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aerondor
2005-02-05, 03:57 AM
Lady Felicity’s Knightware.

The Paladin Lady Felicity, was a model of decency, modesty, kindness and compassion. However she was also very practical. Well nigh unbeatable in single combat, her enemies slowly learned that frontal assaults on such a bastion of virtue were all but pointless.

Evil is not stupid however, and even Paladins have to sleep. When they sleep they take off their armour and become a much more vulnerable target. By and large Paladins are not too stupid either, and Lady Felicity was well aware of her potential vulnerability, we rejoin the story shortly after sundown…

--
She awoke, the image of Her Lady blazing a warning in the mind of Lady Felicity. Still sore from the battle of the day before, Felicity was sure it was more of the same come for revenge. Rolling to her feet she wore nothing but a white shift with a lightning bolt emblazoned across it. Felicity called a word of command, and stood still as her full plate leapt from the ground to quickly encase her.

Quickly, but not quickly enough. The ghouls charged in, anxious to feed their foul hungers and dine on her flesh. Felicity was apparently helpless as the armour assembled around her. The closest ghoul was thus surprised to find its blows bouncing off an invisible shield that surrounding her, the lighting bolt on her front blazing angrily through the rapidly assembling plate.

The armour finished its work and Felicity relied on its protection as she picked up her great-sword and set to work putting the undead to rest.
--

Lady Felicity had spent a lot of time thinking about how to protect herself when most vulnerable. Not shy of spending her family money on a good cause, she had commissioned a number of unique items. In no short part due to her successes with them, these have started to become popular items with questing paladins and knights.

The plate of Lady Felicity. This +2 full plate has the rapid donning property – see below. (Price 29410, Cost 13880gp + 1111xp

Shift of Safety. This thin shift (worn as a vest) provides the wearer with a mighty +5 deflection bonus to their armour class. Whenever an attack is deflected by it, the lightning bolt is the front flashes in an angry manner.
(Strong abjuration; CL 15th; Craft Wondrous item; shield of faith; Price 75000gp)

Ring of Warning. This ring is engraved with the face of a beautiful woman surrounded by lightning bolts. The ring will only function for those who follow the Lady of Lightning. If a creature or being, not of the faith of the Lady, and who doesn’t utter a prayer to her, comes within 20’ of the wearer while they sleep, the Lady will send a warning message to them in a dream, causing them to immediately wake. This has no effect on a wearer that has been magically put to sleep.
(Faint abjuration; CL 1st; Forge Ring, alarm, must be a follower of the lady of lightning; Price 2000gp)

Eyes of night sight. Make from a strange clear metal, these lenses fit over the eyes of the wearer. While worn they grant the wearer the low light vision of an elf.
(Faint transmutation; CL 1st; Craft wondrous item, night sight (see below); Price 2000gp)

Figurine of wondrous power: The dream-guard. This is a figure of a winged humanoid, clad in black armour. When activated (at most once per day), the statue seems to grow, becoming full size over the course of one round. As it grows the figure becomes fainter and more indistinct. By the time it reaches full size it has become completely ethereal. The status itself remains on the ground, but turned bone white. Moving the figurine will break the effect and wake the person who activated it.
So long as the dream guard is activated the dreams of the person it guards are safe from intrusion (by for instance likes of night hags, the nightmare spell or even the dream spell). While on the ethereal plane the dream guard has all the abilities of an Avoral. If defeated, the figurine will shatter, instantly awakening the possessor and thus alerting her to the attack, and lack of future defences.
NB If the sender of a dream spell is of the same faith as the user of this figurine, the dream-guard will not block the sending.
(Strong conjuration; CL 13th; Craft Wondrous Item; animate object, summon monster VII; Price 32760gp)

Armour properties
Rapid Donning: Armour with this quality is semi animated and able to don itself around an individual in but a single round. It can likewise be removed in a single round. While the armour is being donned or removed, the user must remain still and provokes an attack of opportunity from any opponent that threatens them.
The armour must be worn for eight hours a day, seven days in a row (during which time donning and removal is done as normal) for it to adapt to a new body. These days do not have to be consecutive, but if anybody else wears the armour while the adjustment is happening it must start again from the beginning. The armour stays adjusted until a new owner has completed their own bonding. The armour can only remember the form of one user. The rapid donning function will not work until the armour is adjusted to its wearer.
Strong transmutation; CL 11th, animate object; Craft Magic Arms and Armour; animate object; Price +23760gp
[NB cost is only calculated at once per day. As armour is not often donned or removed, and the effect is much less powerful than can be achieved with animate object I don’t see any problem with the effect being useable at will.]

Spells
Night Sight
Transmutation
Level: Ass 1, Drd 1, Rgr 1, Sor/Wiz 1
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colour and detail under these conditions.
Night sight can be made permanent with a permanency spell (cost 500xp).

Blue_C.
2005-02-09, 01:58 AM
Interesting, particularly the ring of warning. I like your entry, Aerondor.