Magical Armor

So sorry, but I don't have the author's name, this was passed on to me by a third party.

 

Chain Mail of Dwarven speed

Acts as chain mail +1. 1/day can do haste no aging for 6 rounds. Invoking the the haste takes 1/2 a round and involves loud and obvious praise to the god of dwarven battle. (used by a PC of mine whose favorite weapon was a heavy crossbow :)

 

Helm of the Knighthood

Grants immunity to magical fear and +1 AC Forces the wearer to follow the ethics of a cavalier. Increases charisma by +2 (max 18) when dealing with nobles.

 

The Family Shield

If carried by one person for a week, the coat of arms on the shield will change to that of the wielder's family.

 

Armor of Convenience

Magically puts on and removes itself on command, the armor takes 1 round to put on or take off

 

Shield of Brute force +2

grants +2 damage to shield punches

 

Armor of Fortitude

allows the wielder to fight to -20 hit points before falling over dead

 

Armor of Absorbing blows

absorbs all damage from one successful attack -It can absorb damage 17 times before it is permanently destroyed

 

Armor of Life

can cast Cure Serious Wounds 1/week - If the weared is ever reduced to negative hit points, the armor heals them to 10 hitpoints - from then on, the armors cure ability will not affect that person

 

Full Plate Mail of Speed

Can grant the wearer a -4 initiative bonus for 4 rounds. While this power is in effect, the wielders effective dex is reduced by 6. While the power is in effect, the wielder gets 1 additional attack (at -2) with his right hand. The wearers motions seem very mechanical and unnatural.

 

Dwarven Plate of Lightning Resistance

acts as normal dwarven plate -this armor is intricately decorated with lightning bolts and storm clouds -all saving throws versus lightning or electrity are made at +4. If the wielder makes a saving throw, the lightning bolt is absorbed by the armor. The wielder can than release a lightning bolt that does 8d6 damage. This release must be done withing 1d4 rounds of absorption or else the bolt dissipates. If the wearer fails his saving throw, the lightning bolt will bounce off of him (as if he were a wall) and he will take half damage.

 

Armor of Invisibility

this armor can turn itself invisible on command

 

Armor of diguise

acts as a hat of disguise

 

Armor of flight

can sprout wings 2/day and fly and mv 18B - the wingspan is approxiamately 12 feet

 

Armor of there/not there

acts as if the wild spell there/not there were cast on it

 

Armor of protection from magic

gives a +4 saving throw versus mage magic. It has a 1% chance per level of the spell cast at the wearer of reflecting the spell back on the caster

 

Armor of imitation

changes itself into whatever type of armor the opponent is wearing. If the opponent is not wearing armor, changes itself into chain mail.

 

Armor of inconvenience

appears to be some useful type of magical armor When it is first worn in battle, it will grant +5 ac. For every battle thereafter, decrease the plus by one. When it reaches -1 ac, it starts the pinching the wearer and eliminates one point of dexterity for each plus. (-4 ac => -4 dex) It is removable until it reaches +0.

 

Armor of water breathing

the wearer can breathe water, but only water. The wearer can swim at mv18. This armor was created for a fighter who lost his true love and wanted to spend the rest of his days under the sea.

 

Second Skin:

Acts like Leather +2 but imposes no penalties to thieving skills. Visually looks like a black leather body suit.

 

Shield Arm:

Ever hear of the Kote from Oriental adventures? It's a lot like an armored sleeve... counts as a shield to AC but doesn't hamper you like one. For a more western version you could have a little rig that strapped over the chest and held a plate arm in place, maybe toss an AC effect on it (kin to a Pro. Ring)

 

Bio-Armor Symbiote:

possibly my strangest creation (posted a long time ago) The Bio armor symbiote is about as wide as two fists and looks sort of like a squashed pill bug. It lacks eyes but has about 4 inch long legs that end in needle points. The symbiote attaches at the base of a wearer's spine and initially inflicts 6 points of damage (from the piercing and nerve intigration). In a psionics game the little bugger can feed off psps. It consumes 5 psps at the start of the day and can provide a 'force field' of sorts for the wearer, providing AC 2. If you'd like to have it work for non-psi's just have it feed on 5 hp at daybreak. The symbiote has 17 hitpoints and 0 AC, it's not likely to let it's host die easily either, and having the ability to LOAN hp to its wearer (It will only loan out 10 hp saving 7 for itself. When its host is in better shape it will start feeding at a higher rate until its own hp are replenished. I can actually see a druid really going for one of these. If you have any questions about the bug's basic abilities MAKE 'EM UP!

 

Elementally Forged armors:

These armors can be of any basic metal armor type. What makes them special is the place of their forging. Flame Plate will protect its owner from normal fires and provide bonuses to saves vs fire (probably a hefty one) but be less resilient to attacks from the opposition element. On their plane of origin they will function with an additional +1 to AC and protect their owner from planar effects.

 

Blade's Armor:

Named after a long dead warrior with a fair amount of mystic skill. This armor looks slightly golden or brassy, but is stronger and lighter than steel. It functions as +3 full plate but is only as restrictive as bronze plate. Blade's Armor also contains a few battle enchantments:

1. Forearm Blade: By flexing the wrist the wearer can 'pop' a blade from its wrist housing. The blade does 2d4 damage (and gets any bonus from strength. It can be considered to be a +3 blade for purposes of hitting.)

2. Preservation: while wearing the armor, the owner need not fear starvation or suffocation, as the armor provides for these needs (In essence it removes the need for food or air. This ability can function for one full week before the armor needs to rest for a week to recharge (during which time the wearer MUST eat and breath normally.)

3. Silence: The armor is 'coated' by a silence spell, it does not prevent its wearer from making noise, it just doesn't make any noise normally associated with heavy armor.

 

(as a side note, Blade was an old character of an old DM's creation... he was something of a hired blade... and considering he had a blade of sharpness, was a pretty good one at that. Sadly the armor carries a curse, ONE piece of the armor causes a deep seated fear of open places on the wearer... and if it is removed the powers of the armor also vanish. Blade liked forests and caverns... and was always on the verge of wetting himself on an open plain.)

 

Static Armor:

Can vary if form (metallic) and AC bonus (+1 to +3). Static armor is, strangely enough, electric blue. Any metal weapon contacting the armor will carry a 2d6 jolt to the wielder of the weapon. This armor protects its wearer from all forms of electricity. Note: Static Armor absolutely SUCKS because it's really hard to beat someone with armor that hurts you when you hit him... think twice before injecting it into a game.

 

WARNING: The following is ARTIFACT level armor.... if you use it, use it for a story line and then DITCH it.

The Mechanist:

This suit of armor stands an easy 8 feet tall, it is not crafted for a large being but is rather made to be worn by a smaller being and acts something like a vessel. The Mechanist was forged by dwarven smiths of great reknown (make 'em up) to aid in a battle vs the very avatar of an enemy forces god. The Dwarven gods at the time were all weakened by past battles, so they could only aid in the forging of the Mechanist. The Mechanist can accomodate any being under 5'9 in height, but has a few powers that function only for dwarves.

Standard Abilities:

1. The Mechanist is 100% magic resistant. This was granted it by the very will of a dwarven god... and is believed to have reduced him in status permanently. The Dwarven gods believed the sacrifice was not in vain, as The Mechanist is still around.. and still doing its job. No magic can affect the armor or its inhabitant. Mystic barriers can be passed through easily (though they are not dispelled.)

2. The Mechanist has a 22 strength in combat and weapons wielded by it can be considered one size class smaller than normal (It can wield a 2 handed sword with the ease that a human uses a long sword.)

3. AC -6, 75 HP The Mechanist is not beaten when reduced to zero hp. this only implies that its occupant is not going to be taking damage.

4. Damage VS structures: Bare handed the Mechanist does 2d6 structural points to buildings and ships (if it ever shows up in a spelljammer game.)

Artifact possession: Over the course of wearing the Mechanist, the wearer will become more and more sensitive to the needs of the dwarves of the world. After one week of ownership the wearer will fit like a brick in a dwarven community (treat as local history and customs proficiency gained)

Intelligence: The Mechanist does have more than a dim awareness and will not allow itself to be used in efforts detrimental to dwarves. If the wearer attempts to force the issue, the Mechanist vanishes, never to be seen by that being again. The Mechanist also has its own goals in any campaign and will work toward finishing them. When this happens it also vanishes. The Mechanist is likely to want:

  1. To aid a besieged dwarven community.
  2. 2. To destroy ancestors of its creator's enemies (elven, orcish, draconic) etc...
  3. To retrieve Dwarven Artifacts from the hands of undeserving owners. (so give a bad NPC the AXE of the Dwarven lords and sit back.. they'll take care of each other in due time.)
  4. KILL DROW. The Mechanist was originally forged to halt the flow of the Dark Elves into a great dwarven community. It almost succeeded but was forced to flee by the gods themselves when rumor rose that the Dark Elves had found a method of destroying it. (and they HAVE!)

Invoked Powers:

1. Force Blast: 4d10, this blast will breech any mystic barrier and can only be halted by natural barriers (armor doesn't count!) Can be used once a day. The bolt manifests from the hands of the suit.

2. Dwarves Only-- Transformation: The Mechanist can change a 20' cube of any inorganic material into pure adamantine, this power can be used once a year per owner... and can only be used to aid a dwarven community.

Other:

1. Owner loses 2 charisma points to his own race, but gains one to his old score when relating to dwarves.

2. Invoked Power ages owner d10 years (not horrible to a dwarf.)

3. Owner gains permanent protection from evil when the suit vanishes... (A gift from the dwarven gods for allowing them to use that person.)

Methods of destruction:

1. Black Blade of disaster (In Drow Supplement) affects the Mechanist fully and CAN destroy it on a roll of 20 to hit.)

2. Inadvertantly use the suit to bring great harm to a dwarven community (Insanely difficult.. but if it happens the suit destroys itself out of grief.)

3. Convince the Dwarven Gods to take their invested energies back from the device. If this is accomplished one dwarven deity will be boosted to intermediate level power.)

The Mechanist, visually, looks like a great silvery humanoid lacking any sharp features, including portals for the occupants senses... yet its owner can see and hear as well as normal while inside it. The entry portal on the back cannot be opened by any means if there is someone IN the suit.

 

 

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