![]() ![]() Once again, all three of these items function. Own the cloak and two others and the cloak becomes electricity resistant. Own the staff and all of them and the staff becomes ki focus. Own the staff and two others and the staff becomes merciful. ![]() Sandals - luck bonus to initiative and cannot be exhausted, even by stacking. Staff - double masterwork staff, becomes double +1 if you carry no other weapons. Especially if you can add a common effect on the mantle as an upgrade this set is solid.īest Class: Druid (only affects wild shape and summon nature's ally) Seriously, all of these are useful AND work together. Okay, those first two are a disappointment. Own the sword and another pieces gives you the ability spend a turn attempt as an immediate action to make an AoO against an enemy that hits an ally of course that means you will not be able to negate a crit, but oh well Helm - constant bonus on initiative and spot, spend a turn undead use as a swift action to effectively get blindsight 10' for your turn and be immune to flanking, limit 5/day. Sword - spend a turn undead use to get +4 to confirm critical hits. Which would be good because it is better than medium fortification and cheaper than heavy fortification except it does not negate sneak attack, it takes an immediate action, and it costs a turn attempt. Shield - spend a turn undead use to negate critical hits. ![]() Total Slots: 5 Weapon Body Feet Head Shoulders I guess if you love smite attacks it is kind, sorta, good for something, but otherwise keep scrolling down.īest Class: Any (must be able to wear medium armor) "Technically" they are linked to the Five Kingdoms, but each kingdom is so different the items have effects that are nowhere near synergistic, unlike the other sets, to the point that using most of them completely negates the others.Ī high cost and 5 items that do not really work with each other. So that "thematically linked" thing? Pretty much right out the window. I have only found them in the MIC, Complete Champion, and one set in Forge of War for Eberron, a total of 19 sets. Naturally all of that means very few exist, especially because of the late introduction. A few sets are less-than-spectacular, but as long as you can improve them, and especially if you can use the common effects option in the MIC, most of them are solid and can last long beyond the use date of their base abilities. Particularly because you can explicitly enhance all of these items above and beyond their starting level in any way you like. Surprisingly, it is not that bad, especially compared to the "balancing" mechanism for Weapons of Legacy. These bonuses do not increase the costs of the individual items, you just get the bonus for free for possibly using an unoptimized item or two. The big schtick is giving some minor bonuses for collecting a bunch of magic items that might otherwise be less than spectacular, but they sound good together. Anyway, they exist in 3.5, and even Pathfinder got in on the fun later in their game. Pretty much all of which completely escape me at the moment, but I guess they exist somewhere. I made another list and decided to add some commentary to keep me busy.Īn idea introduced in the Magic Item Compendium, theoretically premised on all those thematically linked sets that increase in power in fantasy fiction. ![]()
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