The previous post is here, Part VII.
Nurses Chain Shirt 2000
A simple white shirt sewn over this +1 chain shirt has a large red sun emblazoned on it. Across cultures, the red symbol changes, but it always matches the local customs for healing symbolism. On the battlefield, only the cruelest and least intelligent soldiers would kill one wearing this armor, enemy healing is still healing after all. A Nurse’s Chain Shirt confers a bonus to healing spells the wearer casts, healing an additional 2 hp per spell level.
Obsidian armor is created by sewing or riveting razor sharp obsidian plates onto armor. Jagged stone edges deal 1d4 damage each round to any creature or object grappling or grabbing the wearer. Medium obsidian armor deals 1d6 damage and costs twice as much. Heavy obsidian armor deals 1d8 but cost three times as much. The stones lose their edge after dealing 10, 20, and 30 damage respectively. Once dull, they must be replaced.
Outsider Bone 2500
Burying the bones of outsiders in desecrated soil during a full moon turns them into a pearly white substance that is harder than steel. Necromancers can manipulate these bones like soft clay, forming powerful armors. Outsider Bone armor grants a cleric the ability to use turn undead attempts to rebuke outsiders as if they were undead with twice as many HD. The cleric may also use their necromancy spells to raise the corpses of dead outsiders of half the cleric’s normal number or HD total. These raised outsiders keep any supernatural abilities they had in life. Outsiders’ corpses are unstable and disintegrate after the raised corpse is killed or when the necromantic raising spell ends. When formed as medium armor, Outsider Bones costs twice as much due to extra material needed and heavy armor costs triple.
Paper Mail 10000
Paper Mail is a bone white +1 suit of plate mail made entirely of pieces of folded paper. It weighs only 3 pounds and counts as light armor for all purposes including proficiency. The paper can be scribed like a scroll, and can store up to eight levels of spells across its paper surfaces, with no single spell of higher than fourth level. When the Paper Mail is struck with a blow, when the attack would hit if not for the non-magical armor bonus of the mail, some of the paper is torn and the armor bonus of the mail drops by one point. If there is an inscribed spell on the armor, one of these spell’s magical energies will be dispersed instead of the armor taking damage. The armor uses one spell randomly from among the lowest level spells. Slashing damage destroys two armor points or spell levels and fire damage destroys four points or spell levels. To repair a point of damage, folded paper requires a skilled paper artisan two hours and 500 SP of arcana infused paper to fold new pieces for the armor.
These armors attach to their wearers and offer useful abilities at a cost. The armor must be worn for three straight days before their positive benefits can be used, but their drawbacks exist as long as they are worn. Attuning with the armor is lost as soon as the armor is removed. All parasitic armors are strangely comfortable to sleep in, they stay temperate and supportive no matter where their host sleeps.
Parasitic, Crushed Golem 7500
A destroyed and bent iron golem has been hammered into a crude, +1 breastplate with two dragging metallic arms halfway down the torso on either side. The golem shifts and adjusts constantly; the wearer must make balance checks (DC 13) or fall prone if moving more than half their base speed. The arms are controlled by the golem, but have a strength score of 16 and follow simple instructions. They can carry, hold items, attack, or any other manipulation that does not require fine motor skills. The golem will carry out the command, given as a free action, until it cannot continue that order or a new order is given. Each arm can deal 1d6 + 3 damage with an attack bonus of +5 as a slam attack.
Parasitic, Elemental Energy 10000
A parasite from the elemental planes is bound to this +2 chain shirt. It is only usable by a creature with spells or spell like abilities. Non-magical creatures that wear this shirt will feel a sharp psychic pain begin taking 1 psychic damage each round. The elemental coursing through the metal links in the shirt drains the magic energy of the wearer, consuming the energy of five spell levels or equivalent spell-like abilities after the shirt is donned or after the wearer’s spells rejuvenate upon rest. If the wearer is aware of the parasitic nature of the armor, they can choose which spell slots or spells are given to the parasite, otherwise the spell loss is randomly chosen from the lowest spell levels first. The elemental parasite will protect its host, creating an elemental field around the wearer for 1 round after being struck. The elemental field grants resistance to all elemental damage, concealment, and a 10 ft. elemental aura that deals 1d6 damage of an elemental type the wearer chooses.
Parasitic, Fungal Spores 2000
Fungal Spore Parasitic armor must be donned in a very specific manner. The wearer must wear a full body, cloth robe of organic materials, submerge themselves in warm water, then roll themselves in dirt mixed with fungal spores gathered from the previous suit of Fungal Spore armor. Over the course of the next three days, tough, spongy grey-brown flesh grows up and over wearer, increasing by 3 armor points a day until it becomes plate mail equivalent armor. The armor is always considered light for purposes of encumberance. When peeled off, the spongy flesh will begin to slough off into edible chunks of fungus. One last chunk will remain on the wearer and sprout fungal gills. This piece can be shaken or ground up to release a set of spores usable to regrow a set of Parasitic Fungal Armor. Parasitic Fungal Armor makes it difficult to move, imposing a -1 penalty to attack and damage as well as a 10ft penalty to movement speed. Poisonous fumes are exuded constantly from the armor, creatures within 10 ft. must make a CON save (DC 12) or be poisoned for 1d6 rounds. Wearing this armor makes one immune to poisonous gasses or spores, as the fungus temporarily sprouts around breathing organs of its host in response to those hostile gasses, shedding its own neutralizing spores.
Parasitic, Insect Hive 4000
Insect Hive armor is a thick-cut hide armor made of interlocking hexes of tanned hide lashed together with a heady mix of yellow wax and silk. The hide armor moves like a second skin. During the initial days of wearing this armor, small insects burrow into the wearer, digging channels to the wearer’s veins and anchoring the armor the the wearer’s bones with silky threads. The mixture of spiders, beetles, and flies feed off the blood of the wearer, weakening them by 2 maximum hit points per hit die. The wearer needs to eat and drink twice as much as normal. Only organic, material plane creatures can benefit from this armor. Non-organic or material plane creatures take 1 damage each round from biting insects. Any creature that strikes the wearer or is struck by the wearer will be boarded by a small horde of insects if the wearer chooses. These insects packs deal 1 damage each round. Only 3 boarding parties can be released at a time, further attacks on or by the wearer have no insects to call on. The boarding parties can return at the command of the wearer, flying 60 ft each round back to the Insect Hive. Otherwise, the insects can be killed by submerging oneself in water or fire, or by spending three consecutive rounds plucking and killing them. Killed boarding parties are replaced during the next long rest. The wearer regenerates 1 hit point each round as the insects help stitch wounds and repair damage. Graver wounds naturally heal twice as fast: broken bones, burns, fractures, etc.
|You might not be feeding what you think you’re feeding…
Parasitic, Outsider’s Soul 15000
The refugee soul of an outsider, a demon, angel, or otherworldly alien takes residence in this +3 breastplate. The outsider drains life force from its host to survive; the wearer is considered one level lower for all purposes including: hit dice, proficiency bonus, spells, and class abilities. The parasite partially reforms the wearer into a more perfect version of themselves, increasing all their base attribute scores by 1 point, setting any low scores to a minimum 15. The outsider also protects their host, granting immunity against the first damage type received after a short rest. This damage immunity lasts until the wearer takes another short rest. The wearer does not need to eat, sleep, breathe, or drink and ages at ¼ the normal rate.The outsider may have goals or requests to make of the player, but they are usually comatose, slowly rebuilding their own energies in order to manifest.
Parasitic, Vermin Cloak 3500
Putrid, tangled rags hang stiffly around the wearer with four gaps that could loosely be construed as a neck hole, two arm holes, and an open bottom. Tiny vermin of all sorts squirm and worm through the rags: toads, snakes, rats, slugs, and worms. The soiled rags are encrusted thickly enough to function as chain mail. While worn, the armor gives the wearer a constant, minor disease. The wearer is prone to minor coughs, sneezes, fevers, and runny noses: -1 to all rolls. The generously described ‘clothing’ imposes disadvantage on all social encounters. The wearer can command their vile residents into a swarm occupying a 5 ft space per four HD of the wearer. Forming the swarm or directing the swarm is a free action. The swarm has 20 hit points per 5 ft square, and the creatures automatically deal 1d6 piercing and 1d6 poison damage to creatures that start their turn in one of the swarm’s spaces. The vermin can move along the floor or walls at 15’ per round. If killed or scattered, the swarm can be replenished by spending a long rest in sewers, garbage, or other areas of filth.
Plate Mail of Etherealness 10000
Silvery, glossy metal of this +2 plate mail always appears slightly blurred. On command, the Plate Mail of Etherealness and its wearer turn ethereal and invisible for up to 1 minute, split across different uses as the wearer chooses. This time limit is reset upon each short rest. While ethereal, the wearer gains a fly speed of 40 ft. with perfect maneuverability. The invisibility lasts until the wearer makes an attack. It is a free action to phase shift between being ethereal and material.
Large, thin interlocking rings of platinum are bolted to this armor. These platinum rings are geometrically organized to pull magic away from sensitive parts of the body. Reduce magic damage taken by 8 or reduce the duration of hostile spells by 9/10. Medium armors cost twice as much to outfit with platinum rings. Heavy armors cost three times as much. Only metal armors can be outfitted with platinum.
Projectile Trapping 5000
A tiny charge is present on the outer surface of this armor or shield. Feathers, leaves, and other small light objects often stick to this armor or shield. The wearer can use a reaction to trap a projectile fired at them. Projectiles heavier than 30lbs strike the wearer as normal. The trapped projectile is caught harmlessly and may be reused. The wearer gains a free reaction each round to be used in this manner.
Acting as a magic larder of sorts, quartz crystals bound together with thin silver wire are riveted together to form a replacement for metal armors and shields. Somewhat weaker than steel, Quartz armor provides one less base armor bonus than normal for its type. Magic is refracted and circulated in the crystal clusters, doubling the duration of self targeted magic and magic accepted willingly while increasing the duration of hostile spells by 50%. Medium armor costs twice as much to make of quartz and heavy armor cost three times as much.
Rage Vine 5000
Angry, still living plant vines and leaves wrap around the body to form a +1 studded leather equivalent armor. If its wearer is dead, it will slither onto any unarmored creature that touches it. As a free action, the wearer can root the armor in place, reducing movement to 0 to regain 1 hp/round in non-toxic ground. This regeneration increases to 2 hit points each round in soil, and 5 hit points each round in lush or fertile ground. While rooted, the wearer cannot be moved except with a strength check (DC 20) or an equivalent amount of force. After slaying an enemy, the Rage Vine’s tendrils take hold of the wearer’s weapons to attack for the wearer. This effect grants +5 feet of reach for 3 rounds. If far away from any foes, the Rage Vine instead whips thorns at the nearest enemy within 60ft for 1d6 damage each round. The armor will grow back, repairing itself with a full day’s worth of sunlight if it is ever damaged. Each week without 8 combined hours of sunlight will cause the armor to weaken, -1 AC until it dies completely when it hits 0 armor bonus. If it dies from lack of sunlight, it cannot be restored by mundane means. Each armor point to be restored requires 8 hours of sunlight and watering the armor with a cup of blood while rooted in fertile soil.
Ram’s Head 9000
The Ram’s Head is a +1 shield bearing a steel sculpture of a ram with a lowered head spiral horns. As a move action, its wielder can move up to their base movement speed and then make a bash attack. If the attack hits, it deals 1d8+STR damage and knocks the enemy prone unless they make a STR save (DC 8 + the damage dealt). If the wearer has moved at least twice their base movement speed in a straight line to make the gore attack, the gore damage is tripled and the steel ram bleats aggressively.
This enchantment can only be applied to wooden or hide based armors. The armor or shield regrows from any damage it receives, repairing any damage taken, short of being broken, at a rate of one armor point each day.
Resistant armor or shields grant resistance against one damage type. In addition, once each day, they can nullify all damage of that type from one source or attack. Resistant armors are often decorated in stylized alchemical symbols of the damage type they ward against.
Painted with a set of golden scales, Retributive armor returns damage back on its attackers. When the wearer takes damage, this armor fires a bolt of magical energy to deal 1d4 damage of the same damage type back at the source if it is within 30 ft.
Stay tuned for the next and final post on magical armor, Part IX.