AD&D 2nd Edition » Magical ItemsThieves Tunic This Tunic appears to be made of darkness itself. It is as black as night, and appears to almost absorb light into it. The material is as soft and heavy as silk, yet grants the wearer AC of +1 Leather Armor. The armor also grants a +10% bonus to all Thieving abilities that receive a Dexterity bonus. When a Dexterity check is required while wearing the Tunic, the player will make the check as if they had a Dexterity of 20, this is only in effect for a check of Dexterity. These abilities will only be bestowed upon a Thief. Anyone that wears the Tunic and is not a Thief will not receive the bonuses…YET. Upon wearing the Tunic, any non-Thief character will start to get impulses like a Thief. When walking thru a market place they will suddenly want to steal and apple. If adventuring and finding treasure they will want to horde it, or lie to the group about how much was really found. Every week of wearing the Tunic there is a 10% chance that the character will turn into a CN Thief, losing all abilities of their former profession. After 10 weeks the change happens for sure. The only way for a non-Thief character to avoid this change is to get rid of the Tunic. If the Tunic is within 25 miles of the character, their attachment to the Tunic will not be broken, and they will seek it out. A Thief that wears the Tunic will not be affected by the alignment change, regardless of their alignment. (The DM should role-play the Thief-like feelings the player has into their campaign.) |