Nifft
Penguin Herder
*** ARMOR ***
Dragon Armor: This exceptional armor is made from the hide, scale and bone of a True Dragon. Five types are possible:
Shields can also be made with Dragon scales. If worn with armor of the same type, it provides a synergistic bonus beyond its own abilities: a matched pair of Armor and Small, Large or Tower Shield grant an additional Energy Resistance over the armor's natural bonus.
Notes: Dragons are not spikey creatures. Armor made from their skin cannot have armor spikes. Also note that Dragon Armor is immune to the element that it provides resistance against. (In other words, if you roll a 1 on a Reflex save vs. a Fireball, your Red Dragon Scale Shield is immune to its effect.)
Arrowhawk Armor: This light, feathered leather armor was produced from the hide of an Elder Arrowhawk. Its wearer need never fear heights, and his foes are loath to grapple with him -- for each round in which the wearer starts out grappled, all holding him take 1d6 Electrical damage. An "upgraded" variation, inset with electrum and rare gems, allows its wearer to make electrically charged attacks.
** Feather Fall (Su): At will, caster level 15.
** Grapple Discharge (Ex): When the wearer begins a round grappling, foes touching him take 1d6 Electrical damage.
** Strike Discharge (Ex): When the wearer makes a successful melee attack (unarmed or using a metal weapon), his target takes an additional +1d6 Electrical damage. This stacks with the Shocking weapon ability.
Destrachan Armor: These noisesome horrors can be made to produce a thick but supple hide. When wearing the helmet, with its exquisitly tuned ears, the wearer suffers no penalties to her Listen checks.
Gorgon Plate: The dark silver plate-armors are highly prized, for their sheer strength and for their magical properties. All Gorgon Plate armor has the Ghost Touch special proprty as an Exceptional ability -- that is to say, it is not ignored by Incorporeal melee attacks. Furthermore, those wearing the armor are somewhat protected from petrification.
Remorhaz Plate: This beautiful armor is ice-white with jagged (and dimly glowing) brick-red spines. The wearer does not take subdual damage from cold conditions, but becomes fatigued twice as quickly in hot climates. When paired with a shield, the armor's benefit against cold is enhanced.
** Hot Spikes: Both armor and shield are considered to have +1 Flaming Spikes (Martial, 1d6+1 +1d6 Fire, 20/x2).
Troll Hide -- Stiff, knobbly and green, this jacket limits movement, but provides good protection and a feeling of health.
Medium, AC +5, Max Dex +3, ACP -5, ASF 35%, Cold Resistance 5, Enhanced Healing, Cost: 54,000 gp
** Enhanced Healing: You convert 1 hit point of damage into subdual damage each hour.
True Ice Plate -- Pale blue, like a child of sapphire and diamond. Hewn from the (Para-)Elemental Plane of Ice, and worked by an Elemental Savant, this shining, translucent armor provides superior protection. Its icy aura, combined with its anti-fire property, make it popular with cold-loving creatures. These shields and armors are immune to destruction by Cold and Electricity effects.
** Cold Aura: The armor is supernaturally cold, inflicting the indicated damage each round to any who touch it -- including the wearer. If the armor is crafted with spikes, the spikes are considered +1 Frost Bane (Fire Elemental), and they raise the armor's cost by +41,000 gp. A True Ice shield adds +1d6 cold damage to the armor's base damage, but is incapable of bearing spikes.
Note: True Ice is naturally slippery, and the Slick special ability can be added for 1/2 normal price.
-- N
Dragon Armor: This exceptional armor is made from the hide, scale and bone of a True Dragon. Five types are possible:
- Dragon Hide: Light, AC +5, Max Dex +5, ACP -2, ASF 15%, Energy Resistance 5, 15 lbs., Cost: 12,500 gp
- Dragon Breastplate: Medium, AC +7, Max Dex +5, ACP -3, ASF 20%, Energy Resistance 5, 20 lbs., Cost: 16,000 gp
- Dragon Scale Mail: Medium, AC +7, Max Dex +4, ACP -3, ASF 20%, Energy Resistance 10, 20 lbs., Cost: 23,000 gp
- Dragon Half-Plate: Heavy, AC +9, Max Dex +1, ACP -6, ASF 35%, Energy Resistance 10, 35 lbs., Cost: 33,500 gp
- Dragon Full Plate: Heavy, AC +10, Max Dex +2, ACP -5, ASF 30%, Energy Resistance 15, 35 lbs., Cost: 60,000 gp
Shields can also be made with Dragon scales. If worn with armor of the same type, it provides a synergistic bonus beyond its own abilities: a matched pair of Armor and Small, Large or Tower Shield grant an additional Energy Resistance over the armor's natural bonus.
- Dragon Scale Small Shield: AC +2, ACP -1, ASF +5%, Energy Resistance +5, 5 lbs., Cost: 12,000 gp
- Dragon Scale Large Shield: AC +4, ACP -2, ASF +15%, Energy Resistance +10, 10 lbs., Cost: 24,000 gp
- Dragon Scale Tower Shield: AC +6, ACP -8, ASF +50%, Energy Resistance +15, 30 lbs., Cost: 48,000 gp
Notes: Dragons are not spikey creatures. Armor made from their skin cannot have armor spikes. Also note that Dragon Armor is immune to the element that it provides resistance against. (In other words, if you roll a 1 on a Reflex save vs. a Fireball, your Red Dragon Scale Shield is immune to its effect.)
Arrowhawk Armor: This light, feathered leather armor was produced from the hide of an Elder Arrowhawk. Its wearer need never fear heights, and his foes are loath to grapple with him -- for each round in which the wearer starts out grappled, all holding him take 1d6 Electrical damage. An "upgraded" variation, inset with electrum and rare gems, allows its wearer to make electrically charged attacks.
- Arrowhawk Leather: Light, AC +3, Max Dex +8, ACP -0, ASF 5%, Electricity and Acid Resistance 5, Feather Fall, Grapple Discharge, 3 lbs., Cost: 30,000 gp
- Gem-Studded Arrowhawk Leather: Light, AC +4, Max Dex +7, ACP -0, ASF 5%, Electricity and Acid Resistance 10, Feather Fall, Grapple Discharge, Strike Discharge, 5 lbs., Cost: 58,000 gp
** Feather Fall (Su): At will, caster level 15.
** Grapple Discharge (Ex): When the wearer begins a round grappling, foes touching him take 1d6 Electrical damage.
** Strike Discharge (Ex): When the wearer makes a successful melee attack (unarmed or using a metal weapon), his target takes an additional +1d6 Electrical damage. This stacks with the Shocking weapon ability.
Destrachan Armor: These noisesome horrors can be made to produce a thick but supple hide. When wearing the helmet, with its exquisitly tuned ears, the wearer suffers no penalties to her Listen checks.
- Destrachan Hide: Medium, AC +5, Max Dex +3, ACP -4, ASF 20%, Sonic Resistance 5, 25 lbs., Cost: 24,000 gp
Gorgon Plate: The dark silver plate-armors are highly prized, for their sheer strength and for their magical properties. All Gorgon Plate armor has the Ghost Touch special proprty as an Exceptional ability -- that is to say, it is not ignored by Incorporeal melee attacks. Furthermore, those wearing the armor are somewhat protected from petrification.
- Gorgon Breastplate: Medium, AC +8, Max Dex +3, ACP -5, ASF 30%, Petrification Resistance +2, DR 2/--, 40 lbs., Cost: 40,000 gp
- Gorgon Half-Plate: Heavy, AC +10, Max Dex +0, ACP -10, ASF 70%, Petrification Resistance +4, DR 3/--, 65 lbs., Cost: 58,000 gp
- Gorgon Full Plate: Heavy, AC +11, Max Dex +1, ACP -9, ASF 60%, Petrification Resistance +6, DR 4/--, 65 lbs., Cost: 72,000 gp
- Gorgon Plate Small Shield: AC +2, ACP -2, ASF +10%, 7 lbs., Cost: 21,000 gp
- Gorgon Plate Large Shield: AC +4, ACP -4, ASF +25%, 21 lbs., Cost: 32,000 gp
Remorhaz Plate: This beautiful armor is ice-white with jagged (and dimly glowing) brick-red spines. The wearer does not take subdual damage from cold conditions, but becomes fatigued twice as quickly in hot climates. When paired with a shield, the armor's benefit against cold is enhanced.
- Remorhaz Breastplate: Medium, AC +6, Max Dex +4, ACP -3, ASF 20%, Hot Spikes, Cold Resistance 5, 30 lbs., Cost: 24,000 gp
- Remorhaz Half-Plate: Heavy, AC +8, Max Dex +0, ACP -10, ASF 50%, Hot Spikes, Cold Resistance 10, 50 lbs., Cost: 38,000 gp
- Remorhaz Full Plate: Heavy, AC +9, Max Dex +1, ACP -9, ASF 50%, Hot Spikes, Cold Resistance 10, 50 lbs., Cost: 49,000 gp
- Remorhaz Small Shield: AC +1, ACP -1, ASF 5%, Hot Spikes, Cold Resistance +5, 5 lbs., Cost: 21,000 gp
- Remorhaz Large Shield: AC +2, ACP -2, ASF 15%, Hot Spikes, Cold Resistance +5, 10 lbs., Cost: 24,000 gp
** Hot Spikes: Both armor and shield are considered to have +1 Flaming Spikes (Martial, 1d6+1 +1d6 Fire, 20/x2).
Troll Hide -- Stiff, knobbly and green, this jacket limits movement, but provides good protection and a feeling of health.
Medium, AC +5, Max Dex +3, ACP -5, ASF 35%, Cold Resistance 5, Enhanced Healing, Cost: 54,000 gp
** Enhanced Healing: You convert 1 hit point of damage into subdual damage each hour.
True Ice Plate -- Pale blue, like a child of sapphire and diamond. Hewn from the (Para-)Elemental Plane of Ice, and worked by an Elemental Savant, this shining, translucent armor provides superior protection. Its icy aura, combined with its anti-fire property, make it popular with cold-loving creatures. These shields and armors are immune to destruction by Cold and Electricity effects.
- True Ice Breastplate: Medium, AC +7, Max Dex +4, ACP -5, ASF 40%, Fire Resistance 10, Cold Aura 1d6, Cost: 48,000 gp
- True Ice Half-Plate: Heavy, AC +9, Max Dex +0, ACP -9, ASF 55%, Fire Resistance 15, Cold Aura 2d6, Cost: 76,000 gp
- True Ice Full Plate: Heavy, AC +10, Max Dex +1, ACP -8, ASF 50%, Fire Resistance 20, Cold Aura 2d6, Cost: 91,000 gp
- True Ice Small Shield: AC +2, ACP -1, ASF +10%, Fire Resistance +5, Cost: 15,000 gp
- True Ice Large Shield: AC +3, ACP -2, ASF +20%, Fire Resistance +10, Cost: 30,000 gp
** Cold Aura: The armor is supernaturally cold, inflicting the indicated damage each round to any who touch it -- including the wearer. If the armor is crafted with spikes, the spikes are considered +1 Frost Bane (Fire Elemental), and they raise the armor's cost by +41,000 gp. A True Ice shield adds +1d6 cold damage to the armor's base damage, but is incapable of bearing spikes.
Note: True Ice is naturally slippery, and the Slick special ability can be added for 1/2 normal price.
-- N
Last edited: