Timberwolf
2006-12-28, 12:18 PM
Or substitute any half decent name :)
Wrought by the finest Gnomish artificers and mages, this armour is designed to give a warrior a chance to at least give a good account of himself in the face of a powerful spellcaster. As such, it is designed to provide superlative protection against spells and elemental effects. Unfortunately, this has led to the physical protection being compromised sufficiently to make wearing one in melee combat against a conventionally equipped opponant of equal power a largely losing proposition unless you can win quickly.
The Gnomes realised that there was a huge gap in the market for items that would let a swordsman survive long enough to get into range of a mage who was blasting them. They also reasoned that these fighters and others would dearly love to pay said mage back in kind. Thus the Mageripper suit of armour was born. Taking inspiration from the Iron Golem the Gnomish inventors created a suit with excellent spell resistance and elemental resistance out of a substance that an apprentice alchemist had made while trying to develop a material for making golems that would allow the controling mage to use them as proxies for casting his spells while the mage remained safely far away. They also managed to give the suit a few limited magical properties of its own. These properties, combined with the Gnomes new Omnimount system means that the Mageripper suit can offer the wearer a very restricted range of magical capabilities to fight back against mages.
What is Omnimount and how does it work ? The Gnomes managed to develop a system where the magical properties of the suit would allow the wearer to use the magical properties of any wand or rod, no matter whether it is Divine or arcane. Unfortunately, only a limited number of wands and rods can be mounted on a suit of Mageripper armour but these, combined with the suits formidable resistances will hopefully allow the warrior to meet the opposing mage on an equal footing (or altitude if the case may be).
There are three kinds of mageripper armour available. They all share the same physical statistics but vary greatly in terms of potential firepower and magical effects. All are extremely expensive owing to the scarcity of the materials and the sheer amount of trouble you put the gnomes to every time you commission one.
Omnimount System
Treat as if you have a Use Magic Device Skill just high enough to use your choice of rod / wand.
Stats - Common to all
Heavy Armour
Base AC; 8
Max Dex Bonus; 1
Armour Check Penalty; -8
Arcane Spell Failure 45%
Feats Required; Heavy Armour
Weight; 40.00
Special Properties; -6 AC (Armour Modifier)
Lesser Mageripper Armour
As basic stats but includes
Special Properties; Omnimount special magic system - mountings for 4 wands and 2 rods, spell resistance 10, Damage Resistance; Cold 5/-, Fire 5/-, Electrical 5/-, Acid 5/-
Mageripper Armour
As basic stats but includes
Special Properties; Omnimount special magic system - mountings for 6 wands and 3 rods, spell resistance 15, Damage Resistance; Cold 10/-, Fire 10/-, Electrical 10/-, Acid 10/-
Greater Mageripper Armour
As basic stats but includes
Special Properties; Omnimount special magic system - mountings for 8 wands and 4 rods, spell resistance 20, Damage Resistance; Cold 15/-, Fire 15/-, Electrical 15/-, Acid 15/-
Creators notes
Ok, go easy on me here, I've undoubtedly forgotten stuff, screwed up the balance, accidently rehashed an idea that was ill conceived to begin with, broke it from the beginning or any number of things that mean this doesn't work. However, I thought I'd try it out anyway, it may be useful for fighters who don't particularly want to run around taking levels in spellcasting, I don't know. But anyway, here it is, it may be handy, may not be, I just felt that with rogues getting Use magic device, perhaps something that let warriors do the same (with an associated shed load of disadvantages) might be nice. Anyway, post comments by all means, I want this to be workable so in the likely event that it's massively overpowered or I've not set things out coherently (I did try), please say and I'll try to switch things around.
Anyway, Mageripper full plate should be almost prohibitively expensive but hopefully, the firepower and magical defense it brings to the fighter type will make it worth the huge amount of money it will cost (I will leave that to the discretion of whoever should be daft enough to want to use this, you all know your campaigns better than me :) ), the huge weight, the space taken in inventory, the limited physical protection and the difficulty and expense of maintaining it (wands and rods aren't cheap after all and it's not as if they'll recharge by resting in most cases. Heck you may not even be able to find a wizard who'll make / sell you the munitions you need). Having to first find and then deal with an angry (but very greedy) Gnome artificer and mage who really don't want to go to the trouble of making one should also provide some entertainment. Anyway, I tried to make it not completely useless when taking on a mage even without having it loaded up with wands and rods so hopefully it should be ok.
Hope it doesn't suck too much.
Wrought by the finest Gnomish artificers and mages, this armour is designed to give a warrior a chance to at least give a good account of himself in the face of a powerful spellcaster. As such, it is designed to provide superlative protection against spells and elemental effects. Unfortunately, this has led to the physical protection being compromised sufficiently to make wearing one in melee combat against a conventionally equipped opponant of equal power a largely losing proposition unless you can win quickly.
The Gnomes realised that there was a huge gap in the market for items that would let a swordsman survive long enough to get into range of a mage who was blasting them. They also reasoned that these fighters and others would dearly love to pay said mage back in kind. Thus the Mageripper suit of armour was born. Taking inspiration from the Iron Golem the Gnomish inventors created a suit with excellent spell resistance and elemental resistance out of a substance that an apprentice alchemist had made while trying to develop a material for making golems that would allow the controling mage to use them as proxies for casting his spells while the mage remained safely far away. They also managed to give the suit a few limited magical properties of its own. These properties, combined with the Gnomes new Omnimount system means that the Mageripper suit can offer the wearer a very restricted range of magical capabilities to fight back against mages.
What is Omnimount and how does it work ? The Gnomes managed to develop a system where the magical properties of the suit would allow the wearer to use the magical properties of any wand or rod, no matter whether it is Divine or arcane. Unfortunately, only a limited number of wands and rods can be mounted on a suit of Mageripper armour but these, combined with the suits formidable resistances will hopefully allow the warrior to meet the opposing mage on an equal footing (or altitude if the case may be).
There are three kinds of mageripper armour available. They all share the same physical statistics but vary greatly in terms of potential firepower and magical effects. All are extremely expensive owing to the scarcity of the materials and the sheer amount of trouble you put the gnomes to every time you commission one.
Omnimount System
Treat as if you have a Use Magic Device Skill just high enough to use your choice of rod / wand.
Stats - Common to all
Heavy Armour
Base AC; 8
Max Dex Bonus; 1
Armour Check Penalty; -8
Arcane Spell Failure 45%
Feats Required; Heavy Armour
Weight; 40.00
Special Properties; -6 AC (Armour Modifier)
Lesser Mageripper Armour
As basic stats but includes
Special Properties; Omnimount special magic system - mountings for 4 wands and 2 rods, spell resistance 10, Damage Resistance; Cold 5/-, Fire 5/-, Electrical 5/-, Acid 5/-
Mageripper Armour
As basic stats but includes
Special Properties; Omnimount special magic system - mountings for 6 wands and 3 rods, spell resistance 15, Damage Resistance; Cold 10/-, Fire 10/-, Electrical 10/-, Acid 10/-
Greater Mageripper Armour
As basic stats but includes
Special Properties; Omnimount special magic system - mountings for 8 wands and 4 rods, spell resistance 20, Damage Resistance; Cold 15/-, Fire 15/-, Electrical 15/-, Acid 15/-
Creators notes
Ok, go easy on me here, I've undoubtedly forgotten stuff, screwed up the balance, accidently rehashed an idea that was ill conceived to begin with, broke it from the beginning or any number of things that mean this doesn't work. However, I thought I'd try it out anyway, it may be useful for fighters who don't particularly want to run around taking levels in spellcasting, I don't know. But anyway, here it is, it may be handy, may not be, I just felt that with rogues getting Use magic device, perhaps something that let warriors do the same (with an associated shed load of disadvantages) might be nice. Anyway, post comments by all means, I want this to be workable so in the likely event that it's massively overpowered or I've not set things out coherently (I did try), please say and I'll try to switch things around.
Anyway, Mageripper full plate should be almost prohibitively expensive but hopefully, the firepower and magical defense it brings to the fighter type will make it worth the huge amount of money it will cost (I will leave that to the discretion of whoever should be daft enough to want to use this, you all know your campaigns better than me :) ), the huge weight, the space taken in inventory, the limited physical protection and the difficulty and expense of maintaining it (wands and rods aren't cheap after all and it's not as if they'll recharge by resting in most cases. Heck you may not even be able to find a wizard who'll make / sell you the munitions you need). Having to first find and then deal with an angry (but very greedy) Gnome artificer and mage who really don't want to go to the trouble of making one should also provide some entertainment. Anyway, I tried to make it not completely useless when taking on a mage even without having it loaded up with wands and rods so hopefully it should be ok.
Hope it doesn't suck too much.