There, a little bit of legal mumbo-jumbo (I don't even know if its effective, or necessary, but I figure I might as well put it there anyway) out of the way... and, now, a sample:
Padded Armor
of the Padfoot - Composed of expensive fabrics, such as silk and heavy velvet, this dark suit of padded armor provides an Armor Class of 13 (equivalent to padded armor +2) and identifies the wearer as a thief, each suit emblazoned with the mark of a guild. Those not of the rogue class gain the Dexterity-based abilities at 1st level of use; rogues gain a +1 bonus instead.
of Comfort - Made from the softest and most luxuriant cloths, this light armor grants an Armor Class of 12 (equal to padded armor +1) and provides its wearer with an unmistakable sense of comfort, even in the harshest environs. While worn, the armor grants the benefits of an endure elements spell; furthermore, the armor does not hinder sleep, and actually augments the natural healing process, increasing daily restoration by +1.
of Solace - Embossed with sigils and runes of divine protection, each dedicated to some religious order or another, this heavy, for padded armor anyway, armor is a welcome adornment. Worn, it provides an Armor Class of 15 (effectively padded armor +4) and allows the bearer to turn aside even the most strident offense, casting the sanctuary spell thrice per day as cleric of 1st level.
Leather Coat
of Deflection - Thick and durable, this hefty leather armor (EV of 4) provides an Armor Class of 14 (essentially leather coat +3) but also causes small weapons to stick or bounce, reducing sustained damage. Such weapons (any that have a damage rating of 1d4 or lower) deal one less point per successful hit, with a result of zero being possible.
of Storage - Lightweight and nearly inconspicuous, a leather coat of storage looks more like a tunic or jerkin than it does armor. However, it does bestow an Armor Class of 13 (same as leather coat +2), but the real benefit is inside, where three (3) pockets, each with a storage of 3 EV, weighing 0 when full, are located; only items of small size may fit within, and anything with a sharp edge, such as a dagger, will pierce the delicate internal fabric and render that pocket useless.
of Arms - Appearing as standard magical armor of its type, a leather coat of arms functions completely as expected, providing an Armor Class of 16 (equivalent to leather coat +5), and bears the emblem of some heraldic design. This symbol, when pressed and the command word spoken, causes the arms to animate and attack on their own, functioning as a monk of a certain level (Base to Hit, damage, and Ki Strike capability allowing these attacks to harm creatures that would otherwise be immune,) as determined below; if the wearer of the armor makes his own attacks, independent of those provided by the armor, standard off-hand penalties apply for all attacks (both normal and those granted by the armor, regardless of other abilities or conditions that would stipulate differently.) Note: this armor provides only effective hand-to-hand attacks of the monk - it does not grant any of the other class features such as stunning attack, fast healing, etc. The arms remain animated for one round per equivalent monk level.
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d20 Roll Equivalent Monk Level
01 - 10 3
11 - 15 6
16 - 19 9
20 12of Seeming - Unworn, this armor looks like every other suit of leather, supple but well-made. However, when it is donned, its appearance changes - into that of any mundane armor of choice, granting half the non-magical Armor Class bonus of that armor as if it were actually of that type, but retaining its own properties such as weight and restrictions (for example, a ranger could wear this armor and retain his conceal class ability despite the armor resembling that of plate mail, because it is in fact just leather armor.) Used as part of a disguise, a bonus of +4 is granted.
Azasemor’s - This slim and unadorned protective gear is more like a long apron (or tunic), completely covering the midsection to the ankles, than it is armor. Nonetheless, it bestows an Armor Class of 13 (effectively leather armor +1) but also continually exudes a protection from elements (fire, cold and acid) effect. Azasemor’s leather armor is generally worn only by alchemists and those working with, or in, dangerous environments; it is said that each suit allows its creator to know what its wearer is currently doing.
of the Dead - Formed from grey leather and laced with fragments of bone and flesh, leather armor of the dead is typically worn only by those of an evil nature. It grants the wearer an Armor Class of 16 (equivalent to leather armor +4), and also allows control of undead as an evil cleric of 3rd level; if alignment is good, simply handling the armor will result in 1d6 damage, and actually wearing it causes the loss of two (2) levels.
Ring Mail
Missing Link - When found, this armor resembles normal ring mail, save one inconsistency revealed only with a careful and thorough search - a single ring is missing but can be easily replaced. If a magical ring, one that bestows a continuous effect such as a ring of protection is set, the full effect of the armor is given: it bestows an Armor Class of 17 (equal to ring mail +4) and allows the benefits of the placed ring, allowing, potentially, the use of a third ring by the bearer; any other ring that is placed, such as one with charges or activation effects (or one that is not magical) causes the armor to function as normal, mundane, ring mail.
of the Rose - Forged of dark metal rings, this armor provides an Armor Class of 18 (same as ring mail +5), but also belies sinister enchantments, one usable only by those of an evil persuasion: any character wearing the armor can effect a sleep spell as though cast by a 3rd level wizard, this done but once per day; if the wearer is of evil alignment and willingly sacrifices the loss of eight (8) hit points (these can never be restored) then an effect equivalent to cloud kill can be performed, this possible but once per week. Any character that is of good alignment will be able to detect the evil emanations of this armor, but will not be harmed by it - willful donning of the armor is considered an evil action, however.
Hooper’s Hopping - Made of a celestial lightweight alloy (some say it a mixture of meteorite and earthly material) and crafted using a special alchemical substance, this armor is both weightless and non-encumbering. Despite that, however, it is an effective defense, providing an Armor Class of 16 (same as ring mail +3) and endows its wearer with tremendous motive powers: first, the jump spell is permanently in effect (unlike the spell, the armor ensures a safe landing, but does not protect against undesirable secondary effects); secondly, once per day as a 7th level wizard, a dimension door effect can be generated.
Hide
Totem - Appearing as a thick coat of animal hide, totem hide gives its wearer two advantages: first, it functions as hide armor +3, granting an Armor Class of 16; secondly, each suit is keyed to a particular animal, and when the command word is spoken, transforms the wearer into that animal, as per the druid ability totem shape though it is limited to small and medium-sized animals - if the form adopted would ordinarily be large, then it may still be adopted, but Hit Dice are reduced by 4.
of the Stalk - Composed of bark, leaves, and other vegetation, this surprisingly limber armor greatly aids those friendly to woodland life, especially rangers. Any non-ranger character is benefited by being granted an Armor Class of 15 (same as that of hide +2) and also may use the track class feature with 1st level ability; those of the ranger class are considered Armor Class 17 (as per hide +4) and further gain a +4 bonus on any Dexterity class ability check. There is enough living plant life contained within the armor to be subjected to spells such as entangle with no save allowed - as such, this armor is highly prized by skilled outdoorsmen who use it for guerrilla warfare, striking and then disappearing without a trace.
Skinwraith - Nearly invisible, due to its thinness and transparency, skinwraith armor is durable and macabre, made from the emptied husks of humanoid corpses. When worn, a process that fuses flesh with armor, resulting in the suffering of one (1) point of Constitution, it binds body to soul - the wearer gains an Armor Class of 18 (equivalent to hide +5) and may cast polymorph self once per day, limited to humanoid forms only, as a spellcaster of 10th level. If the armor is removed, the lost Constitution does not heal, despite attempts otherwise, for one month; donning the armor again does not prevent the loss.
Studded Leather
Boom-Boom - Normal in every respect to its nonmagical counterpart, boom-boom studded leather would be unremarkable except for one slight difference: set as any standard stud are 2d4 removable spheres which, when hurled (maximum range of 40 feet), strike as a fireball effect, each having a variable casting level of 1d6. Wearing the armor reduces damage from fire-based attacks by two (2) per die inflicted. Furthermore, should the bearer of the armor suffer blunt trauma in excess of four (4) damage in a single dose, the armor must make a successful save or have the remaining studs explode, with normal effect.
of Tools - Bulky and somewhat cumbersome (this armor has an EV two greater than normal), it is a very durable and reliable defense, providing the equivalent of studded leather +3 (Armor Class 16) but the real benefit is in its heftiness. Twice per day, having a duration of 30 minutes each use, the armor wearer can produce any mundane tool (such as lock picks, a shovel, or hatchet) worth up to 50 gold pieces. When the duration expires, the item simply vanishes but otherwise behaves exactly as expected.
of Growth - Made of fibrous leather which easily stretches to fit whatever creature wishes to be adorned by its protective casing, studded armor of growth grants an Armor Class of 15 (as per studded leather +2) and casts alter size, as a 10th level spellcaster, upon the wearer only (this has no impact on weapons or other equipment so some may become unusable), increasing size as appropriate - when removed, physical size returns to normal.
Leather Laminar
of the Asylum - Crafted with exquisite detail, each strap made of the finest and most expensive material, leather laminar of the asylum is easily mistaken as a more robust and promising suit of armor. However, the allure is a guise, a foul enchantment that dupes its victim into donning it, and then unleashes its curse - simply wearing the armor has one of two effects, each saved against, in turn, each with a difficulty of 7; if both are successfully resisted, the armor functions positively for the wearer, enabling a confusion spell to be cast, by thought, once per day as if delivered by a 9th level caster. Failure on the first save results in immediate and permanent insanity, as the spell (removing the armor only allows the affliction to be treated, which may be cured at the Castle Keeper’s desire.) If the second save is failed, the wearer is affected by a feeblemind spell, lifted only when the armor is, though the unfortunate victim will do whatever is required to prevent removal. In any case, this suit of armor does give an Armor Class of 16, as if it were leather laminar +3.
of Illumination - Constructed of dual layers of mixed metal and treated cloth, each slightly overlapping the next, leather laminar of illumination has an unearthly glow to it, radiant with a soft light clearly visible even under the brightest of conditions, much as if it were affected by a faerie fire spell. The emanation provides either dark or twilightvision as needed, depending only on the circumstances, and also allows the casting of any spell with the word "detect" in its name, each usable once per day at 1st level ability. Otherwise, consider the armor equal to leather laminar +1 (Armor Class 14).
Ethereal - Often, ethereal leather laminar is left behind, undiscovered, for it exists on the ethereal plane and has no substantive physicality (this means the armor is also completely weightless and does not hinder the bearer in any way, potentially allowing those who are prohibited wearing it to do so, at the Castle Keeper’s judgment) elsewhere. This unusual trait causes it to be invisible except to those able to see into the other realities, and to them, it seems as if it were nothing special, barring the fact that it is present. However, it does function as workable armor - against attacks that are not wholly magical or incorporeal, it provides an Armor Class of 13 (as if it were not magical); for those initiated as pure force or delivered by incorporeal beings, the armor is treated as leather laminar +5 (Armor Class 18). Lastly, the armor allows its wearer to transport to the ethereal plane, as if casting ethereal jaunt, this possible once per week and resolved at 12th level of casting.
Mail Shirt
of Speed - Lightweight oricalc chain interlocks to form a malleable and durable shirt, providing the same effects as chain shirt +3 (Armor Class 17) but also imbues its fortunate bearer with increased movement (+10 feet for base movement) and provides the extra attack class ability, usable with melee weapons only; however, for its advantages, simply donning it causes aging and possible loss of two Hit Points, similar to the haste spell - the save is needed each time the armor is removed and worn.
of the Messenger - Constructed from the leftover scrap of other armor, a mail shirt of the messenger is often chastised by those of noble birth, thinking it nothing but peasant armor, and then too good. But, this arrogant view belies the truth, for the armor is gifted with extraordinary power, enabling the one who wears it substantial diplomatic talent: firstly, it allows the casting of tongues and sending at 3rd level ability and also bestows commune as a 1st level caster, all once per day; next, if the person wearing the armor does not have Charisma as Prime, they are treated as though they did, but only as regards "social" abilities (the Castle Keeper decides when this bonus applies, and when it does not - it should never give a bonus to saving throws, however). Lastly, as armor, it grants an Armor Class of 16 (chain shirt +2). Characters that possess Charisma as a Prime will never use this armor as it is considered beneath their acceptable standards.
Ahnold’s Buff - This golden armor is difficult to bear even by the strongest of individuals, but once donned, seems effortless and actually makes one feel even more invigorated. It bestows an Armor Class of 15 (as chain shirt +1) but increases the Strength score of those with Strength Prime by +2, to a maximum of Strength 22; if Strength is not Prime, a +2 bonus to all Strength-related rolls (except attack and damage) is given instead. This armor has an Encumbrance Value of 6, but only 2 when worn, and requires a minimum of Strength 15 to wear effectively - it is possible for a weaker individual to use the armor, but doing so grants nothing except the base Armor Class (and Encumbrance is not reduced in this case).
Scale Mail
of the Ophidian - Forged of minute interwoven scales, each glistening as if wet or a part of a living snake, scale mail of the ophidian is a welcome gear for it provides an Armor Class of 18 (same as scale mail +4) and imbues a familiarity to all things serpentine to its adorner. Each day, at 10th level casting, the wearer is able to manifest any spell with the word "snake" (or "animal" if snake can replace the term, at the discretion of the Castle Keeper) in its name, in addition to summon animals (snakes only) and animal shapes (serpents only). If the armor is worn each day, and one of its invoked powers is used, for one month without interruption, a permanent speak with snakes (treat as speak with animals but it applies to snakes and serpents only, who must also belong to the Animal monster type) ability is granted, this remaining even after the armor is removed.
Mother Lode - Constructed of thick sheets of gold, inlaid with silver and platinum, encrusted with fabulous gemstones, this armor is a veritable treasure trove alone, easily worth a small keep. It is always dwarf sized and only a dwarf (with a Strength of 16 or greater) can wear the armor; doing so automatically encumbers the wearer despite means to counter such otherwise. Once secured, the armor grants an Armor Class of 16 (same as scale mail +2) but also allows the casting of locate object affecting any named mineral such as gold, mithral, diamond, ruby, and the like as a perpetual effect (that is, the person adorned in the armor immediately knows the presence and general quantity of a single substance, with concentration allowing a new one to be determined) within one-half mile. Furthermore, should the bearer come across a mineral that can be detected by the armor, an attraction is generated enabling the use of a telekinesis spell upon the substance - this is treated as the spell except the absolute weight affected cannot exceed 200 pounds or a speed of 50 feet / round; the weight to speed ratio is inversely proportional so that heavier lifts move slower than those which are lighter - it is suggested that the following chart is used to determine weight to speed:
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Weight in Pounds Maximum Speed (Feet / Round)
Less than 25 50
26 - 75 30
76 - 150 20
More than 150 5Cuir Bouille
Buc-a-Bec’s - Composed of dark, stiff, stained leather, boiled in a process known only to a small cabal of militant wizards, Buc-a-Bec’s cuir bouille is as much a defense against rival spellcasters as it is for sword bearers. Simply wearing the armor provides an Armor Class of 17 (as cuir bouille +3) and allows the casting of minor globe of invulnerability once per day as a 6th level caster; however, due to the armor’s rigidity, a half movement rate penalty is endured. This armor does not detect as magical.
of the Godsoul - Whitened and polished to a brilliant sheen, cuir bouille of the godsoul is unspoiled by the touch of dirt, grime, or blood, immediately cleansed of such trivialities (in an effect similar to prestidigitation) and grants its bearer the same benefits of cuir bouille + 2 (Armor Class 16). However, more powerful magic is bestowed to those who have unwavering honor or are favored of the gods - any character that is Lawful Good gains, excluding use of a holy weapon, the class abilities of a 1st level paladin; if already a paladin, then a +1 bonus to attack and damage is gained instead. An evil character that handles the armor feels nauseous (-1 to all actions for 1d6 hours) with no save allowed; if such a character dons the armor, three (3) levels are lost.
of Burden - Surprisingly supple, lighter than expected (it is weightless), and sewn with tassels made from a variety of animals (usually elephant or horse), cuir bouille of burden has remarkable powers - first, just donning its protective wrappings provides an Armor Class of 15 (the same as cuir bouille +1); secondly, even if encumbered, which becomes much more difficult (a bonus to EV limit is gained as if Strength and Constitution were Prime - if either is Prime already, an additional +2 is obtained), the bearer suffers no noticeable penalty.
Bronze Breastplate
Bas’s Assuaging - Decorated with fine chiaroscuro and other artistic engravings, the workmanship of this armor is stunning. Multiple scenes depict a variety of combat situations, each wholly different from the next. The beauty of the craft hides an eldritch magic for it is laced in mighty conjuration, the figures literally able to be pulled from the armor and commanded by its bearer - the effect called forth is as a summon monster spell, cast at 15th level ability, usable but once per day (more would dwindle the power of the armor, rendering it useless; this fact becomes known to the wearer when first utilized, as if by instinct). Beyond this, the armor functions identically to bronze breastplate +2 (Armor Class 16).
Boiler - Dark red in color and radiant with heat, boiler bronze breastplate is often discarded as cursed, for few wish to willingly don it, for fear of being harmed. However, should someone brave the desire, it is quickly realized that the armor is quite comfortable, and effective (it provides an Armor Class of 18, the same as bronze breastplate +3) - in fact, it actually provides an immunity to heat and fire-based attacks, and grants a bonus of +2 against those of a cold nature as well. Furthermore, when magical fire (any spell with the word "heat" or "fire" in its name) is used against the armor-wearer, it actually absorbs the magic, and allows the release of its own (it must be used within one round or the effect is lost), as follows:
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Level of Spell Absorbed Spell Released Level of Effect
Less than 2 Burning hands 1st
3 - 5 Heat metal 3rd
6 - 8 Wall of fog 5th
9 Pyrotechnics 5th{And I'm not back, just showing what I've been doing while away.}


