d20 The Le Games 17 Magic Armors.pdf

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17 Magic Armors
Authors: The Le, Sean Holland
Layout: The Le
• Modify the Caster Levels.
RECIPES + MINI QUESTS
This book lists 19 Magic Armors, their descriptions, and their
Creation Costs. However, just because the Creation Cost is
listed does not mean a player should have access to it.
Welcome to the 17 Magic Armors,
the second book in the new 17
series from The Le Games.
One way of spicing up your world is be introducing Recipes .
The concept is simple: the recipe for creating this magic item
may be part of the treasure you hand out, or part of a quest.
That’s right, make the players work for it a bit.
This book has 19 magic armor
prefixes (we thought we’d throw in
2 extra because we like to be
Unorthodox ). Most can be applied
to any armor, while some are
specific to armors.
Let’s face it, a wizard who learns to create a new type of
Armor isn’t going to just give it out for free, not to mention the
particular recipe may just be lost in time.
CASTER LEVEL
Several of the Magic Armors allow the wielder to cast spells or
spell-like abilities. Unless otherwise noted, assume the Caster
Level is equal to the character level.
Here are some places that these weapon enchantment recipes
can be found:
• The traveling merchant, Larethia has lost his one of his two
horses in a highway robbery. He managed to force the
bandits to withdraw by stabbing the leader in the leg, but
not before they got away with his precious horse. He offers
you a magical recipe if you find the bandits and return his
horse.
POWER BALANCING
Not all campaign worlds are created equal. In some worlds, a
+3 AC armor is weak, while in other worlds, that same armor
can make you a god or goddess. It is important to remember
that the GM should tweak these items as necessary to balance
them out.
Enshula is a mage who has fought in many wars, including
the Clone wars, Diamond wars, and J-Lo wars. He has long
since retired and is growing weaker by the day. He offers
you a magic recipe, and in return he wants you to return to
him with a bowl of spider-chowder soup, but not any
spider-chowder soup – he wants the kind that is made from
his home village in the Eastern mountains.
Ideas for balancing out these armors:
• Give them to players, but do not allow them to create them.
• Modify the AC bonuses or Arcane Spell Failure chances.
• Grant Save bonuses or penalties when wearing the armor.
• Modify the DC’s for the Spell-like abilities
• Modify the creation cost to be cheaper or more expensive.
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17 Magic Armors
FREELANCERS
Our freelance author is Sean Holland, who also wrote the
fantastic Unorthodox Knights. He can be contacted at
akaihyo@tychesgames.com
• Your party finds a journal belonging to the deceased great
warrior Xe . You know of his exploits, and you know that
his village is nearby. Perhaps if your party returns it to his
living descendents, then perhaps they will offer a reward?
SHAMELESS PLUGS
Coming soon from The Le Games: 17 Magic Shields, 17 Magic
Items, 17 Magic Gloves & Boots, 17 Magic Rings & Amulets,
Unorthodox Pirates, Unorthodox Sorcerers, Unorthodox
Paladins,
• There is a mutated troll terrorizing the town of Ichmas . The
town is a poor one and cannot put up much of a defense
against this large creature. Although they are poor, if your
party can rid them of the troll then they will be happy to
give you some items that were left by wizard constable
(who was killed in a freak baking accident weeks ago).
Unorthodox
Wizards,
Unorthodox
Modern
Cheerleader, and Vikings d20 (this is a huge book)!
TABLE: RANDOM TREASURE GENERATOR
Harmus is a 13-year old boy who is crying at the docks.
When you ask why he is crying, you find that he had
accidentally dropped his father’s ring into the river. He asks
that you please find it for him. He offers you an item that
he found in the forest earlier that day. Of course you could
always just take it from it, but how fun would that be?
1d20
Magic Armor
1
Balancing
2
Blade Jumping
3
Blood
4
Caster's Agility
5
Critical Healing
6
Dampening
• The local magistrate has been having a problem tracking
down The Kissing Bandit, who holds up carriages, steals
the men’s belongings and kisses the women before
disappearing into the night. Perhaps you could help find
some clues…?
7
Embers
8
Forceback
9
Mage Blurr
10
Neutrality
11
Opportunity
12
Prismatic Touch
13
Shadow Instinct
THE LE GAMES YAHOO GROUP
Want to hear more about our books, and even get some
coupons and freebies? Come to our yahoo Group!
http://games.groups.yahoo.com/group/TheLeGames/
We make all our announcements there first.
14
Shattering
15
Snake Skin
16
Sacrifice
17
Torch
18
Wailing
Water
19
20
GM’s choice or re-roll
The Le Games
2
Sean Holland
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17 Magic Armors
Balancing
This enchantment makes the armor pristine, as if it
were made from an artisan blacksmith. The wearer
of this armor will find a greater balance within
himself. He is granted a +2 bonus to all dexterity
based checks, such as Balance or Tumble.
Blade Jumping
This enchantment can only be applied to Light
Armor (Padded, Leather, Studded Leather, Chain
Shirt). The armor itself weighs and feels as it
normally would, but the wearer will find that he can
jump with ease while wearing it – he gains a +3
bonus to all jump checks.
Furthermore, the wearer of this enchanted armor
has a 20% chance to avoid being knocked down in
any manner (this is in addition to any save that he
would normally make to avoid being
knocked down). And if the wearer is
prone , he may get up normally
without provoking an attack of
opportunity that he normally would.
This enchanted armor gives the wearer the ability to
avoid bladed attacks and lets him
strike back at his attacker with
extreme prejudice.
Once per encounter, the wearer
may attempt to jump and avoid his
attacker’s melee attack, but only if
the attack is made with a bladed
weapon. To successfully do this he
must make a Reflex save (DC 15 +
the attacker’s attack bonus – the
defender’s Dexterity modifier).
Prone: The character is on the ground.
An attacker who is prone has a -4
penalty on melee attack rolls and cannot
use a ranged weapon (except for a
crossbow). A defender who is prone
gains a +4 bonus to Armor Class against
ranged attacks, but takes a -4 penalty to
AC against melee attacks. Standing up
is
If the save fails, the wearer lands
badly on the ground and becomes
Prone , and the opponent’s attack is
an automatic success.
a
move-equivalent
action
that
provokes an attack of opportunity.
Creation Cost / Market Price
Faint transmutation; CL 6th;
Enchant Arms and Armor, cat’s
grace,
However, if the save is successful,
the opponent’s attack will have
automatically failed and the wearer
will have successfully jumped on
levitate
prestidigitation;
Market
Price:
+1
armor
enhancement +2,000 gp.
The Le Games
3
Sean Holland
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17 Magic Armors
top of the weapon – the wearer gains an immediate
attack of opportunity against his opponent and the
wearer’s critical threat range increased by 1 for
this attack. Once the attack of opportunity resolves,
the wearer lands back on the ground, and the
encounter continues normally.
his initiative rolls (roll this bonus each time an
initiative roll is made).
Gnome : A gnome wearing this enchanted armor
will feel lighter and more agile. His base land
speed increases by 10 feet.
Half-Elf : Half-elves are unique as they gain all
the bonuses of the elf and human when wearing
this enchanted armor.
Half-Orc : A half-orc wearing this enchanted
armor will feel at one with his soul when in
combat. His critical threat range is increased by
1 when making melee attacks. Furthermore, the
critical threat range of all melee attacks made
against him are reduced by 1.
Halflings : A halfling wearing this enchanted
armor will be able to feel the magics of chaos
and order around him, and can manipulate
them every so slightly. Twice per day (maximum
of once per round), when he would normally be
hit by a melee attack, he can force his attacker
to re-roll the attack.
Creation Cost / Market Price
Faint transmutation; CL 7th; Enchant Arms and
Armor, cat’s grace, haste, jump; Market Price: +1
armor enhancement.
Blood
This interesting enchanted armor must be made
with at least 1 drop of blood from a humanoid
creature of any kind. The blood will appear on the
armor as a small stain, usually on the inside.
The wearer of the armor will instantly gain a
Darkvision up to 60 feet. Furthermore, the
enchanted armor gives the wearer a special bonus,
depending on the type of humanoid race he is:
Human : A human wearing this enchanted armor
instantly gains +1 blood bonus to all skill
checks.
Dwarf : A dwarf wearing this enchanted armor
instantly gains a +1 blood bonus to all Will,
Reflex, and Fortitude saves.
Elf : An elf wearing this enchanted armor gains
an awareness of his surroundings and an
improved perception. He gains a +1d4 bonus to
Creation Cost / Market Price
Moderate transmutation; CL 9th; Craft Wondrous
Item, Enchant Arms and Armor, bestow curse, dark
vision, keen edge, expeditious retreat, any four of
the 2nd level animal’s enhancement spells; Market
Price: +1 armor enhancement +3,500gp.
The Le Games
4
Sean Holland
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