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Night (A d20 Modern/Future Campaign Setting)
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<blockquote data-quote="kronos182" data-source="post: 5646367" data-attributes="member: 6668634"><p>a bump with a little bit of new material</p><p></p><p>Orso (Bear) Templar Battle Armour</p><p></p><p></p><p>This is a modified version of the Templar armour, enhanced both mundanely and magically. The Orso Templar is designed more for melee combat, enhancing the wearer's strength and combat capabilities. It has mounts on its back for two large melee weapons, usually two longswords or a greatsword or axe. One gauntlet is equipped with three retractable blades, while the other has a folding shield that is enchanted to reduce its weight to not impair the user's swings. The neck is also sealed and can only be opened by the user by a tongue switch or by a hidden switch outside the armour. This was designed as a measure to prevent any disabled Knight from having his helmet removed and possibly being converted or fed on. The user can also cause any metal held melee weapon, or the blades on the gauntlet to burst into flames for a short period of time. The armour is also enchanted so that it can be highly resistant to all physical attacks. One of the ways to tell these suits from a regular set of Templar armour is a few rubies, an emerald and pieces of obsidian are ornately mounted on the armour, usually disguised in some decoration to hide their true purpose. However these gems and stones glow a slight blue when the magical powers are in use.</p><p>These suits are only given to Knights who show great courage and a high aptitude for melee combat. </p><p></p><p>Magus Facio HKA Orso Templar Battle Armor (Heavy Armor Prof.)</p><p>Type: Tactical</p><p>Equipment Bonus: +9</p><p>Nonprof. Bonus: +3</p><p>Maximum Dex Bonus: +6</p><p>Armor Penalty: -6</p><p>Arcane Spell Failure:</p><p>Speed (30 ft.): 20 ft.</p><p>Weight: 48 lbs.</p><p>PDC: 38</p><p>Restriction: Illegal (+4)</p><p></p><p>This is a modified version of the Templar battle armour used by the Knights. There are only a couple hundred Orso's available at the moment and new ones take several months to make due to the enchantments.</p><p></p><p>Orso Templar Battle Armor features the Intregrated Equipment (Night Vision Goggles) Gadget, the Integrated Equipment (Gas Mask) Gadget, and the Integrated Equipment (Walkie-Talkie, Professional) Gadget, all of which are located in the helmet. These Gadgets are unremoveable, and cannot be added again. Retractable blades that deal 1d4 slashing or piercing damage mounted on one gauntlet. Can activate enhanced strength 5 times a day which increases the strength of the user by +4 for 6 rounds. Cast modified burning hands which affects the mounted blades and any metal handheld melee weapons, such as swords, causing them to burst into flames that deals 1d6 points of fire damage in addition to their normal damage for 6 rounds. Has a retractable small shield, providing +1 to Def and increases the weight of the armour by 4 lbs., which only imposes a -1 to attack bonuses if a weapon is held in the same hand. Also, once a day, for 3 rounds, the user can cast stoneskin, granting damage reduction 10/- against all physical damage. This includes slashing, bludgeoning, piercing and ballistic damage. It requires a move action to activate any of the magical abilities.</p></blockquote><p></p>
[QUOTE="kronos182, post: 5646367, member: 6668634"] a bump with a little bit of new material Orso (Bear) Templar Battle Armour This is a modified version of the Templar armour, enhanced both mundanely and magically. The Orso Templar is designed more for melee combat, enhancing the wearer's strength and combat capabilities. It has mounts on its back for two large melee weapons, usually two longswords or a greatsword or axe. One gauntlet is equipped with three retractable blades, while the other has a folding shield that is enchanted to reduce its weight to not impair the user's swings. The neck is also sealed and can only be opened by the user by a tongue switch or by a hidden switch outside the armour. This was designed as a measure to prevent any disabled Knight from having his helmet removed and possibly being converted or fed on. The user can also cause any metal held melee weapon, or the blades on the gauntlet to burst into flames for a short period of time. The armour is also enchanted so that it can be highly resistant to all physical attacks. One of the ways to tell these suits from a regular set of Templar armour is a few rubies, an emerald and pieces of obsidian are ornately mounted on the armour, usually disguised in some decoration to hide their true purpose. However these gems and stones glow a slight blue when the magical powers are in use. These suits are only given to Knights who show great courage and a high aptitude for melee combat. Magus Facio HKA Orso Templar Battle Armor (Heavy Armor Prof.) Type: Tactical Equipment Bonus: +9 Nonprof. Bonus: +3 Maximum Dex Bonus: +6 Armor Penalty: -6 Arcane Spell Failure: Speed (30 ft.): 20 ft. Weight: 48 lbs. PDC: 38 Restriction: Illegal (+4) This is a modified version of the Templar battle armour used by the Knights. There are only a couple hundred Orso's available at the moment and new ones take several months to make due to the enchantments. Orso Templar Battle Armor features the Intregrated Equipment (Night Vision Goggles) Gadget, the Integrated Equipment (Gas Mask) Gadget, and the Integrated Equipment (Walkie-Talkie, Professional) Gadget, all of which are located in the helmet. These Gadgets are unremoveable, and cannot be added again. Retractable blades that deal 1d4 slashing or piercing damage mounted on one gauntlet. Can activate enhanced strength 5 times a day which increases the strength of the user by +4 for 6 rounds. Cast modified burning hands which affects the mounted blades and any metal handheld melee weapons, such as swords, causing them to burst into flames that deals 1d6 points of fire damage in addition to their normal damage for 6 rounds. Has a retractable small shield, providing +1 to Def and increases the weight of the armour by 4 lbs., which only imposes a -1 to attack bonuses if a weapon is held in the same hand. Also, once a day, for 3 rounds, the user can cast stoneskin, granting damage reduction 10/- against all physical damage. This includes slashing, bludgeoning, piercing and ballistic damage. It requires a move action to activate any of the magical abilities. [/QUOTE]
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