Specific Armors

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Specific Armors
Specific Armors Market Price
Adamantine Breastplate 10200
Armor of Insults 16175
Banded Mail of Luck 18900
Breastplate of Command 25400
Breastplate of Vanishing 52000
Buccaneer's Breastplate 23850
Catskin Leather 18910
Celestial Armor 22400
Daystar Half-Plate 81250
Demon Armor 52260
Dwarven Plate 16500
Elven Chain 5150
Enchanted Eelskin 11160
Equestrian Plate 10650
Folding Plate 12650
Forsaken Banded Mail 25400
Hamatula Plate 44215
Invincible Armor 137650
Mistmail 2250
Mithral Full Plate of Speed 26500
Mithral Shirt 1100
Morlock Hide 8910
Murderer's Backcloth 12405
Plate Armor of the Deep 24650
Rhino Hide 5165
Scarab Breastplate 32350
Spirit-Bonded Plate 3300
Warden of the Woods 29350


Descriptions

Adamantine Breastplate ( 10200 )
Aura no aura (nonmagical) ; CL --
DESCRIPTION
This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/—.
CONSTRUCTION
Requirements -- Cost 5,100
Armor of Insults ( 16175 )
Aura moderate enchantment ; CL 7th
DESCRIPTION
Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, confusion Cost 8087.5
Banded Mail of Luck ( 18900 )
Aura strong enchantment ; CL 12th
DESCRIPTION
Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bless Cost 9450
Breastplate of Command ( 25400 )
Aura strong enchantment ; CL 15th
DESCRIPTION
This +2 breastplate bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, mass charm monster Cost 12700
Breastplate of Vanishing ( 52,000 )
Aura faint conjuration ; CL 5th
DESCRIPTION
"This battered +1 mithral breastplate bears a resemblance to a stylized turtle shell. On command, its wearer can vanish inside the armor, leaving the breastplate behind while she stays safely hidden in an extradimensional space. This space is barely large enough for the wearer to sit comfortably, but does provides breathable air and light to see by. The wearer cannot perceive the environs around the armor while inside. A second command word returns the wearer to the armor's location, wearing the armor. If the wearer can't return to the space the armor is in, she is instead shunted to the nearest empty space that can contain her, but no longer wearing the armor. If the breastplate is destroyed, the wearer immediately returns to the square the armor was in when it was destroyed. Successfully dispelling the armor likewise returns the wearer, though in this case still wearing the armor."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "rope trick" Cost 26000
Buccaneer's Breastplate ( 23850 )
Aura moderate transmutation ; CL 9th
DESCRIPTION
This +1 breastplate is made of bluish metal and decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, water walk Cost 11925
Catskin Leather ( 18,910 )
Aura strong transmutation ; CL 13th
DESCRIPTION
Rather than the hide of a cat, this extremely supple suit of jet-black +1 shadow leather armor grants a portion of the grace and fortune of a feline. It has no armor check penalty or maximum Dexterity bonus. The wearer receives a +5 competence bonus on Acrobatics checks and takes only half normal damage from falling. When the wearer's hit points would be reduced to a negative amount equal to her Constitution score from an attack or spell, the armor falls to pieces and is destroyed, and the wearer takes only half damage from the attack or spell.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "cat's grace," "feather fall," and "limited wish," "wish," or "miracle" Cost 9455
Celestial Armor ( 22400 )
Aura faint transmutation (good) ; CL 5th
DESCRIPTION
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, fly, creator must be good Cost 11200
Daystar Half-Plate ( 81250 )
Aura strong evocation ; CL 15th
DESCRIPTION
The silvery sheen of this +1 half-plate causes it to sparkle in even the faintest light. At will, the wearer can command it to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, daylight, sunburst Cost 40625
Demon Armor ( 52260 )
Aura strong necromancy (evil) ; CL 13th
DESCRIPTION
"This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The “claws” are built into the armor's vambraces and gauntlets, and cannot be disarmed. A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, contagion Cost 26130
Dwarven Plate ( 16500 )
Aura no aura (nonmagical) ; CL --
DESCRIPTION
This full plate is made of adamantine, giving its wearer damage reduction of 3/—.
CONSTRUCTION
Requirements -- Cost 8250
Elven Chain ( 5150 )
Aura no aura (nonmagical) ; CL --
DESCRIPTION
This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.
CONSTRUCTION
Requirements -- Cost 2575
Enchanted Eelskin ( 11,160 )
Aura faint transmutation ; CL 5th
DESCRIPTION
This +1 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. In addition, during a surprise round the wearer can act as if she had a full round of actions, rather than a single standard action, as long as those actions do not require leaving the water. If she does leave the water, her surprise round turn immediately ends.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "grease," "invisibility," "touch of the sea" Cost 5580
Equestrian Plate ( 10,650 )
Aura moderate transmutation ; CL 9th
DESCRIPTION
"Shined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer's mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon. If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer's armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "fabricate" Cost 5325
Folding Plate ( 12650 )
Aura moderate conjuration (summoning) ; CL 10th
DESCRIPTION
This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, instant summons Cost 6325
Forsaken Banded Mail ( 25400 )
Aura moderate evocation ; CL 11th
DESCRIPTION
"Every inch of this suit of +1 banded mail bears a defaced holy symbol or a design equally offensive to one or more gods and their servants. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 against any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor's enhancement bonus as +2 higher against creatures with these abilities. On Tenebrae, Forsaken Mail tends to be given to warriors when facing against a specific enemy faith or outsider, though tends to be risky for everyday wear (relevant faiths interact with the PC at a -2 diplomacy; for example, a group of Maugrimites with Forsaken mail which depicted Althea would interact at a -2 versus at least Altheans and Daeusites. Even a peasant is careful not to offend Taara too often). Please be aware that the SR also applies to friendly divine healing and channeling. This is in theme with the armor; it's mentioned here so no one is surprised during a scene, etc."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creator cannot be a divine spellcaster Cost 12700
Hamatula Plate ( 44,215 )
Aura moderate transmutation ; CL 9th
DESCRIPTION
"Crafted from the flayed skin of a barbed devil, this imposing +2 spiked hide armor weighs half the normal weight. When its wearer rages, the armor's spikes elongate and the hide bonds to her skin, providing fire resistance 10. Any creature that strikes the wearer with a melee weapon, unarmed strike, or a natural weapon while the spikes are elongated takes 1d8+6 points of piercing damage from the armor's barbs (unless using a weapon with reach). While the wearer is enraged, spells that cause additional damage to evil outsiders deal that increased damage to her. A barbarian with fiend totem rage powers gains additional benefits from hamatula hide. If she has the lesser fiend totem rage power, she gains a +1 profane bonus to Armor Class while raging. If she has the fiend totem rage power, the damage caused by her barbs increases to 2d8+6 and stacks with the barbed defense granted by the armor. If she has the greater fiend totem ability, she gains fire resistance 20 when raging."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "polymorph," "resist fire" Cost 22107.5
Invincible Armor ( 137,650 )
Aura strong abjuration ; CL 13th
DESCRIPTION
Invincible armor shifts between three different appearances, but always weighs the same and protects as +2 impervious moderate fortification full plate. As an immediate action, the wearer can change the armor into heavy plate that blocks slashing attacks (DR 10/bludgeoning or piercing), thickly layered chainmail that blocks piercing attacks (DR 10/bludgeoning or slashing), or overlapping metal scales that block bludgeoning attacks (DR 10/piercing or slashing). In addition, invincible armor provides the wearer with 5 points of resistance to acid, cold, electricity, fire, and sonic, and is itself unharmed by damage from any of these energy types.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "fabricate," "make whole," "resist energy," and "limited wish" or "miracle" Cost 68825
Mistmail ( 2,250 )
Aura faint transmutation ; CL 3rd
DESCRIPTION
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance) for 3 minutes. This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, obscuring mist Cost 1125
Mithral Full Plate of Speed ( 26500 )
Aura faint transmutation ; CL 5th
DESCRIPTION
"As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, haste Cost 13250
Mithral Shirt ( 1100 )
Aura no aura (nonmagical) ; CL --
DESCRIPTION
This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.
CONSTRUCTION
Requirements -- Cost 550
Morlock Hide ( 8910 )
Aura moderate illusion and transmutation ; CL 10th
DESCRIPTION
This +1 shadow leather armor causes the wearer's skin to warp and distort into a welter of horrid scarification. The armor itself disappears from view under this coat of scars and the wearer's face appears as a loathsome, eyeless veil of flesh. This change is illusory, similar to glamered armor; however, morlock hide does cause the wearer's arms and legs to extend and her posture to become hunched. She gains a +2 circumstance bonus on Acrobatics, Climb, and Escape Artist checks, and she can move through narrow spaces while squeezing at normal speed and with no penalty to AC or on attack rolls.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "alter self," "invisibility" Cost 4455
Murderer's Backcloth ( 12405 )
Aura moderate necromancy ; CL 9th
DESCRIPTION
This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue's sneak attacks by +1.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed, invisibility, silence Cost 6202.5
Plate Armor of the Deep ( 24650 )
Aura moderate abjuration ; CL 11th
DESCRIPTION
This +1 full plate is decorated with a wave and fish motif. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, freedom of movement, tongues, water breathing Cost 12325
Rhino Hide ( 5165 )
Aura moderate transmutation ; CL 9th
DESCRIPTION
This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bull's strength Cost 2582.5
Scarab Breastplate ( 32,350 )
Aura moderate transmutation ; CL 8th
DESCRIPTION
"This +3 breastplate is crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel. The wearer suffers only half damage from vermin swarms and gains a +2 resistance bonus on saving throws against the extraordinary abilities of vermin swarms.

In addition, once per day on command, the wearer can transform the scarab breastplate into a swarm of scarab beetles that skitter from her chest to attack creatures nearby. This swarm has statistics identical to an army ant swarm and attacks any creatures within its space. The wearer can command the swarm to move (including changing the shape of the swarm) as a move action, but the swarm must remain adjacent to her. If the swarm is reduced to 0 hit points, if the wearer is forced to move away from the swarm, or if the wearer commands it to return to her as a move action, the swarm crawls back onto the wearer's torso and returns to armor form. While the swarm is active, the wearer is not considered to be wearing the scarab breastplate (except for purposes of commanding the swarm) and gains no defensive benefits from it.

A druid of 6th level wearing a scarab breastplate can use her wild shape ability to duplicate vermin shape I. At 8th level, she can also use it to duplicate vermin shape II."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "creeping doom," "spell turning," "vermin shape II" Cost 16175
Spirit-Bonded Plate ( 3300 )
Aura no aura (nonmagical) ; CL --
DESCRIPTION
This suit of full plate is made of spirit-bonded hide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.
CONSTRUCTION
Requirements -- Cost 1650
Warden of the Woods ( 29,350 )
Aura moderate transmutation ; CL 11th
DESCRIPTION
"The warden of the woods is a suit of +3 greenwood splint mail made of strips of laminated greenwood that flex with the wearer's movement but stiffen when struck in battle. This armor is treated in all ways like medium armor, including when determining proficiency. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +2, and an armor check penalty of –4.

As a move action, the wearer can snap a strip of wood loose from the armor. The strip lengthens into a weapon of a type chosen by the armor's wearer. It can become a +1 greenwood club, a +1/+1 greenwood quarterstaff, or a +1 keen greenwood wooden stake. If the wearer creates a club or quarterstaff in this way, it gains the benefits of the shillelagh spell with a duration of 1 minute. Each weapon removed from the warden of the woods reduces the armor's enhancement bonus by 1. Consequently, a maximum of three such weapons can be separated from the armor at any given time. The greenwood weapons keep their enhancement bonuses only while they're in the wearer's hands, though they remain masterwork weapons for other wielders.

The wearer can reintegrate a weapon back into the warden of the woods as a move action and restore the lost enhancement bonus. Each day at dawn, the armor regenerates any missing strips (regaining its full enhancement bonus), and any weapons still detached from the armor crumble into dust."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, "ironwood," "shillelagh," "wood shape" Cost 14675