Item: Ash Gown
Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire. Typically, they're voluminous floor-length dresses or three-piece suits, but regardless of their specific tailoring, ash gowns are always an ostentatious display of wealth and loyalty to the powers of the Plane of Fire. They're exceptionally popular in the courts of the Elemental Lords and among the high society of Medina Mudii'a. The gown grants you resistance 5 to fire and a +1 item bonus to Intimidation checks.
Activate—Blazing Promenade 2 (manipulate)
Frequency once per day
Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 Basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times.
Trait Effects
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Furnace of Endings | 5 | Uncommon | 160 gp |
| Furnace of Endings (Greater) | 9 | Uncommon | 700 gp |
| Fire-Jump Ring | 10 | Uncommon | 940 gp |
| Volcanic Vigor | 10 | Uncommon | 900 gp |
| Ash Gown (Greater) | 11 | Common | 1300 gp |
| Smoke Veil | 3 | Common | 60 gp |
| Sparkshade Parasol | 11 | Common | 1200 gp |
| Furnace of Endings (Lesser) | 2 | Uncommon | 35 gp |
| Furnace of Endings (Major) | 13 | Uncommon | 3000 gp |
| Volcanic Vigor (Greater) | 15 | Uncommon | 6000 gp |
| Aeon Stone (Delaying) | 7 | Uncommon | 350 gp |
| Aeon Stone (Nourishing) | 7 | Uncommon | 325 gp |
| Aeon Stone (Smoothing) | 7 | Uncommon | 310 gp |
| Aeon Stone (Vital Amplification) | 7 | Uncommon | 330 gp |
| Amulet of the Hellcat | 7 | Uncommon | 350 gp |
| Arclord Eye | 7 | Common | - |
| Barding Saddle | 7 | Uncommon | 330 gp |
| Bewitching Bloom (Bellflower) | 7 | Common | 350 gp |
| Bleeding Canines | 7 | Common | 320 gp |
| Boots of Bounding | 7 | Common | 340 gp |