Magic Armour

Few adventurers are foolish enough to stray from their keeps and defenses without a good suit of armour. A layer of steel - or hide, or leather, or mithral, or indeed, many other things - between a person and the world can be a great insurance and can bolster one's confidence.

Magical armour is also extremely common, especially in an adventurer's life. While wizards themselves have no real need for armour, Druids, Clerics, and indeed, Paladins and Rangers all are in need of the odd piece of magical armour - and are all capable of making them. For this reason, a variety of magical items and devices have been constructed and incorporated into a suit of armour...

Alkaht Armour: Crafted and worn by the Alkaht order of Drow Monks-Priests of Khei-Szeiya, Alkaht's Armour is really an incredibly light and ornate robe that has the added benefit of completely clinging to its wearer when so desired to. When the Armour is worn by a character of elven descent and native to the underdeep, it grants its wearer a +6 Armour bonus to AC, as Bracers of Armour. Furthermore, the wearer is granted the ability to extend their ki from their body, granting them 10 foot reach, even if they are not of a sufficient size to gain this advantage. Finally, the robe grants its wearer a +10 enhancement bonus to Hide and Move Silently checks, as the robe holds to the wearer's body as a second skin, changing colour to best blend with any background. This robe does not inflict any Arcane Spell Failure chance, or Armour Check Penalty.

Caster Level: 4th; Prerequisites: Craft Magic Arms and Armour, Enlarge, Shield of Faith. Market Price: 49,000 gp; Weight: - .

Batfriend: This suit of Dragonscale Leather Armour was first designed by an inquisitive young druid of Corrindale's deeper caverns. The druid, whose name has since been lost to history, was of a decidedly inquisitive nature and a curious bent of mind, was also known to be blind, and as such, revelled in the presence of bats and other unseeing creatures. After he slew a young black dragon in single combat, the druid in question took it upon himself to make some armour that was worthy of his airborne friends.

Batfriend is a suit of +3 Shadow Silent Leather Armour. When worn, this armour magically grants its wearer Blindsight in a 30-foot radius. This blindsight is based on the wearer and the armour constantly emitting echolocation signals, as a dolphin or bat, and as such, is suppressed in an area of magical silence.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armour, Blindsight; Market Price: 46,410 gp. Weight: 1 lb.

Bloodletter: Sometimes, a character creates a suit of armour that contains an innovative idea that stems not from any innate genius, but rather from their own personal quirk. The Bloodletter is one such item.

This suit of +4 Heavy Fortification Mithral Scale Mail was engineered by the somewhat insane Kolokan Dai, the infamous Blood Magus. Bloodletter is decorated with ornate patterns that resemble rose-thorned vines and bushes, all in burnished brass, with each scale of the mail being a single rendered rose leaf. However, the truth is that the vines are decorated pipelines.

Donning Bloodletter deals 1d4 damage to its wielder immediately, as the armour stabs into their bloodstream at core points. However, once the initial damage has been done, Bloodletter proceeds to pump its empowering abilities into its wearer, invigorating them, and granting a +2 enhancement bonus to Constitution.

Bloodletter has five chambers, all headed by ornate red gold roses, two on each side of the gorget and one in the center. These chambers were designed to hold magical potions, which Bloodletter can pump into its wearer's bloodstream. The roses are in fact adamantine, coated with red gold, and are almost indestructable stoppers. Filling the chambers is a tricky process, even if you're outside of the armour, and takes over four minutes to do fully from start to finish. Once done, however, a mere tap of the roses' stems (a free action) will prompt the armour to flood its wearer's bloodstream with the potions, prompting them to take affect immediately.

Finally, Bloodletter comes with a pair of locked gauntlets.

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armour, Haste, Enervation, Endurance. Market Price: 96,216 gp; Weight: 10 lb.

The Geomancer's Garb: This suit of armour was first designed and constructed for the kobold geomancer, Kurlukramram Two-tails. Extremely light but yet still very durable, this suit of full plate is designed to be worn by arcanists who aren't fond of the idea of losing spells, but are less fond of the idea of losing their life. After its original design, it actually became more useful to Spellswords, who found the idea of being fully clad in heavy armour and not suffering arcane spell failure appealing. Two-tails added another power to the armour's suite, however, and that was to remove his own deficiency - he wished to travel about in public appearing as a normal person, and not have his bestial appearance scream his nature to all.

The Geomancer's Garb is a suit of +1 Glamered Nimble Mithral Full-Plate which constantly affects the wearer as per the spell alter self. The alternate form, however, is one chosen by the craftsman, and is set at the armour's creation - one cannot wear this armour and use it to grow wings, or a tail, unless the craftsman so configures it. Typically, suits of the Geomancer's Garb are designed to make the wearer appear as a fairly forgettable human or elf, but some suits exist which transform the wearer into a strange, ferocious creature with fangs, wings, claws, and a tail.

Caster Level: 6th; Prerequisites: Craft Magic Arms and Armour, alter self, cat's grace. Market Price: 43,450 gp; Weight: 20 lb.

Emperenoth's Keep: This +4 Animated Large Steel Shield was created by the Paladin of Palescai, Emperenoth The Wary, though it was only through the direct intervention of his god that it was empowered against dispellings. Any dispel checks made against the bearer of the Keep suffer a -5 sacred penalty.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armour, miracle. Market Price: 86,020 gp; Weight: 5 lb.

Great Armour of the Deceiver: This was the armour that belonged to Ichiro Shiba, the great Deceiver of the Phoenix Clan. Given the nature of the man's bifurcated soul, and the effect it had on his body and mind, Ichiro Shiba's armour was warded against a variety of effects.

The Great Armour of the Deceiver is a suit of +3 Heavy Fortification Mithral Great Armour. It always grants its wearer its full AC bonus and Heavy Fortification ability, regardless of any form the wearer takes (with Polymorph Self, Shapechange, Wild Shape, or similar abilities).

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armour, Polymorph Other, Heal. Market Price: 114,150 gp; Weight: 10 lb.

The Immutable Guard: Few of these Mithral Chain Shirts have ever been made. Crafted by members of the Council of Nine who are not restricted by normal arcane reasonings on armour, the Immutable Guards are only given as gifts to Field Explorers of the Great University - and being found owning one that was not given to you can lead to very, very messy results.

The Immutable Guards are +3 Heavy Fortification Mithral Chain Shirts. When worn by a character blessed by the University of Soloria and on a task sanctioned by said University, all hit point damage the character receives is automatically converted to subdual damage.

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armour, Heal. Market Price: 130,050 gp; Weight: 10 lb.

Jarndaile's Barding: This armour was worn by the half-celestial paladin St. Jarndaile, originally. When, in order to hide from the darkened forces that held his tutor and mistress in check, he was made a Werehorse, he recovered it and had it blessed by divine forces to protect him regardless of his form.

Jarndaile's Barding is a suit of +2 charging wild mithral chainmail, which, when donned by a shape-changing creature, can act as a Bag of Holding I, and instantly re-equips items donned in either form to them when the creature shapeshifts. As such, if the wearer was wearing a bridle and harness as a horse, and then changed shape into a human, the bridle and harness would be missing, stowed away in the armour; furthermore, clothes, worn by the human form, would vanish into this subspace when the creature took animal form.

Caster Level: 14th; Prerequisites: Craft Magic Arms and Armour, Leomund's Secret Chest, Expeditious Retreat, Polymorph Other. Market Price: 44,650 gp; Weight: 20 lb.

Kokoru Daishu: Known to the gaijin as the Great Silence of the Heart, this fine Leather Scale armour is designed after the strange equipment owned by the Abilen Lion-clan Iaijutsu Master Mahoshijin. Mahoshijin was rendered mute at a young age by an unfortunate incursion into the shadowlands claiming his tongue, and it was through this that he learned only by listening, could one truly learn. Carrying this philosophy further, if his opponents could not hear him, they could not truly learn of him.

The Kokoro Daishu is a suit of +3 Leather Scale, which can be made, as a standard action, to blot out all sound in a 30-foot area, as the spell silence, focused on the wearer.

Caster Level: 11th; Prerequisites: Craft Magic Arms and Armour, Silence. Market Price: 33,200 gp; Weight: 17 lb.

Kushi's Shadow: This suit of +3 Silent, Shadowed Studded Leather Armour was most recently worn and owned by the Hengeyoukai spy of renown and head of the Mouse Clan, Kuroshiro. Kuroshiro's armour grants its wearer the ability to hide in plain sight, as the Shadowdancer ability.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armour, Invisibility, Silence; Market Price: 33,500 gp; Weight: 20 lb.

Laukoan's Weave: This fine elven +1 Mithral Chain Shirt was in fact worn by the Wood Elf Monk Laukoan. The armour is so very light it is not considered armour when worn by a monk - they lose access to no class abilities. Any attempts to use spell-like abilities, however, still suffers from the armour's Arcane Spell Failure.

Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armour, Freedom Of Movement, Market Price: 13,200 gp; Weight: 20 lb.

Meepo's Blessing: Few creatures were as wretched as the ill-fated one-shot wonder-thief Meepo. Lacking in physical hardiness and strength of will, history claims that Meepo the Kobold Trapper became a good friend of Kuroshiro, the Daimyo of the Mouse Clan, and through awakening of nemuranai, blessed her armour.

Meepo's Blessing is +2 Leather Armour. Furthermore, when worn, it renders its wearer immune to fear and compulsion effects. It was rumoured that Kushi herself, when wearing the armour, could cast a spell known only as Commune With Meepo.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armour, Protection From Evil, Market Price: 15,160 gp; Weight: 2 lb.

The Paragon's Chain: This mithral chain shirt was the lifework of the Holy Liberator Grae Willowby. Grae's talents in both arcane and divine magic, and her strange divine connections in turn gave her a great deal of resources on which she could draw. At first, the armour was no more than a chain shirt; then, the chain links were replaced with mithral and the lining left intact. Then, the enhancements were woven into the armour, one by one, until eventually, the Paragon's Chain stands as it is.

The Paragon's Chain is a suit of +4 Mithral Chain that appears slightly transluscent and shimmery in places, with an emblem of a silvery-white dragon that appears to be almost as transluscent as the armour itself woven over its chest area. The Paragon's Chain only functions as anything more than a Mithral Chain Shirt for a divine caster who has actually spent skill ranks to become capable of speaking Draconic. The armour grants a +10 circumstance bonus to Diplomacy and Knowledge checks regarding Dragons, and when donned, whispers its abilities to the mind of its wearer in Draconic. It then tells the wearer of Eidolon.

The Paragon's Chain is not intelligent; it merely is a programmed construct. Instead, the sentience and consciousness that speaks to its wearer is Eidolon Felldrake, the chosen aide of the owner of the chain. Eidolon will refuse to consort with a nongood wearer - and if the wearer is actually evil, he will manifest himself and ensure that there is one less evil divine spellcaster in the world.

Eidolon can be summoned at will by the armour, but must remain within 30 feet of it or be unsummoned immediately. He is vulnerable to all forms of dispelling that summoned creatures normally are. If slain, Eidolon cannot be resummoned for a day, but returns in completely peak condition.

Caster Level: 11th; Prerequisites: Craft Magic Arms and Armour, Summon monster VI, Bless Weapon, Planar Ally. Market Price: 157,300 gp; Weight: 13 lb.

Eidolon Felldrake: CR: 5; Large Outsider (Chaotic, Good); HD: 5d8+65; hp: 87 Init: +12 (+8 Dex, +4 Improved Initiative); Speed: 50 ft, climb 50 ft; AC: 27 (-1 Size, +8 Dex, +8 Natural); Atk: Bite +19 (1d8+15), 2 Claws +17 (1d6+7); Face/Reach: 5 ft. by 5 ft./5 ft.; SA: Raging Blood (Acid); SQ: Scent, Fast Healing 5, Haste, Combative Mount, Blessed; AL CG; SV: Fort +17, Ref +12, Will +9; Str 40, Dex 27, Con 36, Int 5, Wis 20, Cha 14.

Skills and Feats: Climb +30*, Listen +11, Spot +11; Improved Initiative, Power Attack, Power Lunge, Multiattack.

Eidolon is a bipedal dragon-like creature with a forward-sloping stance, a broad back, and a long, thick tail that appears to be used for balance. He claims to be sent by the Hidden God to aid the wearer of the Paragon Chain - and to ensure the Chain does not fall into the wrong hands. His scales are a platinum colour, and his eyes a pale silver, while his teeth and claws seem to be so pale as to be almost transparent at times.

Eidolon is a generally cheerful and enthusiastic sort who speaks primarily in draconic. He can understand Common, Elven, Orc, Dwarf, Halfling and Celestial - but he can only speak Draconic, thanks to the structure of his jaw and tongue.

Raging Blood (Su): Acid runs in Eidolon's veins. When he is struck in combat with a slashing or piercing weapon, a spray of white fluid bursts from the wound and deals 1d4 acid damage to all in a 5-foot cone directed towards the person who struck him.

Combative Mount (Ex): A rider on Eidolon gains a +2 circumstance bonus on all Ride checks. Eidolon is proficient with light, medium and heavy armour.

Haste (Su): Eidolon is preternaturally fast, and can always take an extra partial action.

Blessed (Su): All of Eidolon's natural attacks are considered constantly blessed, as per the spell bless weapon, as cast by a 1st-level Holy Liberator.

Skills (Ex): Eidolon receives a +10 racial bonus on all climb checks.

Predator's Shadow: Gorgus Kinslayer was an orcish wayfarer of Nbyana's crystal deserts and hot, steamy jungles. Given over to fits of rage, careful calculation, and in turn, fits of psychosis that are still not entirely understood, Kinslayer's armour was the complement to his combat style that few could match.

Predator's Shadow is a suit of +3 Spiked Mithral Chain Mail. When worn by a character with the Two-Weapon Fighting and Ambidexterity feats, the spikes on Predator's Shadow all develop wicked barbs and take on the wounding property. Furthermore, if the wearer has either Weapon Focus (Spiked Chain) or Weapon Specialisation (Spiked Chain), the feats in question apply equally to the Armour Spikes of Predator's Shadow.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armour, Magic Vestment, True Strike, Guidance, Inflict Critical Wounds, Wieldskill. Market Price: 25,950 gp; Weight: 5 lb.

Secondlife: This suit of +3 Living Metal Chain Shirt is enamelled a deceptive green colour. When worn by a nonevil character to which it has adjusted (as per Living Metal's description), the armour actually establishes a form of contact beyond being a mere suit of armour. At first, the armour is found sending plantlike tendrils out onto its wearer's body, and, if not deterred by an expression of anger or revulsion by its wearer, it very gently attempts to bond with its wearer while its wearer sleeps. At first, this bonding process can distorts its wearer's features slightly, prompting flowers and leaves to sprout in their hair and so on, but on the whole, the transition is painless and almost unnoticed. Once it has bonded so, Secondlife further empowers its wearer by empowering itself.

Firstly, the wearer of Secondlife gainst Fast Healing 1, and receives a +15 circumstance bonus to all hide checks made in a natural environment. Secondlife no longer appears to be armour at all, bonding to its wearer as if it were a second skin, albeit one with a vinework pattern on it. The armour constantly affects the wearer as per the spell Pass Without Trace, as cast by a 1st-level druid. Secondlife also causes the wearer to grow 1d8 Goodberries in their hair per day. These berries, once picked, last for 6 days. Finally, the wearer of Secondlife is considered at least in part a plant, and as such is now immune to critical hits.

However, once Secondlife has bonded so with its wearer, the wearer is now subject to all spells that target plants, and is considered an intelligent plant for the purpose of determining saving throws and so on. Also, Secondlife cannot be removed once bonded, unless its wearer expires.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armour, Oak Body, Regenerate Light Wounds, Goodberry, Pass Without Trace, Camouflage, Speak With Plants; Market Price: 110,100 gp; Weight: 25 lb.