1. - Top - End - #10
    Troll in the Playground
    Join Date
    May 2009
    Gender
    Male

    Default Specific Magic Armor (part 2)

    NEW SUITS OF ARMOR
    The following is a collection of new magic suits of armor.

    DRAGONSCALE MAIL
    Price (Item Level): 9,800 gp (12th)
    Body Slot: Body
    Caster Level: 5th
    Aura: Faint (DC 17); abjuration
    Activation: --
    Weight: 30 lbs.

    This suit of scale mail is crafted from the scales of a single armor. The scales hold a small amount of the dragon’s magical properties.

    This suit of +1 scale mail comes in one of five colors: white, green, blue, black or red. Dragonscale mail has an armor bonus 2 points higher than the norm, and grants a +2 bonus to saving throws and resistance 10 against a specific element, based on the color of the scale:

    White: cold
    Green or Black: acid
    Blue: electricity
    Red: fire

    Prerequisites:
    Cost to Create:
    4,200 plus cost of dragonskin scale mail; 336 xp

    DRAGONSKIN PLATE
    Price (Item Level): 23,700 gp (half-plate; 15th) or 25,500 gp (full plate; 16th)
    Body Slot: Body
    Caster Level: 13th
    Aura: Strong (DC 21); abjuration
    Activation: --
    Weight: 50 lbs.

    This suit of plate mail is made from the toughened skin of dragons. The skin holds a small amount of the dragon’s magical properties.

    This suit of +1 half plate or +1 full plate comes in one of five colors: white, green, blue, black or red. Dragonskin plate has an armor bonus 2 points higher than the norm, and grants a +4 bonus to saving throws and resistance 20 against a specific element, based on the color of the scale:

    White: cold
    Green or Black: acid
    Blue: electricity
    Red: fire

    Prerequisites:
    Cost to Create:
    11,100 gp plus cost of dragonskin half-plate or full plate; 888 xp

    ECTOPLASMIC ARMOR
    Price (Item Level): 32,000+ gp
    Body Suit: Body
    Caster Level: 5th
    Aura: faint (DC 18); transmutation
    Activation: --
    Weight: half of armor

    This suit of armor is made of a strange, semisolid and translucent material. The material is light and flexible enough to improve movement, but solid enough to provide maximum protection.

    Combining flexibility and durability, ectoplasmic armor is literally made out of ectoplasm, magically (or psionically) solidified. Ectoplasmic armor is treated as if made out of one category lighter for purposes of determining its qualities; thus, ectoplasmic full plate is treated as medium armor for purposes of maximum base land speed. Furthermore, ectoplasmic armor grants a maximum Dexterity bonus 2 points higher than the norm for the armor, a reduction to armor check penalty of 3 and an arcane spell failure chance reduction of 15%. Finally, ectoplasmic armor grants damage reduction based on the original (not modified) category; DR 1/- for light, DR 2/- for medium and DR 3/- for heavy. Thus, ectoplasmic full plate grants damage reduction 3/-. Ectoplasmic armor grants its armor bonus against incorporeal attacks, because of the composition of its form.

    Because ectoplasmic armor is composed of magically solidified ectoplasm, it is vulnerable to magic attacks. If the wearer of ectoplasmic armor is subject to a dispel magic or dispel psionics effect, it becomes slowed for the amount of rounds the magic effect is suppressed. Ectoplasmic armor is considered +4 armor, but it only provides a +1 enhancement bonus; thus, the cost of armor is that of a +4 armor, and adding extra effects that increase the item’s effective enhancement bonus increases the cost of the armor based on the new effective enhancement bonus, as usual.

    Prerequisites:
    Cost to Create:
    varies

    GARGOYLESKIN SUIT
    Price (Item Level): 24,165 gp (15th)
    Body Slot: Body
    Caster Level: 5th
    Aura: Faint (DC 17); abjuration and transmutation
    Activation: --
    Weight: 30 lbs.

    This suit is made of what seems to be hide, but with the texture and toughness of stone. The suit’s cape seems to be comprised of two leathery wings which share the texture of the suit, but greater flexibility.

    Made from the skin of a gargoyle perfectly preserved, the gargoyleskin suit sacrifices some mobility for greater defense. This suit of +1 hide armor of invulnerability grants a higher base armor bonus than the norm for hide (+6 instead of +3) but with a greater restriction towards mobility (MDB 3 and ACP -4). The wearer of gargoyleskin suit gains a +10 competence bonus to Jump checks and the ability to glide through means of its wing-like cape. The wearer negates a fall and may transport 20 ft. of forward travel for every 5 ft. of descent. The wearer glides at a speed of 30 ft. with average maneuverability. The wearer cannot glide while carrying a heavy load. If the wearer of gargoyleskin suit becomes unconscious or helpless while on midair, the wing-like capes unfurl and stiffen.

    Prerequisites:
    Cost to Create:
    12,000 gp plus cost of masterwork hide armor; 960 xp

    GOLEM PLATE
    Price (Item Level): 215,650 gp (26th)
    Body Slot: Body
    Caster Level: 17th
    Aura: Strong (DC 23); enchantment
    Activation: -- and swift (command)
    Weight: 70 lbs.

    This suit of armor is comprised of many layers of hard steel placed one over another, providing superior protection at the expense of mobility. The runes within the armor hum slowly, and flash whenever magic strikes.

    Designed in resemblance to iron golems, the golem plate is the ultimate in protection, so as long as mobility is not an option. This suit of +1 full plate armor of heavy fortification and greater spell resistance provides a greater protection than typical plate armor (base armor bonus to AC of +12) but restricts movement slightly more (MDB 0, ACP -8, ASF 50%, -5 to base land speed). Furthermore, the armor provides damage reduction 15 against all attacks except those made from adamantine weapons. As a swift action, the wearer of a golem plate becomes immune to all spells, spell-like abilities, psionic powers, psi-like abilities, invocations, mysteries and supernatural abilities for up to 17 rounds per day. These rounds need not be consecutive.

    While wearing golem plate, certain spells may work differently. A spell or attack that successfully deals cold damage temporarily slows the wearer for 3 rounds; if multiple cold attacks strike the wearer, the duration of the slow effect does not stack, but overlaps. A spell or attack that successfully deals fire damage (except heat metal) reduces some of the movement penalties of the wearer as if wearing normal full plate armor (MDB +1, ACP -6, ASF -35%) for 3 rounds; if multiple fire attacks strike the wearer, the duration of the movement penalty reduction does not stack, but overlaps. A spell or attack that deals electricity damage negated by the golem plate's spell resistance allows the wearer to use the armor’s spell-negating effect for 1 round for every 30 points of damage it would have otherwise dealt (but cannot exceed the maximum amount of rounds per day, except as seen below).

    A character with effective fighter levels may use the spell-negating ability of the golem plate up to a number of rounds per day equal to 10 plus its effective fighter levels or 17, whichever is higher. This is in addition to the boost provided to the greater spell resistance property.

    Prerequisites: Craft Magic Arms and Armor, Craft Construct; approximately 500 lbs. of inanimate iron golem remnants or the following spells: geas/quest, limited wish
    Cost to Create: 112,000 plus cost of masterwork full plate; 8,160 xp

    GOLEM SUIT
    Price (Item Level): 56,165 gp (18th)
    Body Slot: Body
    Caster Level: 13th
    Aura: Strong (DC 21); enchantment and transmutation
    Activation: -- and swift (command)
    Weight: 35 lbs.

    This tattered, stitched suit of hide armor is made from alchemically treated flesh. The flesh seems to come from several donors, and the size of each patch is irregular in shape, size and color.

    Taken from the flesh of slain flesh golems, the golem suit provides protection equivalent to theirs. This +1 hide armor of moderate fortification and improved spell resistance provides a greater protection than typical hide armor (base armor bonus to AC of +6) but with the same mobility traits as normal hide armor. Furthermore, the armor provides damage reduction 10 against all attacks except those made from adamantine weapons. As a swift action, the wearer of a golem suit becomes immune to all spells, spell-like abilities, psionic powers, psi-like abilities, invocations, mysteries and supernatural abilities for up to 13 rounds per day. These rounds need not be consecutive.

    While wearing a golem suit, certain spells may work differently. Spells that deal electricity damage heal 1 point of damage for every 3 points that would have otherwise been dealt, and temporarily hastens the wearer for 3 rounds; multiple electricity attacks do not cause the duration of the haste effect to stack, but rather overlap. Despite being made of hide (and thus usable by druids), spells such as heat metal and chill metal affect the golem suit as if made out of metal. Finally, the wearer gains vulnerability to fire damage.

    Prerequisites: Craft Construct, Craft Magic Arms and Armor; 1 fully inert flesh golem (head, hands and feet not required) or the following spells: bull’s strength, geas/quest, limited wish
    Cost to Create: 28,500 gp plus cost of masterwork hide armor; 2220 xp

    HEDGEHOG HIDE
    Price (Item Level): 3,515 gp (8th)
    Body Slot: Body
    Caster Level: 3rd
    Aura: Faint (DC 16); no aura
    Activation: -- and immediate (command)
    Weight: 25 lbs.

    This suit of hide is made of soft, yet resilient skin. Its back and arms are covered with seemingly thousands of quill-like hairs that stiffen whenever the wearer becomes tense.

    Made of enchanted hedgehog hide, this suit of +1 spiked hide armor has spikes that deal damage as a +1 weapon. If the wearer fights defensively or uses the total defense action, any non-reach melee attack made against it must succeed on a Reflex save against DC 15 or take damage from the spikes. Likewise, as an immediate action in response to a non-reach melee attack, the wearer of hedgehog hide may make an attack with the spikes against the attacker. The spikes on a hedgehog hide armor must be enchanted separately.

    A character with effective fighter levels wearing hedgehog hide imposes a Reflex save DC of 10 + half the character’s effective fighter levels + the enhancement bonus of the armor, with a minimum DC of 15.

    Prerequisites:
    Cost to Create: 1500 gp plus cost of masterwork hide armor and masterwork armor spikes; 120 xp

    MUSCLE ARMOR
    Price (Item Level): 78,260 gp + cost of masterwork armor (19th)
    Body Slot: Body
    Caster Level: 11th
    Aura: Moderate (DC 20); transmutation
    Activation: --
    Weight: as armor

    This armor is tinted a deep crimson. The plate and shoulderpads are etched to resemble the muscles of a strong warrior.

    A favored weapon of warriors (and those who wish to become warriors), muscle armor is a +1 breastplate (though it can also be a +1 half-plate or +1 full plate) that grants a +2 enhancement bonus to Strength and Constitution while wearing it. The wearer of this armor may upgrade the cost of the enhancement bonuses to Strength and Constitution at half the price it would take (see Magic Item Compendium for more details).

    Certain classes gain a further benefit from wearing muscle armor. A barbarian’s damage reduction gained by class (if any) increases by 1 when wearing this armor, and increases the bonuses to Strength and Constitution granted by rage by an extra 2 points (thus, a barbarian of 9th level or lower gains a +6 bonus to Strength and Constitution); finally, the barbarian takes no Armor Class penalty when raging with this armor, and doesn’t becomes fatigued at the end of the rage. A fighter wearing this armor gains a +4 bonus on all Strength checks (such as those required to break doors, disarm, trip and bull rush) and may lift 1.5 times its heavy load (increasing light and medium load by an equal amount).

    If the character has no effective fighter levels, once per day it may activate the benefit of a Tenser’s transformation spell for I minute. At the end of this transformation, the character becomes exhausted for 1 hour.

    Prerequisites:
    Cost to Create:
    39,130 gp plus cost of masterwork armor; 3131 xp

    RUST CARAPACE
    Price (Item Level): 57,350 gp (18th)
    Body Slot: Body
    Caster Level: 7th
    Aura: Moderate (DC 18); transmutation
    Activation: --
    Weight: 15 lbs.

    This breastplate is made of a rust-red carapace with parts of shell and hide. Metal objects nearby seem to rust with unnatural swiftness.

    This +1 breastplate is made from the hide and shell of a slain rust monster. When the wearer of a rust carapace is struck by a metal weapon, the wearer of such weapon must make a Reflex save against a DC of 12 or have the weapon immediately destroyed. Magic weapons add their enhancement bonus as a bonus to the saving throw. If the metal weapon has any sort of protection against rusting effects, the item is unaffected.

    A character with effective fighter levels wearing rust carapace imposes a Reflex save DC of 10 + half the character’s effective fighter levels + the enhancement bonus of the armor, with a minimum DC of 12.

    Prerequisites:
    Cost to Create:
    28,000 gp plus cost of masterwork breastplate; 2240 xp

    Spoiler
    Show
    As you can notice, the new suits of armor pretty much overwhelm the existing ones, and are meant to be quite interesting.

    Let's start with those that already exist, to a point. First, we get the Dragonskin Plate, which is basically the Dragonhide Plate turned into magical armor and given utility, but also distinguished from original dragonhide armor. The +4 bonus on saving throws is a nice bit, and the resistance echoes the immunity you're naturally supposed to get if you were a dragon of the same kind. There's no metallic dragon versions, but you can figure out how they might work. Dragonscale Mail is basically scale mail given the same treatment, but somewhat weaker: +2 to saving throws and resistance 10 is nice, but not overwhelming. At the very best, you get an item with a free resistance stuck upon, but with the changes to energy resistance you're pretty much getting the item for its saving throw bonus.

    The other two are the Golem Suit and the Golem Plate. I mentioned I "downgraded" two items from the Epic Level Handbook to regular use, and here they are. If you're curious, both are based on an original Major Artifact, something I didn't notice until much later, but the differences are vast. The Golem Suit is based on the flesh golem, and while offering better protection than typical hide, it has its own set of restrictions and vulnerabilities (particularly the fire vulnerability and the vulnerability to Heat Metal). Golem Plate is its full plate armor/iron golem equivalent, and the closest to the aforementioned Major Artifact; grants the same DR, slightly less AC overall but more base AC than the original, plus a cool effect if you get hit by electricity or fire, at a heavy mobility cost and deadly vulnerability to cold (much like the Construct Armor from that web article based on Cannith crafts). The original, of course, has no cost and gives you heavy defenses, including construct immunities but also the inability to heal at all (and a hefty enhancement bonus to Strength + actual size increase, forgot to mention). Thus, all of them are pretty distinct, allowing their odd coexistence. One thing I don't want to forgot mentioning is the incredibly awesome effect that allows you to negate far more than a Golem is supposed to negate, and which the Golem Plate allows you to regenerate (slowly but surely); basically, you have a small-scale Antimagic Field around you which blocks more than just magic, for a very small amount of time, but without negating your own magic items, so it is particularly great. For about a minute, you negate the most powerful classes' most powerful effects, and the way it's written, it blocks just about any effect thrown at you, whether it bypasses spell resistance or not, and even if it's mostly indirect (like Conjuration spells). It should even block the effects of a Miracle or Wish spell, through it doesn't negate the effect of magic items used against you (unless they cast a spell on you). It's quite probably the most powerful defense you can have, and this is IMMENSE. A way to give the metaphorical finger to the casters, of course.

    Of the rest, I'm particularly fond of Muscle Armor. It has a very LOOSE basis on Final Fantasy (if you don't know, think about how their Fighter is usually depicted...), but with some nifty abilities. Fighters get some goodies, but the armor is definitely meant for Barbarians, who can wear Medium armor in case you haven't forgotten. It's also nice for non-warriors that choose to wear it for some reason, but want to feel like warriors for once (though, they must endure not using magic of any kind, so...)

    Ectoplasmic Armor is...bizarre. It's part special material, part enhancement and part exclusive armor. As you can see, Ectoplasmic Armor combines the effects of Adamantine and Mithral plus Ghost Touch, at a fixed +4 cost (+1 armor plus the equivalent of a +3 property), so while you can't add many properties to it, it's already pretty cool. It's much like Riverine, which blurs the effect of magical and non-magical, so its one reason why it has that drawback. Just try not to get dispelled.

    Gargoyleskin Suit, Hedgehog Hide and Rust Carapace are suits of armor based on creatures (gargoyles, hedgehogs and rust monsters, respectively). When I was figuring ways to create interesting new suits of armor, looking at the Rhino Hide (and how hide armor is vastly underrepresented) and the beast-based suits of armor (Hawkfeather Armor, Owlfeather Armor, Tigerskin Suit) gave me ideas. The Gargoyleskin Suit allows you to glide (much like a Dragonborn or a Raptoran of low levels), and also benefits from the "specific armor must be unique" belief in that it provides better protection than basic hide armor in addition to its benefit; not exactly allows you to fly, but it's great if you fall (or get a way to be aloft). Hedgehog Hide is one of the few examples of spiked armor that isn't made of metal, and the spikes are likewise ready to be enchanted; it's also one of the cheapest suits of armor around. Rust Carapace is another kind of non-metallic armor Druids can wear, with the good (or bad) benefit of rusting away any metallic weapon that strikes it; your choice if it's good or bad, but if you're creating armor from Rust Monsters, might as well exploit their key property. That said, against most warriors, the Rust Carapace offers a devastating psychological defense because not even metal weapon-wielding opponents ran by the DM will risk their weapons, so it may be an awesome defense after all!
    Last edited by T.G. Oskar; 2014-02-01 at 01:30 AM.