Thariviol's Armor
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The well-dressed Elf that greets you offers you an opportunity to have a look around. He continues on about his fine products and reccomends that you visit his brother Calahir across the city for weapons of similar craftsmanship.
Available Enchantments for Armor & Shields,
Add the cost of Masterwork Armor (150gp) to the enchantment cost
All standard enchantments are available in addition to these.
- Aquatic, (4000gp or 9000gp with water breathing enchantment)
- Wearer can move freely through water without a Swim check but is still subject to drowning unless the item is also enchanted with water breathing.
- Ease, (1000gp)
- A suit of armor so enchanted allows its wearer to rest comfortably overnight without removing it, regardless of how heavy it is. The weare can don the armor in only 5 rounds, or remove it in a single round.
- Wild, (9000gp)
- The armor and enhancement bonus of this item remain in effect even while the wearer is in wild shape. Such items meld nto the wearer's wild shape thus cannot be seen in that form.
- Fearsome, (4000gp)
- This suit of armor or shield creates an aura of fear around the wearer (as the fear spell from a 7th-level caster). This aura affects all opponents within in 40 feet of the wearer. The armor or shield appears completely normal, except to those who fail their save. The fearful see a creature from their worst nightmares in place of the wearer.
- Arrow Catching, (1000gp)
- A shield with this quality attracts ranged weapons to it. It grants a +1 deflection bonus to Armor Class against ranged weapons as projectiles and thrown weapons veer toward the shield, not the shield's bearer. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield's bearer diverts from its original target and targets the shield's bearer instead. (If the shield bearer has total cover with respect to the attacker, the projectile or thrown weapon is not diverted.) Projectiles and thrown weapons that have an enhancement bonus higher than the shield's total bonus to AC are not diverted, but the shield's increased AC bonus still applies against attacks directed at the bearer. Those attacking the shield bearer with ranged weapons ignore any miss chance that would normally apply due to concealment or magical effects. The bearer can activate this ability with a command word and shut it off by repeating it.
Specific Armor & Shields
- Swarm Shield, (6160gp)
- This shield appears to be a single bracer when first worn. When the command word is spoken, thousands of flying insects swarm toward the bracer, converging in a circular shape the size of a small shield. The insects move with the wearer's arm and act as a +1 small shield. Once per day, when the wearer speaks a second command word, the insects stream away from the wearer's arm toward a target as if the wearer had cast summon swarm (with the flying beetles swarm type). The swarm lasts as long as the wearer concentrates, but she has no shield while the swarm is active in this manner.
- Skin Paint, (5000gp)
- Brought to civilization from remote barbarian tribes, Skin paint armor is a mix of rare dyes and herbs found only in remote parts of this world and comes in small pots. One pot contains three applications, one application lasts for 24 hours. The paint imbues its wearer with a +5 armor bonus to AC. This is considered light armor with no maximum Dexterity bonus and no armor check penalty. Its weight is negligible. It takes 4 minutes to apply skin paint armor (2 minutes if another character does nothing but assist you), 1 minute to do so hasitly, and 1 minute to remove (30 seconds if another character does nothing but assist you).