Raiment of the Four

The items of the raiment of the four are energized by the four cornerstones of the world: earth, sky, sea, and sun. When you don pieces of the four, you become more attuned with reality itself, even gaining a measure of control over it.

Individual items from the raiment are useful to any character, and the entire set is particularly useful for druids, rangers, and any other spellcasters who travel to difficult, dangerous places.

Lore

Characters who have ranks in Knowledge (arcana) or Knowledge (nature), or who have the bardic knowledge ability, can research the raiment of the four to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.

DC 15: A charismatic druid named Alain made his home in the village of Ra’anan. The village was the target of various natural disasters⁠—​droughts, floods, tornados, and more. Alain was able to fend off many of these disasters because of his bond with nature. One night a vision came to him, instructing him in the methods to create a set of magic items tied to the earth, sky, sea, and sun. Following the instructions from his vision, Alain traveled to the four corners of the world to gather the necessary components for each item.

Once constructed, the raiment of the four aided Alain in his exploits, which eventually expanded beyond the small village in which he was born. With the raiment he could travel safely through deadly areas of the world, and survive once there. Alain traveled the worlds for the rest of his days, never again returning to Ra’anan.

DC 20: Alain’s spirit is said to be drawn to pieces of the raiment. If all four pieces are brought together, Alain’s spirit can communicate with the wearer, imparting secrets of the multiverse.

DC 25: The orc shaman Grotarb the Sly once wore the raiment of the four, but only briefly. The orcs of Grotarb’s tribe heard strange cries in the night from the shaman’s private cavern. The next day, the orcs of the tribe found the drowned, burned, and partly dismembered body of their shaman, but no pieces of the raiment. It’s said to this day that Grotarb’s dark spirit is sometimes drawn to those who find two or more pieces of the raiment, hoping to visit upon them the same harm that the great spiritual force visited upon him.

DC 30: A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore.

Collection Benefits

Wearing multiple pieces of the raiment of the four grants you an increasing number of protections derived from aspects of the sky, sun, sea, and earth.

When you wear all four parts and use a belt of the wide earth to teleport, it seems as if a pillar of fire strikes down from the sky to engulf you (and anyone else being transported). When the flame dissipates, the travelers are gone.

2 Pieces: You gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.

3 Pieces: You gain resistance to cold 5 and electricity 5, which stacks as described above.

4 Pieces: You gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Once per day, you can ask four questions of the spirit of the druid Alain, as the commune spell (CL 9th), but using this ability negates the energy resistances granted by the raiment until the next sunrise.

Raiment of the Four Pieces and Abilities
PieceBody
Slot
Price
(gp)
Item
Level
Ability
Gloves of the starry skyHands1,1004thEmit light; 3/day spontaneously cast magic missile
Goggles of the golden sunFace4,0008thImmune to blindness and dazzling; 3/day spontaneously cast fireball
Periapt of the sullen seaThroat6,00010thHold breath 12 hours; 2/day spontaneously cast freedom of movement
Belt of the wide earthWaist8,00011thCarrying capacity doubled; 2/day spontaneously cast teleport
Raiment of the Four Collection Benefits
Pieces WornBenefit
2 piecesResistance to cold 5
3 piecesResistance to cold 5, electricity 5
4 piecesResistance to cold 5, electricity 5, and fire 5; 1/day commune (4 questions)

Belt of the Wide Earth

Price (Item Level): 8,000 gp (11th)

Body Slot: Waist

Caster Level: 9th

Aura: Moderate; (DC 19) conjuration

Activation: — and standard (mental)

Weight:

Made of thick leather, this belt is covered in cracks and fissures reminiscent of dry earth and fastened by a large, obsidian buckle.

While wearing a belt of the wide earth, your carrying capacity is doubled. This is a continuous effect and requires no activation.

In addition, two times per day you can activate the belt and sacrifice a prepared spell or spell slot of 5th level or higher to use teleport (as the spell), using your own caster level or that of the belt, whichever is higher.

Prerequisites: Craft Wondrous Item, teleport, possession of a piece of the set.

Cost to Create: 4,000 gp, 320 XP, 8 days.

Gloves of the Starry Sky

Price (Item Level): 1,100 gp (4th)

Body Slot: Hands

Caster Level: 3rd

Aura: Faint; (DC 15) evocation

Activation: — and standard (mental)

Weight:

These supple gloves are velvet black. In their darkness, stars seem to swim.

While wearing gloves of the starry sky, you emit a bright, silvery radiance equivalent to a light spell. You can douse or renew this light with a standard (mental) action.

In addition, three times per day you can activate these gloves and sacrifice a prepared spell or spell slot of 1st level or higher to use magic missile (as the spell), using your own caster level rather than that of the gloves. The missiles created by the gloves appear as a series of tiny falling stars.

Prerequisites: Craft Wondrous Item, magic missile, possession of a piece of the set.

Cost to Create: 550 gp, 44 XP, 2 days.

Goggles of the Golden Sun

Price (Item Level): 4,000 gp (8th)

Body Slot: Face

Caster Level: 5th

Aura: Faint; (DC 17) evocation

Activation: — and standard (mental)

Weight:

The reflective gold lenses of these goggles are gripped in thick midnight blue steel wrapped in leather.

While wearing goggles of the golden sun, you are immune to blindness and dazzling effects. This is a continuous effect and requires no activation.

In addition, three times per day you can activate these goggles and sacrifice a prepared spell or spell slot of 3rd level or higher to use fireball (as the spell; Reflex DC 14 half), using your own caster level or that of the goggles, whichever is higher. The fireball created by the gloves resembles a hurtling, exploding comet.

Prerequisites: Craft Wondrous Item, fireball, possession of a piece of the set.

Cost to Create: 2,000 gp, 160 XP, 4 days.

Periapt of the Sullen Sea

Price (Item Level): 6,000 gp (10th)

Body Slot: Throat

Caster Level: 7th

Aura: Moderate; (DC 18) abjuration

Activation: — and standard (mental)

Weight:

This sea-blue gem seems to shiver and flow, as a drop of seawater barely able to maintain its shape.

While wearing a periapt of the sullen sea, you can hold your breath for up to 12 hours before having to make Constitution checks. This is a continuous effect and requires no activation.

In addition, two times per day you can activate the periapt and sacrifice a prepared spell or spell slot of 4th level or higher to use freedom of movement (as the spell), using your own caster level or that of the periapt, whichever is higher.

Prerequisites: Craft Wondrous Item, freedom of movement, possession of a piece of the set.

Cost to Create: 3,000 gp, 240 XP, 6 days.

Source: Magic Item Compendium, page 203.