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Dragon Ninja
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Magical Armors and Shields
Armor of Displacement
Armor which, when worn, will act as a cloak of displacement.
When describing this, treat as if a variant of the cloak of displacement.
All testing and trials will verify this. However, at the first occurance
of real combat, the entire suit of armour will displace itself 5 feet to
the right and (1) fall to the ground with a loud crash, or (2) animate and
follow the movements of the wearer. DM's option.
Source: tsc0265@venus.tamu.edu
Dragon Armor
It appears as a full plate made from dragon skin
with an hel shaped as a dragon's head, when it's worn it perfectly fits
the owner as a second skin. Every armor has the same alignment of the
dragon from which it was made and can only be worn by warriors of the
same alignment. The armor gives to the wearer the magical resistanze and
senses of a dragon of the specified type of an age equal to half the level
of the owner, additionaly a dragon of the same alignment can be called
to help with a success chance of 5% per level- This dragon will help the
summoner in the limits of its alignment and the knight will feel obliged
to return the favor with items or actions. The armor's wearer can shapeshift
into a dragon of the specified type, thrice per week, gaining all the
characteristics and powers. The making of this armor requires the willing
sacrifice of a Great Wyrm dragon and is given to the chosen by the Dragonlord
as a sign of friendship and respect.
Flaming Shield
These shields are usually medium shields +2. Additionally, they can go
aflame when the owner commands it. While the shield is burning, any fire-based
attack (Fireball, Fire Arrow, etc) directed to the wielder can be absorbed
harmlessly if the owner makes a to-hit roll versus a THAC0 of 10 minus
the level of the attacker. Area attacks (breath, Fireball, etc) will be
parried but only the wielder will be protectd: any other creature in the
effect area will be influenced normally. Additionally, anyone who attacks
the shield's owner with natural weapons, and misses the hit for 3 or less
points, will suffer 2d6 fire damage (es. if the required to hit roll was
15 and the attacker rolls 13 he gets 2d6 fire damage. If he rolled 9 he
would have missed without taking damage. If he had rolled 16 he would
have hit without taking damage).
Shield of the Dead
These shields were originally created by a high-priest
of the death-god (whichever pantheon the DM uses), and bears its insignia
on its face. They were meant to augment the temple guards in case of emergency.
When the shield is strapped to a dead warrior or priest, the dead creature
will arise as though resurrected. The creature will have all its hit points
and skills and spells that it had in life, and be under the command of
the priest as though it were an undead. The creature cannot be turned
however. The creature will fight until again killed, the shield is somehow
destroyed or removed or 24 hours have passed since donning the shield.
This item can be used even on those creatures that cannot normally be
raised or resurrected, and does not drain a constitution point for those
that can still be resurrected. It is a great item if a warrior or priest
is slain but still needed immediately. There has to be a priest of the
death-god in the party however, or else the arisen is under no ones control
and will attack anyone in sight for the next 24 hours, or if there is
such a priest in an opposing party, and not in the party's, then that
opposition priest may take control of the arisen.
Note: The DM may wish to give these shields a limited
number of charges.
Source: Robert J. Enters (whisper@wpi.edu)
The Ghost
Armor
Ghost armor appears as translucent plate mail. It is armor that only protects
against the undead. Normal and magical items can pass through the armor
as if it wasn’t there. When as undead creature attacks the armor acts
as plate mail +5. All gaze attacks are negated, as are all level draining
affects, even if the wearer is hit. The armor has no encumbrance and any
type of armor can be worn underneath. See also the Ghost
Items. Source: Jeremy.
The Ghost
Helm
The ghost helm appears as a translucent helmet. It offers no protection
from normal or magical items. The wearer of the helm is able to control
(level*4) HD of undead creatures. The helm has no encumbrance. See also
the Ghost Items. Source:
Jeremy.
Worm Hide Armor
This armor offers protection as if it were +3 studded
leather armor. This armor must be crafted from the hide of a Purple worm.
The armor offers protection from acid attacks, acid damage is automatically
halved, save for one-fouth where applicable. The armor was also heavily
treated in acid and now completely masks the wearers scent (Making it
impossible to track the wearer by scent.) Two times every week the
armor can secrete and earth-liquifying acid that allows the wearer to
swim in earth at his/her speed in water, note it does not impart any type
of breathing abilities, so one could only swim as far as he/she could
hold their breath.
Source: Greg L Dufner (dufnergr@student.msu.edu)
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