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<blockquote data-quote="TheLe" data-source="post: 2268949" data-attributes="member: 3981"><p><strong>try this</strong></p><p></p><p>Here's a little something I wrote for 17 Magic Armors:</p><p></p><p></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Prismatic Touch</strong></span></p><p><span style="color: white">This enchantment causes the armor to shimmer with all the colors of the rainbow when in daylight. In total darkness however, the enchantment causes the armor to dimly glow purple.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Whenever the wearer of this enchanted armor receives damage from an enemy, 1 charge counter is stored within the armor (max of 1 charge per round). This damage must come from an enemy; a friendly ally that deals damage to the wearer will have no effect.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Once per round as a free action, the wearer may use all the charges to enchant himself with a magical aura. The type of aura he may create is based on the number of charges that are stored within the armor. Consult the chart below:</span></p><p><span style="color: white"></span></p><p><span style="color: white">Charges / Aura</span></p><p><span style="color: white">1 / Aura of Defense</span></p><p><span style="color: white">2 / Aura of Courage</span></p><p><span style="color: white">3 / Aura of Elemental</span></p><p><span style="color: white">4 / Aura of Blessing</span></p><p><span style="color: white">5 / Aura of Rage</span></p><p><span style="color: white"></span></p><p><span style="color: white">·Aura of Defense – Activating this aura causes a blue circle to appear beneath the wearer’s feet, up to a radius of 20 feet. Any ally within this radius gains a +1 bonus to AC. If the wearer is 10th level or higher, this bonus is doubled.</span></p><p><span style="color: white"></span></p><p><span style="color: white">·Aura of Courage – Activating this aura causes the wearer to briefly flash with bright light. All allies within a 40 feet radius gains +3 bonus to all saves vs. fear effects. This bonus is doubled for the wearer. If the wearer is 10th level or higher, all of these bonuses are doubled.</span></p><p><span style="color: white"></span></p><p><span style="color: white">·Aura of Elemental – Activating this aura causes bright purple globe to appear above the wearer. When first activated, all allies within a 20-feet area will receive Fire Resistance 2, Cold Resistance 2, and Acid Resistance 2. However, at the beginning of every round, the wearer may make any of these Resistances 0 to add +1 to one of the other Resistances). This may be done once per round. These initial resistances double to 4 if the wearer is 10th level or higher.</span></p><p><span style="color: white"></span></p><p><span style="color: white">·Aura of Blessing – Activating this aura causes the wearer’s eyes to become black as night. All allies within a 20-feet radius starts to feel extremely lucky and gains 1 point of luck. They may use this point of luck to re-roll any one save, attack roll, or damage roll. Once the aura ends, any unused luck points will fade and can no longer be used.</span></p><p><span style="color: white"></span></p><p><span style="color: white">·Aura of Rage – Activating this aura causes the wearer’s eyes to glow fiery red. All allies within a 20 feet radius gains a +2 to all melee damage rolls. However, there is a price -- for each ally that is within the 20-feet radius, the wearer suffers a –1 aura penalty to his AC (this is cumulative)</span></p><p><span style="color: white"></span></p><p><span style="color: white">Each aura lasts a number of rounds equal to 1d6 + the wearer’s Charisma modifier. If the wearer is 10th level or higher, the aura will last a number of rounds equal to 2d6 + the wearer’s Charisma modifier. </span></p><p><span style="color: white"></span></p><p><span style="color: white">The enchanted armor will not generate any charges as long as an Aura is active. Auras may be deactivated at will. If the enchanted armor has unused charges for at least 30 minutes, they will all discharge themselves and be lost.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Creation Cost / Market Price</span></p><p><span style="color: white">Moderate abjuration; CL 9th; Enchant Arms and Armor, prayer, remove fear, resist energy, shield of faith; Market Price: +2 armor enhancement.</span></p><p><span style="color: white"></span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="TheLe, post: 2268949, member: 3981"] [b]try this[/b] Here's a little something I wrote for 17 Magic Armors: [color=white] [b]Prismatic Touch[/b] This enchantment causes the armor to shimmer with all the colors of the rainbow when in daylight. In total darkness however, the enchantment causes the armor to dimly glow purple. Whenever the wearer of this enchanted armor receives damage from an enemy, 1 charge counter is stored within the armor (max of 1 charge per round). This damage must come from an enemy; a friendly ally that deals damage to the wearer will have no effect. Once per round as a free action, the wearer may use all the charges to enchant himself with a magical aura. The type of aura he may create is based on the number of charges that are stored within the armor. Consult the chart below: Charges / Aura 1 / Aura of Defense 2 / Aura of Courage 3 / Aura of Elemental 4 / Aura of Blessing 5 / Aura of Rage ·Aura of Defense – Activating this aura causes a blue circle to appear beneath the wearer’s feet, up to a radius of 20 feet. Any ally within this radius gains a +1 bonus to AC. If the wearer is 10th level or higher, this bonus is doubled. ·Aura of Courage – Activating this aura causes the wearer to briefly flash with bright light. All allies within a 40 feet radius gains +3 bonus to all saves vs. fear effects. This bonus is doubled for the wearer. If the wearer is 10th level or higher, all of these bonuses are doubled. ·Aura of Elemental – Activating this aura causes bright purple globe to appear above the wearer. When first activated, all allies within a 20-feet area will receive Fire Resistance 2, Cold Resistance 2, and Acid Resistance 2. However, at the beginning of every round, the wearer may make any of these Resistances 0 to add +1 to one of the other Resistances). This may be done once per round. These initial resistances double to 4 if the wearer is 10th level or higher. ·Aura of Blessing – Activating this aura causes the wearer’s eyes to become black as night. All allies within a 20-feet radius starts to feel extremely lucky and gains 1 point of luck. They may use this point of luck to re-roll any one save, attack roll, or damage roll. Once the aura ends, any unused luck points will fade and can no longer be used. ·Aura of Rage – Activating this aura causes the wearer’s eyes to glow fiery red. All allies within a 20 feet radius gains a +2 to all melee damage rolls. However, there is a price -- for each ally that is within the 20-feet radius, the wearer suffers a –1 aura penalty to his AC (this is cumulative) Each aura lasts a number of rounds equal to 1d6 + the wearer’s Charisma modifier. If the wearer is 10th level or higher, the aura will last a number of rounds equal to 2d6 + the wearer’s Charisma modifier. The enchanted armor will not generate any charges as long as an Aura is active. Auras may be deactivated at will. If the enchanted armor has unused charges for at least 30 minutes, they will all discharge themselves and be lost. Creation Cost / Market Price Moderate abjuration; CL 9th; Enchant Arms and Armor, prayer, remove fear, resist energy, shield of faith; Market Price: +2 armor enhancement. [/color] [/QUOTE]
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