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Extra Magic Armor Properties

May 27th, 2011

Joshua Zaback

From the Workshop Archive 

            Hello everyone, and welcome to another exciting edition of From the Workshop, where we bring you new and useful content to improve your gaming experience.  This week is Armor Week here at Necromancers of the Northwest, and you know what that means: new magic armor!  So without further distraction, let’s get straight the heart of the matter with new armor properties.

New Armor Properties

Antidotes

Aura Faint conjuration; CL 5th;

Description:
            This property is the bane of assassins and poisonous creatures everywhere.  So long as the wearer has this armor equipped he gains a bonus on all saving throws against poison equal to his armor’s enhancement bonus.  Additionally the wearer may make a second saving throw against any injury poison with which he is affected.

Construction Requirements:
Craft Magic Arms and Armor, neutralize poison; Price +2 bonus.

 

Falling

Aura Faint transmutation; CL 5th;

Description:
            This property protects the armor’s wearer from perilous falls, allowing him to treat falls as though they shorter than they actually are.  The wearer treats falls as though they were 10 feet shorter per point of enhancement bonus the armor possess (for example, a suit of +4 falling chainmail would treat a 60-foot fall though it were only a 20-foot fall).

Construction Requirements:
Craft magic Arms and Armor, feather fall; Price +2 bonus.

 

Fusing

Aura Strong transmutation; CL 15th;

Description:
            This armor property is not for the faint of heart, as it causes the armor to magically fuse to the wearer’s body, literally becoming a second skin.  This has a number of effects: firstly, the armor cannot be removed without undergoing a painful process which inflicts 1d6 points of damage per point of enhancement bonus to the wearer.  Secondly, the armor functions as a second skin, allowing the character to rest in his armor without penalty.  Finally, the armor reduces its skill check penalties by 1 per point of enhancement bonus, and its arcane spell failure by 10%. 

Construction Requirements:
Craft Magic Arms and Armor, iron body; Price +2 bonus.

 

Melding

Aura Moderate transmutation; CL 9th;

Description:
            This armor property is of great use to those who alter their form, granting them greater defense while shifted.  While under the effects of a polymorph effect, the wielder of this armor gains an additional +2 bonus to his AC.

Construction Requirements:
Craft Magic Arms and Armor, baleful polymorph, barkskin; Price +1 bonus.

 

Quick

Aura Faint transmutation; CL 5th;   

Description:
            This armor property magically makes the user faster, granting a bonus to his speed equal to ten feet per point of enhancement bonus the armor possess. 

Construction Requirements:
Craft Magic Arms and Armor, expeditious retreat; Price +1 bonus.

 

          Well that’s it for this week’s From the Workshop.  Join us next week for more exciting game content, but until then allow me to wish you all the best in your gaming endeavors.