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Hide Wraps Wraps of Draconic Destiny

Aura faint transmutation; CL 4th; Slot Varies (see text); Price -; Weight 1 lb.

DESCRIPTION

These sturdy hide wraps are 40 in. long and can be wrapped around a medium creature's body to grant the wielder traits stored in them. There are two.

Each wrap can store 10 traits and only one trait an be active at a time for each wrap. Some traits may require multiple body parts to be wrapped and activated.

The following body parts can be wrapped. Each row of the table describes what body parts can be wrapped and these cannot be separately wrapped unless they are in a different row.

Magic Item Slots Occupied1 Number of Wraps Required Time Required to Wrap
Head, Headband, Eyes 1 1 min.
Shoulders, Neck 2 1 min.
Chest, Body 2 1 min.
Belt 1 1 round
Hand, Wrist (forearm)1 1 1 min.
Wrist (forearm)1 1 1 min.
(Upper Leg)1 1 1 min.
Feet, (Lower Leg)1 1 1 min.
(Lower Leg)1 1 1 min.

1Body parts in parentheses are not formal magic items slots.

Storing a trait in the wrap requires the hide, scale, or feather of a creature the wielder of these wraps partook in slaying. The wraps must have been worn for the entire duration of the combat. Within 24 hours of slaying the creature, the wielder must perform an hour long ritual while sewing the piece of the creature onto the wraps. The trait is chosen at the start of the ritual and is bound to the piece sewed onto the wraps and only one trait can be taken from a creature. Valid traits are up to GM discretion and are based on the wielder's stats, not the originating creature's.

Each wrap has 10 slots for traits and each trait takes up a number of slots depending on the type of trait and sacrificed creature. The trait slots used are fixed dependent on the creature and cannot be lowered for a lower benefit.

Trait Amount1 Slots Used Occupied Areas
Darkvision 60 ft. 1 Eyes
See in Darkness 10 ft. for every 5 HD2 (minimum 10 ft.) 1 for every 10 ft. Eyes
Swim Speed 10 ft for every 4 HD2 (minimum 10 ft.) 1 Feet, Lower Leg or Hand, Wrist, Forearm
Burrow Speed 5 ft for every 4 HD2 (minimum 5 ft.) 1 Hand, Wrist, Forearm
Natural Armor3 +1 per 10 HD2 1 per +2 bonus (minimum 1) Hand, Wrist, Forearm
Natural Armor3 +1 per 10 HD2 1 per +1 bonus split across two wraps5 Chest, Body
Water Breathing - 4 Chest
Dramalgan's Leap - 3 on two wraps (6 total)4,5 2 Feet, 2 Lower Leg
Aboleth's Mucus Cloud - 5 Chest

1Up to the amount the creature has.
2This are relative to the pre-adjusted values because I always have to alter the health of creatures to balance encounters.
3This is the type of bonus, not a bonus to existing bonuses of this type.
4This requires a ritual for each wrap, but you may do multiple rituals from one creature unless you exceed the 24 hour time frame.
5Each wrap must be used to activate the trait at all.

Activating a trait takes a full-round action as the piece with the trait overtakes the full length of the wraps, merges with the wielder's body, and transforms into the appropriate body part to grant the trait. The wraps must be wrapped around a relevant part of the body to grant the chosen trait. This activation takes no somatic or verbal components and does not consume the piece with the trait. The wraps stay like this until willingly returned to their original form which takes another full-round action.

The wielder of a wrap can expend a use of mythic power to increase the active ability of a wrap by one step. This effect lasts 1 minute.

Others bonded can expend mythic power to grow a section of the wraps and rip it off to use themselves. For each slot a trait uses, one mythic power must be spent. Traits taking up more than three slots can be extended, but not used. A wrap must contain a trait in its entirety to be useful. This wrap lasts for an hour and also takes up the appropriate slots. The wrap's duration can be extended another hour by spending the cost to entend it again.

When endowed with one point of mythic power, a permanent wraps' length increases by two slots. This can be divided among the wraps in any way. If divided among wraps, each wrap it was divided amonst counts as endowed and mythic power is shared across them as long as they are on the same plane. If on different planes, only one set of wraps is treated as endowed (chosen at random, weighed by number of slots) and the wraps gain no effect from being endowed with that power. Each permanent wrap can only extend this way by three slots.

The natural command of the wraps is "adapt." When wraps are bestowed with one point of mythic power and given the command "adapt," those wraps begins to adapt to the situation on their own. If a more applicable trait is available on the wraps for the same areas, the wraps automatically activate that trait instead as an immediate action. This can happen any number of times.

When wraps are bestowed with four points of mythic power and given the command "adapt," the wraps adapt to the current situation on their own more easily. If a more applicable trait is available on the wraps for the same areas, the wraps will automatically activate that trait as an immediate action any number of times a day. If there is a more applicable trait available for a different area, the wraps will move to a different area and activate that trait as an immediate action. This can happen once a day and the wielder can suppress this if desired. The wielder can also expend one use of mythic power to restore a use of this effect.

While a wrap is bestowed with any amount of mythic power alongside the command "adapt," the wielder can absorb one wrap into themselves as an immediate action and gain the ability to activate any trait on the absorbed wrap as an immediate action regardless of the occupied areas, slots required or wraps required. This effect lasts for 24 hours and is powered innately and as such, cannot be suppressed other than by primordial creation. After 24 hours, the traits are deactivated and the wrap is released from the wielder's body and turns to ash. Any mythic power in the wrap is lost. If the wrap had any shared mythic power, that power is also lost from the shared wrap.

CONSTRUCTION REQUIREMENTS

Feats -; Spells -; Special -; Cost -;