Trigger: You take lightning damage.
Effect: Until the end of the encounter, this armor's daily power gains a +1 bonus to the attack roll and deals 1d10 extra lightning damage.
Power (Lightning) Daily (Immediate Interrupt)
Trigger: An enemy adjacent to you targets you with an attack.
Effect: Make an attack against the triggering enemy: +8 vs. Fortitude; on a hit, deal 2d10 lightning damage, and the enemy is dazed until the end of your next turn.
Level 10: +13 vs. Fortitude; 2d10 lightning damage, and .
Level 15: +18 vs. Fortitude; 3d10 lightning damage, and .
Level 20: +23 vs. Fortitude; 3d10 lightning damage, and .
Level 25: +28 vs. Fortitude; 4d10 lightning damage, and .
Level 30: +33 vs. Fortitude; 4d10 lightning damage, and .
When you use an alchemical item, these gloves charge it with magical power.
Hands Slot 1,800 gp
You gain a +2 item bonus to attack rolls with alchemical items.
The hundreds of magically hidden pockets on this cloak allow you to keep a wealth of items close at hand.
|Lvl 7||+2||2,600 gp|| ||Lvl 22||+5||325,000 gp|
|Lvl 12||+3||13,000 gp|| ||Lvl 27||+6||1,625,000 gp|
|Lvl 17||+4||65,000 gp|
Enhancement Bonus: Fortitude, Reflex, and Will
The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action.
Level 27: The cloak can hold 2,000 pounds in weight or 200 cubic feet in volume.
Power (Free Action)
1/round. You draw an item from the cloak or store an item within it.
The residuum suspended in these lenses helps you see through the complexities of the deadliest traps.
Head Slot 3,400 gp
You gain a +4 item bonus to Perception checks and Thievery checks to detect and disable traps.
Power Encounter (Minor Action)
You make a Thievery check to disable a trap.
Published in Adventurer's Vault 2, page(s) 97.