All my new magical items - Armors and shields!

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garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

All my new magical items - Armors and shields!

Post by garhkal »

Now onto my new magical shields and armors..

First up are the
suits of armor.
Aerewen's armors.
The adventuring band known as the holy might’s right hand were all clerics or multi-classed clerics. They delighted in using their combined holy strength to wreck havoc amongst undead and evil beings. As such the following 10 suits of armor were made: 3 suits of plate mail, 2 suits of banded mail, 3 suits of chain mail and 2 suits of field plate. All of the suits barr the latter 2 field plates, were sized for humans or elves. The field plate suits were made for the 2 dwarves in the band.
Each suit of armor has a pair of shoulder plates adorned with the holy symbol of it's wearer, allowing him to forgo the need to hold one out for turning undead and for spell casting. It also substitutes for holy water where needed in spell casting. Lastly, those wearing it gain the following saving throws against undead energy drain attacks;
Wights - 14 or above
Wraiths - 16 or above
Spectres - 18 or above
Vampires - 19 or above.

XP 15000 GP 7500
Breastplate of the champion.

This normal but awe inspiring breast (and back) plate of armor used by a gladiator who wowed the crowds for more than a decade as the resident champion. His 'master' and stable decided to make this armor to celebrate his success and was awarded to him, with much fan fair after he won his 200th consecutive match. He proudly wore the armor for 3 years, even after he was released, after the city got taken over. He succumbed to poison several months later while adventuring and the armor has languished in dust since.. waiting, praying for a new master to make it shine.
The armor is intelligent, and loves to be worn by someone skilled, but not just at killing. But by one who can draw out that death, and make others cheer. it gives several powers. The first is that the wearer can make one "precise" shot a day. He does this by spending 2 rounds parrying his attacker, watching for a sign of weakness in his defense. Then the next round, he willingly goes last. The ONE attack he can make in that round is at a +4 to hit, but gives no damage bonus on the hit himself. IF the to hit roll is a modified 18 or higher, the wound is so precise that it opens a vein or artery causing the person hit, to lose 2 hp per round thereafter until hit with a cure wound spell.
Additionally, once a day for ONE combat, any who see him and are NOT already involved in combat must make a save against spell or be 'awestruck' and stand by, watching his fight (they CAN defend themselves but will not attack back, until they take damage. ANY damage will free them of this ability.
XP and GP value – 2,000xp and 3,500 GP
Armor of Solipsys
These suits of armor, from Chain Mail all the way to Full Plate, were made by the now deceased band of warriors turned mages (with some Elven and half Elven fighter-mages, and a dwarven fighter-cleric). They are all standard sets of +1 armor of the appropriate size and type, but where their magical effect comes into play is that they allow the wearer to put them on or remove them in but ONE round.
XP and GP value is based on armor type
Chain is 650xp and 3,600gp
Banded mail is 750 xp and 4,200gp
Splint is 725xp and 4,100gp
Plate is 850xp and 5,200gp
Field plate is 1,100xp and 6,500gp
and Full plate is 1,600xp and 8,500gp
Plate of Glimmering hope.

This specially made suit of plate mail was commissioned for a Paladin of Helm, in the country of Cormyr before he was to set out with his amassed troops to lay siege to the horde lands during their raids on the Cormyrian people. Since then, an additional 10 suits of armor have been enchanted to be glimmering (7 more plate mail and 3 field plate suits). All the additional suits are +2 magical enchantment bonus to Armor class, and are NOT intelligent. Only the initial suit is.
This glimmering hope power can only be used once a week, and lasts for a whapping 4 hours in mass melee only. It won't function if there's less than 50 participants per side of a conflict.
The power radiates out to 300 yards, as if a holy lantern was shining, cloaking all allies with a Cloak of Bravery effect, granting them +2 to fear based saving throws, and also boosts their morale up to unflinching. Enemies within the radius of the glow suffer a flat to hit penalty based on what range they are from the armor's wearer. Those within 50 to 100 yards attack at a -3 penalty. From 100 to 200 yards, the penalty drops to -2, and from 200 yards onwards, the penalty is just -1. However, Undead creatures, Drow and other creatures that would suffer to hit penalties for fighting in bright light or sunlight, have those penalties above, Doubled.
There are though, two downsides to this power while in use. Firstly, the armor wearer draws all missile fire his way. Secondly he cannot use (or even benefit) from Invisibility effects (whether magical or psionic), nor from illusions that would mask his presence.

The initially made suit for the paladin is intelligent, as the Paladin's own soul inhabits the armor. His intelligence was 16, and his charisma was 18. This combined with his 11th level gave him a total 'personality rating of 45. Though even if he is more potent that the wearer, he will not take over unless in a life or death situation. Due to his alignment, the armor's properties wont work for neutral good or chaotic good, other than the lighting effect (no morale bonuses, though the dark elf/other light phobic critters will still be hampered). If a non good neutral dons the armor they take D10 points of damage, and must make a save against spell or become feeble minded for 1d8 hours. Evils take 3d10 hp of damage and get no save against the feeble mind. Once they come too, they must remove the armor within 1 turn or start taking continual damage of 1d6/3d6 per 2 rounds worn.
XP/GP; 2500/5000
Hide armor of Healing.
These suits of +1 hide armor (or rarely +2 suits), are often worn by barbarian tribes, who live on the southern islands off the coast of Kaloom. Each day, the suits, can After the first damage is taken by the wearer, cast One cure light wound, and one cure moderate wound spell. The damage taken, before the spell(s) kick in, must be sufficient that the spell at maximum, can take care of it all.. If say only 4hp of damage was taken by a wearer, the CLW will not kick in, it must be 8hp or greater.

Due to how these suits of armor were crafted, they are always aligned to the gods of the tribes for the barbarians, so anyone NOT a barbarian, but of the same alignment, takes 4hp of damage merely for donning it, and d4 damage per round it's kept on. Where as if its worn by someone not a barbarian, AND OF A DIFFERENT alignment, its 8hp initially, and d8 per round! Even those who are barbarians, if they are of a different tribe/religion, they still take 2hp/d2hp of damage.

75% of the suits will be +1, 25% will be +2 (roll 1d20, on a 16 to 20, its a +2 suit).
Xp 2,000, Gp, 1,000 for the +1 suit. 3,000xp and 1,500 gp for the +2 suit.
Bear Hide of Toughness (+1 and +2 versions)
Bear hides of toughness act as +1 (or +2) set of hide armor, but they reduce all damage taken by 2. This reduction cannot reduce the damage to lower than 1 + specialization bonus (if any), Strength bonus (if any) and/or magical bonuses (if any, such as being under a chant spell). So if a bugbear of 17 str and wielding a spear +1 who's also under a friendly shaman's Prayer influence is strking the wearer of this suit of armor, he can do no less than 1 + 1(str) + 1( Spear) +1 (prayer) = 4 points of damage.

XP 2,800, GP 1,400.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Armors and shields!

Post by garhkal »

And the Shields!
De-hao's shield of smiting.
This shield acts as a medium shield of +2 enchantment in the hands of anyone other than clerics, crusaders or paladins. In their hands, it doubles the damage of ANY blunt melee attack that hits, at the cost of 1hp each round the wearer wishes to possess the bonus. Once a day it can cause a single attack to hit for double max damage at the cost of 2hp for the round.

Cost 1500gp
XP 3000
Shield of pushing.
These medium shields adorned with rubies allow the wearer to activate a "Push" spell attack, once a turn, thrice a day. This push , is as the mage spell (1st level spell) but is as if cast by a 20th level mage. When used, he forfeits his shield AC bonus, but otherwise incurs no penalties to his attack capacity.
They act in all respects as a medium shield of +2 enchantment. The Rubies, if ever removed, can be sold for 1,000gp, but this causes the shield to lose all magic.

Cost 750gp
XP 1500
Shield of returning. Unlike the ring of spell turning, this shield works only on spells or magical effects from wands/rods/staves that the wearer Successfully saves against. If the wearer saves, the full power of the spell or effect is redirected back on it's initiator. Using the shield in this fashion, can be done only on ONE incoming attack each round but the wearer gets to decide which effect he wishes to 'reflect'. If attempted on spells doing damage though, and he fails in his save to redirect/reflect it, he takes FULL damage (maximum that the spell or effect would cause).
It is considered a +2 large shield.
Xp and GP value – 1,800 xp and 15,000 gp
Shield of Indication.
These small shields come in +1 through +3 magical protective value (D20 roll, 1-11= +1, 12-17= +2, 18-20= +3), but are also primed for one of 3 effects at the wish of the wielder (up to once a day per level the owner has).
It can illuminate any secret door or concealed door within 20 feet with a light blue glow indicating where they are, this does not though indicate if the door's opening mechanism is trapped or the door itself is trapped.
It can illuminate any traps (mundane) in a 30ft beam in front of the shield, giving them a red glow tinged with a hint of "green if poison is on the trap.
Or it can illuminate magic in the area (30ft radius circle), but unlike either the mage or priest spell detect magic, ALL see what items are magical (Or who currently has spells on their personage).
Only one effect can be called forth each round, but doing so negates using the shield for protection in that round. EACH power uses up one of the 'activation's' the user has.
XP and GP value – 1,750 xp and 3,700 gp
Shield of Illumination
This shield appears to be a spiked buckler, but counts as a large shield +1 for its AC value. Its true power though comes in the form of it illuminates a 90 degree arc out to 50 meters (outside) or 60 feet (inside) with light so the wielder never needs to hold a torch or lantern. The glow is see-able by all the user designates ONLY, so does not give their position up, nor does it interfere with Infravision. This lasts for 1 hour + 2 turns per level of the shield owner.
Once every 96 hours though it can also be prompted to produce a "Sun-ray" like beam out to 90 feet distant, with all effects similar to the spell of the same name for 2d4 rounds.
During the time it is producing said sun-ray, the shield CANNOT be used for defense (so you lose its AC bonus).
XP and GP value – 1,000xp and 1,800 gp
So-maite's shield

This round, metal medium shield, appears to be a normal +1 medium shield. BUT in the hands of a true warrior (Fighter only, does not include sub-classes or multi-classes), that is of neutral alignment (LN, NE, NG, CN or TN), its true power can be realized.

Twice a day, per character level, it may be thrown, up to 40 feet per three points of the wielder's strength (% strength does not modify), and regardless of whether it hits or not, it will instantly return to the wielder's hands. When it strikes, it does 2d4 damage, + the wielder's strength. If both die roll a 4, the user may add in another d4. If that die rolls a 4, it adds in again and keeps combining. Having specialization in weapon and shield fighting style, adds +2 to the to hit roll, when thrown. But having proficiency in medium shield, does not give any further bonus. Nor does the “throwing NWP” grant any increase to the shield's range.

When throwing it in this manner, the wielder gives UP his shield bonus for the round. And it can be thrown only once every third round.
Regal shield.
When wielded by anyone other than a paladin the Reagal shield acts and looks like a normal adorned Large shield (+2 magical value). In a paladin's hands it still only offers +2 protection, but can be commanded to put fourth one of the 4 following powers. Once a power has been activated, none of the others can be used til the power's time limit is up. So if a Paladin rings fourth the Inspiration power, it has to wait 24 hours before the cha bonus or the undead damaging power can be brought up (or the inspiration again).

A) once every 48 hours, the shield shines brightly for a total of 2 turns duration. Any undead entering an area of 30 feet around the shield (the area of the glow) must save against death magic or suffer damage EQUAL to what the shields wielder is willing to sacrifice when it is initially turned on. This damage is done EACH round they are within the glow of the shield. As a last ditch act of heroism, a paladin can also push it's range of effect to 120 meters, doing three times damage, but he must sacrifice enough HP into damage to take him to dead. BUT he will not drop dead until the end of the 2 turn duration.

B) act as a Bard's Inspirational singing power for allies. The radius and duration of the 'inspiration' depends on whether being used in defense of a keep or other structure (Siege warfare style) or whether in regular melee. If used in defense of a structure (siege combat), it has a range of 120 feet once a day for one turn +1 round per level, giving those allied to the shield wearer, +1 to hit, +1 to damage, and +3 to their morale. If it is used in regular combat, the range is shrunk to 40ft and lasts for 2 rounds +1 per 2 levels of the shield holder.

C) adds 3 to the wielders charisma when wielded for purposes of loyalty and morale of troops. This bonus lasts for 1 turn, and can be used once every 72 hours

D) Once every two days, the wielder can call forth a 'spiritual illumination' that makes him 'shine with the glory of a True leader' or one [i/Truly blessed by the gods[/i]. This glow the shield wielder has about him, causes all enemies that see him to make a save versus spell. Those who fail the save must either Surrender (Yield) if of Neutral or good alignment, or drop weapons and flee in full panic if of Evil alignment. The glow lasts for 2 rounds, those running in fear are that way for 2d4 rounds till they 'come to their senses'..
XP 4500 GP 9750
Fla-soc shield

This metallic shield appears just like a normal metallic medium shield, but once it has been wielded by a warrior (single classed fighter, ranger or paladin ONLY!) it will impart to the warrior the ability to make a shield slash attack akin to the Shield bash maneuver that comes with Specialty in the fighting style weapon and shield. This slash comes at the end of the combat round, but unlike a shield bash does not get penalized as a 'second weapon attack', nor does it cost the wielder his shield AC adjustment. The wielder can make 1 shield slash attack every fourth round.
If the wielder hits, he causes 1d6/1d4 damage plus strength damage. It acts as a +2 shield otherwise.
XP/GP value 1,200 xp and 2,500 gp
Shield of Tunororizile
This warrior turned cleric was always hurting for cash after paying for his comrades to get their lost levels restored after a quest to slay undead. So he researched this item (and paid through the nose to get the components for it). Though it removes the need for a high level cleric (and aging) due to no need to cast restoration, it does carry with it a great price. It acts as a +1 shield, but gives +4 o the shields saving throws against being damaged.
When called upon, the shield can glow upon a single person per day, restoring ALL lost levels at the cost of one Permanent hit point from the shield's wearer.

XP 20000 GP 12000
Quite a few new shields!!
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Armors and shields!

Post by garhkal »

Got three new suits of armor to go over.. Most of these are for ENEMIES (evil folks) to use Against your pcs!! :twisted: :twisted:
Iratiuz Banded mail

These magical suits of banded mail, were crafted by three high priests of Agrik, to give to a dozen of their trusted human and elven guardians for the priests, who lead war parties. Each suit is aligned to evil, thus good parties of heroes who kill the warriors, cannot done the suits. Each suit grants a boon, either a +2 to the wearer’s saving throws, OR allows the wearer to +2hp, to any cure spell cast on him or her.

The suits are normally only +1, but for four of the dozen warriors, they were of +2 value.
Ho-chiaia Studded leather

Several decades ago, the highest priest of the faith of Agrik, created over 3 dozens of these suits of studded leather armor, for use by the henchmen fighters that always protect the lower level priests, while they set up areas for undead, to launch attacks into the lands of the paladin king. The suits are considered +2 base protection. But has 2 other powers.

Once a day, for a period of 6 rounds, can 'Blur' the wearer, as the mage spell, increasing his AC by -4 for the first attack from an opponent, -2 for the remaining attacks he or she suffers, and giving him +2 to his saves.

Secondly it, can heal the wearer for 2d6hp, twice a day. These two healings, kick in automatically. Once the wearer has taken 10hp or more of damage, the next round, the armor itself, automatically heals the person. No activity from the wearer is needed for this to happen.

Neutral characters trying to don the suit, suffer 4hp of damage PER ROUND the armor's worn. This increases to 8hp of damage for good characters.
Chain of Enkua

Certain high priests of Morgath, the evil god, who hates undead, built these suits for not just his priests, but some of their allied fighters. The suit works like a normal +2 magical suit of chain mail, but it acts like a suit of +5 armor, vs hits in melee from ANY undead. Additionally, any attack by undead that do strike, grant the wearer +2 on his saves vs Paralyzation or the 'chilling' touch of Lich's. It however, won't do anything vs energy drain attacks!!!
Like Iratuz banded mail armors, its aligned to Evil.
And two new evil folk shields!
Pushnundunu shields of Interdiction

The barbarian deity, Pushnundunu (one of the evil Barbarian gods on Kervasis), on rare occasion, gifts some of his high priests, or clan leaders, with these magical large shields. For all normal purposes, they are regarded as +2 large shields.

These shields, are always aligned to not just evil, but are linked directly to the clan. Someone who’s another barbarian, suffers only 5hp of damage, 10hp for non barbarians.. AND that’s even if they are still evil. Any good barbarians merely touching it, takes 8hp. OR 16hp of damage, if a good Non barbarian! However, for Barbarians, once they've taken this damage, they can then wield it normally.

The Shield allows the wielder, to transfer ANY bonus to hit, from strength, specialty, magical spell or item such as the “Chant spell”, and place those bonuses directly to his Armor class, much like a Defender sword.

For the temporary sacrifice of 2hp, a priest of Pushnundunu, can actually Double any AC gained by this transfer. For barbarians who are of the proper clan, they can sacrifice 5hp, for this doubling of his armor benefit. Such a transfer lasts for only 4 rounds, and any HP sacrifice must be healed naturally.
Zosh’tus shield of bashing

One of the few ogre priestesses of Zosh’tus, created this massive body shield (too large for humans or even Gnolls to wear), to be used by their warlords. ONLY ogres, with either Fighter class levels, or Priests of Zosh’Tus may use it. Though it is aligned to evil, it does not actually damage anyone, but does cause major pain, to non evil folk, who try to pick it up. This pain inflicts a -3 to hit and ac for one turn, after trying to pick it up.

The shield is +3 for what AC bonus it grants, but where its use comes in, is when making shield parry’s. IF the parry is successful, it immediately forces an item save versus crushing blow, with a -4 penalty TO their saving throw, for the weapon that got blocked.

Used in shield punching OR Shield rushes, the shield, increases in damage, from d8, to d10, and will force an immediate knock down chance, equal to a Dexterity check at -4, for the one hit by the shield.
It's not who you kill, but how they die!
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