Khisanth the Ancient
Explorer
I needed new special abilities for some artifact armor, so I made these. What do you think the market prices should be?
Chromatic
The armor shifts constantly between the seven colors of the spectrum.
The wearer may choose one energy type (acid, cold, electricity, fire, negative, positive, or sonic); the armor provides resistance 50 against this energy type. The resistance may be changed only once per hour.
Caster Level: 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +9 bonus
Coruscating
Constant shimmers play over the armor's surface.
When the wearer is hit by a melee weapon, the attacker must make a Reflex save (DC 30 + wearer's Charisma modifier) or take half the attack's damage as force damage.
Caster Level: 40th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fire shield, shield; Market Price: +20 bonus
Forcefield
A nimbus of subtle energy surrounds the armor.
The armor constantly generates a double-strength force field, as the Force Field divine ability, surrounding the wearer. The force field has 100 hit points and heals 2 hit points per round.
Caster Level: 40th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Force Field (divine ability); Market Price: +10 bonus
Intensifying
The armor seems somehow more real than the objects surrounding it.
This armor functions only for creatures with damage reduction; their damage reduction is doubled.
Caster Level: 60th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin; Market Price: +25 bonus
Nova
The armor burns with a fierce light.
When the wearer is critically hit, a disintegrating blast of radiation radiates from the armor. All within a 1000-foot radius must make a Fortitude save (DC 40 + wearer's Charisma modifier); those who fail the save take 80d6 damage and 1d6 Strength and Constitution damage; those who succeed take 10d6 damage and no ability damage.
The wearer can choose not to activate the nova, and this is not an action. The nova can trigger only three times per day.
Caster Level: 60th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Market Price: ???
Panchromatic
The armor displays all the colors of the spectrum at once, sometimes separately, sometimes merging into brilliant white light.
The wearer may choose one energy type (acid, cold, electricity, fire, negative, positive, or sonic); the armor provides resistance 100 against this energy type. The resistance may be changed only once per hour.
Furthermore, when the wearer is damaged by an acid, cold, electricity, fire, negative energy, positive energy, or sonic attack, the armor thereafter grants resistance 100 against that energy type for 1 hour. Energy damage of a different type while the resistance is active will produce resistance 100 to that energy type without affecting the previous resistance.
Caster Level: 40th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +15
Chromatic
The armor shifts constantly between the seven colors of the spectrum.
The wearer may choose one energy type (acid, cold, electricity, fire, negative, positive, or sonic); the armor provides resistance 50 against this energy type. The resistance may be changed only once per hour.
Caster Level: 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +9 bonus
Coruscating
Constant shimmers play over the armor's surface.
When the wearer is hit by a melee weapon, the attacker must make a Reflex save (DC 30 + wearer's Charisma modifier) or take half the attack's damage as force damage.
Caster Level: 40th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fire shield, shield; Market Price: +20 bonus
Forcefield
A nimbus of subtle energy surrounds the armor.
The armor constantly generates a double-strength force field, as the Force Field divine ability, surrounding the wearer. The force field has 100 hit points and heals 2 hit points per round.
Caster Level: 40th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Force Field (divine ability); Market Price: +10 bonus
Intensifying
The armor seems somehow more real than the objects surrounding it.
This armor functions only for creatures with damage reduction; their damage reduction is doubled.
Caster Level: 60th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin; Market Price: +25 bonus
Nova
The armor burns with a fierce light.
When the wearer is critically hit, a disintegrating blast of radiation radiates from the armor. All within a 1000-foot radius must make a Fortitude save (DC 40 + wearer's Charisma modifier); those who fail the save take 80d6 damage and 1d6 Strength and Constitution damage; those who succeed take 10d6 damage and no ability damage.
The wearer can choose not to activate the nova, and this is not an action. The nova can trigger only three times per day.
Caster Level: 60th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Market Price: ???
Panchromatic
The armor displays all the colors of the spectrum at once, sometimes separately, sometimes merging into brilliant white light.
The wearer may choose one energy type (acid, cold, electricity, fire, negative, positive, or sonic); the armor provides resistance 100 against this energy type. The resistance may be changed only once per hour.
Furthermore, when the wearer is damaged by an acid, cold, electricity, fire, negative energy, positive energy, or sonic attack, the armor thereafter grants resistance 100 against that energy type for 1 hour. Energy damage of a different type while the resistance is active will produce resistance 100 to that energy type without affecting the previous resistance.
Caster Level: 40th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +15
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