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Coyote Kachina Armour (by Jeffrey Bowers, A.K.A. Damein Rahl)
The Coyote Armour looks like a suit of plate mail, with spikes on the knuckles of the hands. The suit is black except for the flared shoulders, the shin-knee guards, the heavy metal boots, the forearms, and the helm. These places are gold, and the shoulders appear blocky compared to the rest of the armour. It gives and armour bonus of +12, with only the check penalty of chain mail(-2). Upon command, the armour can generate a randomly determined gas out of the right gauntlet. Role 1d4 to determine the effects:
1=Fear (as the spell)
2=Sleep (as the spell)
3=acidic gas
4=Hallucinogenic gas

Out of the same gauntlet, the armour can generate a sonic blast that can do 1d8 damage on the first round, then 1d6 after that for a maximum of 6 rounds. If the wearer is sneak attacked, the beam is automatically cut off. The left arm fires mega magic missile at rate of 5/day. The helm, fashioned to resemble a coyote, has red crystal covers over the eyes that give the wearer the gaze weapon of a vampire. The suit also allows the wearer to jump as per the spell, and to feather fall automatically upon decent. Should the bearer have a wisdom higher then 11, he gains the power to cast all the spells from the clerical domain of water, save for horrid wilting and elemental swarm once a day. In close combat, the armour can generate an electrical shock for 40 points of damage (with a reflex save for half). The wearer of the suit also gains the following enhancements: +5 to Strength, +8 to Dexterity, +5 to move silently, hearing, and search checks. Note that the person must have said skills.

The Fire Combat Armour (by Jeffrey Bowers, A.K.A. Damein Rahl)
The armour is a suit of banded mail +5, with a check penalty of only -3. The only thing that distinguishes it from regular banded mail is that all parts are either pitch black or steel gray and that the gloves and boots are armour plated. The first enchantment is that it radiates an aura of heat in a 20' radius. This aura won't burst every combustible thing around into flames, but all creatures affected by heat suffer -1d4 to all attack, damage, and fortitude rolls. The armour can, at a rate of once a day, summon 1d8 will-o-wisps that do the wearer's bidding. It can also cast the spell Shades as by a 20th level mage 3/day. Another property of the armour is a varied version of the sequester spell. The armour is eternally blocked from scrying, and can vanish to all forms of vision save infravision. The armour can Haste the wearer for 6 rounds before having to rest for 1 standard day. The armour posses the ability for Shadow Evocation. It can "Shadow walk" as per the spell at any time. The armour also, as a side effect, gives the wearer the bite and claws of a fiendish creature. These are unconcealable. The wearer of this armour is unaffected by slow spells of any kind. The suit is also immune to all missiles, magical or otherwise. A strong enough spell can cause a DEX check, however. When the command word "Pyro" is spoken, a Fire Shield inacts itself. Whenever the wearer wishes, a blur is placed on the armour until told to dissipate. As an added benefit, the wearer gains the sword Flip feat**. The armour always generates an antimagic field. It also grants it's wielder Bull's strength and Cat's Grace. The suit also grants the wearer darkvision. The final attribute of this weapon is that any weapon (the limitation of this armour is that the wearer can only wield a mace, flail, Greatsword, or a warhammer) is bathed in a heat metal+fire-fiend spell, giving the weapon the + 5 enchantment bonus and an extra 2d4+1d6 damage.
**The sword flip is a feat that must be done with a spike weapon of medium size of greater. It allows a person to, on an attack role of at least 10, to flip the person end over end behind the character. Normally, this requires a strength of 15 and the power attack feat.

Mountain Cat's Armour (by Phil Williamson)
This is a +1 scale mail armour. It has a somewhat rusty brown colour. It grants the wearer +10 to jump and climb. When on a mountain of cliff face, the armour blends into the background giving a +10 to hide checks (does not stack with bonus granted by Cloak of Elvenkind [DMG]).
Once per day the wielder can emit a sonic roar, similar to that of a mountain cat's, multiplied several times, that deals 2d4 points of sonic damage (Fortitude DC 13 for half damage). The wearer of the armour also knows the location of any feline animals within 100 feet.
The armour also bestows an odd curse. Whenever the wearer sees a cat of any kind, he becomes very attracted to the animal (Will DC 15 negates) and suffers -2 on AC, and cannot attack. Every round the wearer can attempt another Will saving throw (-1 to the DC each round after the first) to cancel the effect.