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A New slew of arms and Heavy armours have found their way to the Isles of Arelith and the dangerous realms below them.



ARMOURS



Commanding Brigandine


This armour consists of small adamantine plates attached to the inside of a thick dragonhide vest with mythril rivets. A bright rogue stone adorns the neck piece of this suit, it bestows mental fortitude and a stronger presence to the wearer. Runic embroidery adorns large swathes of the vest waiting to be filled with power.


Half-Plate (7 + 1 Dexterity Modifier)


Armour Class Bonus : [+4]
Skill Bonus Intimidate : [+4]

Skill Bonus Leadership : [+4]

Saving Throw bonus : Will [+3]

Immunity to Damage Type : Bludgeoning [5%]

Immunity to Damage Type : Slashing [10%]

Cooldown Reduction : Knight Ability [Oath of Wrath] -1 Turn
Use Limitation Class : Knight

Runic
UMD : 45



Jousting Plate


This suit of armour is composed of many different interlocking plates of black metal trimmed in shining gold. Hinges and other such mechanisms are hidden in key areas to enable maximum maneuverability while on horseback while keeping the rider's life and limb safely contained and away from sharpened intruders.


Full Plate (8 +1 Dexterity Modifier)


Armour Class Bonus : [+4]
Immunity to Damage Type : Piercing [5%]

Immunity to Damage Type : Slashing [10%]

Skill Bonus : Ride [+5]

Runic

Use Limitation Class : Cavalier
UMD : 45



Sanctified Plate


An impressive suit of Brass and Silver-plated Adamantine. Quenched in waters divine, imparting upon it (un)holy power. Such armour is not worn lightly and carries a fraction of sanctified burden upon its shoulders.


Full Plate (8 +1 Dexterity Modifier)

Armour Class Bonus : [+4]
Immunity Damage Type : Slashing [10%]

Skill Bonus : Leadership [+4]

Cast Spell : Aid (3/day CL 8)

Cast Spell : Raise Dead (1/day)

Use Limitation Class : Divine Champion
UMD : 45



Bulwark Plate


This sturdy set of armour consists of thick plates of what appears to be a mithril-adamantine alloy with cured dragon hide strapping to keep it all together. The weight of this suit is unusually large and the armour itself thuds when hit rather than the usual metal ringing noise. There are five each of rubies, sapphires and emeralds set at key points in the armour that, when activated, emit a stone like barrier magic to further keep the wearer safe from harm.

Full Plate (8 +1 Dexterity Modifier)


Armour Class Bonus : [+4]

Immunity Damage Type : Slashing [10%]

Immunity Damage Type : Piercing [5%]

Immunity Damage Type : Bludgeoning [5%]

Ability Bonus : Constitution [+1]

Runic

Class Restriction : Earthkin Defender

UMD : 45



Dragonbone Plate

This was originally a set of adamantine full plate. The usual leather strapping and padding has been replaced with sturdy dragon hide, fragments of dragon bone, claw and horn have been skillfully melded into the metal to further strengthen it and a star sapphire has been set at the core of the chest piece to further increase the endurance of this suit. Just wearing this armour is enough to bolster the mind against fear although having bits of bone and claw sticking from your armour tends to look Frightening.


Full Plate (8 +1 Dexterity Modifier)


Armour Class Bonus : [+4]

Immunity Damage Type : Slashing [10%]

Immunity Damage Type : Piercing [5%]

Immunity Damage Type : Bludgeoning [5%]
Saving Throw Bonus vs Fear : [+4]

Decreased Ability Score : Charisma [-3]

Runic

UMD : None



Accursed Chains


Through great and vile rites this once blessed armour has been warped into its current form. Rumour has it that bones and magical ivory carved with the names of things better left unspoken are drowned in copious amounts of dragon blood and left to sit for a day and a night.

Once the mixture has fouled sufficiently the blessed armour is heated in a cursed forge before being quenched in the mix and then thoroughly cleaned and dried. But thats just hearsay, right?

Scale Armour (5 +2 Dexterity Modifier)


Armour Class Bonus : [+7]
Immunity Damage Type : Slashing [10%]
Immunity Damage Type : Piercing [5%]
Immunity Damage Type : Bludgeoning [5%]
Arcane Spell Failure [-15%]
Ability Bonus : Charisma [+2]
Use Limitation Class : Hexblade
Cannot use Divine Shield whilst wearing this Armour
UMD : 90



Desperado’s Raiment


Flashy and Suave, This brightly coloured shirt draws the eye and distracts in crucial moments. Allowing one to bait their foes, be in on the battlefield, in the tavern or with a worded duel


Cloth Shirt (0 + Unlimited Dexterity Modifier)


Armour Class Bonus : [+3]

Ability Bonus : Dexterity [+1]

Ability Bonus : Intelligence [+1]

Cast Spell : Foxes Cunning 2/day (CL 10)

Skill Bonus : Bluff [+4]

Skill Bonus : Intimidate [+4]

Skill Bonus : Leadership [+4]

Runic

Use Limitation Class : Swashbuckler

UMD : 45



SHAMAN ITEMS



Spirit Hide


Swimming with communal chimes and engraved symbols this suit of leather seems draped in otherworldly essence, allowing one to commune more strongly with whomever or whatever they desire.


Studded Leather (3 + 4 Dexterity Modifier)


Armour Class Bonus : [+5]

Bonus Spell Slot of Level : Shaman [Level 3]

Bonus Spell Slot of Level : Shaman [Level 4]

Immunity Damage Type : Slashing [5%]

Immunity Damage Type : Piercing [5%]

Immunity Damage Type : Positive Energy [5%]

Immunity Damage Type : Negative Energy [5%]

Use Limitation Class : Shaman

Runic

UMD : 45




Speakers Visage


These ghastly Masks are often worn by shamans of bestial or wild tribes in far-flung corners of the forgotten realms.

Allowing the wearer to amplify their senses and draw from the source of their shamanic power. Whilst also providing a harrowing helmet in times of battle.

Ability Bonus : Wisdom [+1]

Armour Class Bonus : [+2]

Armour Class Bonus vs Lawful [+3]

Bonus Spell slot of Level : Shaman [level 4]

Skill Bonus : Concentration [+3]

Use Limitation Class : Shaman

UMD : 30



Shaman Beads

A Shamanic foci, a mixture of stones and charms that allow power to be stored within them, before being released when called upon by the wearer.


Amulet

Ability Bonus : Wisdom [+2]

Bonus Spell slot of Level : Shaman [Level 5]

Bonus Spell slot of Level : Shaman [Level 6]

Skill Bonus : Concentration [+2]

Skill Bonus : Discipline [+1]

Use Limitation : Shaman

UMD : 30




Ghostwalker Ring


A simple band engraved with mystical symbols. Entwining power with the afterlife and surroundings, allowing one to store additional magics in these rings. And use them to help commune with the spiritworld around ones self.


Ring

Ability Bonus : Wisdom [+1]

Bonus Spell Slot of Level : Shaman [Level 3]

Bonus Spell Slot of Level : Shaman [Level 3]

Cast Spell : Ghostly Visage : 3/day (CL 8)

UMD Requirement : 25




Tribal Staff

A Wooden staff with an Tribal totem atop of it. Allowing the bearer to enact shamanistic rituals and spells with fervor.


Magic Staff

Ability Bonus : Wisdom [+1]

Bonus Spell Slot of Level : Shaman [Level 3]

Bonus Spell Slot of Level : Shaman [Level 3]

Skill Bonus : Concentration [+3]

Use Limitation : Shaman

UMD : 25



Staff of Spirits


This powerful Focus has been inlaid with numerous charms and ritualistic materials.

Allowing the bearer of this staff to commune with the "Other Side", be that the Astral, elemental or planes of death. It enhances the strength of sheer belief of the shamans bearing it, And allows them to bring life back to the fallen.

Magic Staff

Ability Bonus : Wisdom [+2]

Bonus Spell Slot of Level : Shaman [Level 4]

Bonus Spell Slot of Level : Shaman [Level 4]

Bonus Spell Slot of Level : Shaman [Level 6]

Skill Bonus : Concentration [+5]

Cast Spell : Raise Dead (2/day)

Use Limitation : Shaman

UMD : 45



Staff of Ghostwalking


A Ritualistic fetish of great power, seeped in negative energies and bound to death.

Bearer of such a deathly totem gains control over unlife, animating minions to serve or even bringing to heel a powerful undead, all whilst enhancing their dire connection and magics.

Magic Staff

Ability Bonus : Wisdom [+1]

Bonus Spell Slot of Level : Shaman [Level 6]

Bonus Spell Slot of Level : Shaman [Level 6]

Skill Bonus : Concentration [+2]

Cast Spell : Create Greater Undead (1/day) (CL 20)

Cast Spell : Control Undead (1/day) (CL 21)

Use Limitation : Evil

Use Limitation : Shaman

UMD : 40



FAVORED SOUL ITEMS


Concordiant Branch


These staves are often carved from trees not found on the prime plane. Granting them a connection that allows those with similar connections to greater-powers that be, to draw strength more easily.


Magic Staff

Ability Bonus : Charisma [+1]

Bonus Spell Slot of Level : Favored Soul [Level 3]

Bonus Spell Slot of Level : Favored Soul [Level 3]

Cast Spell : Lesser Planar Binding (1/day) (CL 12)

Use Limitation : Favored Soul

UMD : 25



Greater Concordiant Branch


Former branches of great planar trees. These have been worked and blessed to greatly enhance the bearers connection to the powers that be.

With the strength to call upon a being of the planes, it binds to ones innate tendencies, determining what being may come.

Magic Staff

Ability Bonus : Charisma [+2]

Bonus Spell Slot of Level : Favored Soul [Level 5]

Bonus Spell Slot of Level : Favored Soul [Level 6]

Cast Spell : Planar Binding (1/day) (CL 15)

Use Limitation : Favored Soul

UMD : 50



Sacrament Visage


These Masks adhere to ones face, providing a whimsical or terrifying visage to project outwards.

Weaved of fine metals and padded with silks, they are not only comfortable but practical. Enhancing the ability to stay focused.

Helmet

Ability Bonus : Charisma [+2]

Bonus Spell Slot of Level : Favored Soul [Level 6]

Skill Bonus : Concentration [+3]

Skill Bonus : Spellcraft [+3]

Use Limitation : Favored Soul

UMD : 40


Communion Chain


These unnasuming Golden-chains seem almost regal when worn. Enchanted to enhance a connection to the greater powers that be, wether malicious or benevolent.

Often found upon the bodies of Ranking Cult-leaders or Zealots, believing themselves more rightious to their causes than the official churches of many dieties.

Amulet

Ability Bonus : Charisma [+2]

Bonus Spell Slot of Level : Favored Soul [Level 4]

Bonus Spell Slot of Level : Favored Soul [Level 5]

Skill Bonus : Discipline [+3]

Use Limitation : Favored Soul

UMD : 40



Ring of the Favourable

These bands are steeped in holy magic. Giving one a stronger connection to whichever diety they serve, With easily interchangeable symbols that can often be found in marketplaces across the realms.


Ring

Ability Bonus : Charisma [+1]

Bonus Spell Slot of Level : Favored Soul [Level 2]

Bonus Spell Slot of Level : Favored Soul [Level 3]

Skill Bonus : Spellcraft [+2]

Use Limitation : Favored Soul

UMD : 20



ADDITIONAL WEAPONS


Kurtulmattok’s (Large and Small)


These fearsome pickaxes are forged from a dark alloy of dragon bone and adamantine. A draconic litany proclaiming vengeance against gnomes is carved into a sturdy bone handle and a softly glowing gem set into the head awaits runic infusion.


(Light and Heavy Pick)

Enhancement Bonus : [+4]

Damage Bonus vs Gnomes : [1d6]

Keen

Runic

Kobold-Crafted Only



Honour Guard Halberd


These Halberds so-often Gilded with gold are utilised en-mass by guards of high-ranking officials whom intend to not only be kept safe, but make a statement whilst under such protection.


Enhancement Bonus : [+3]

Immunity Damage Type : Slashing [5%]

Immunity Damage Type : Piercing [5%]

Immunity Damage Type : Bludgeoning [5%]

Runic




Steelbreaker Sledge


These hammers known as "Steelbreakers" are far more likely to shatter steel than to break it. Forged after a golem uprising, they rend Metal as easily as snapping twigs.


Maul

Enhancement Bonus : [+4]

Ability Bonus : Strength [+2]

Enhancement Bonus vs Racial Group : Construct [+5]

Damage Bonus vs Racial Type : Construct [2d6 Sonic]

Keen


Gravekeeper’s Repose


These flails often have hidden holes in their heads to act as Censors for priesthoods. Useful as both holy tool and defense,

In particular the Gravekeeper Flails have been adopted by the church of Kelemvor and their creation ordained with the holy mission of destroying rampant undead.


Heavy Flail

Attack Bonus : [+2]

Attack bonus vs Racial Group : Undead [+6]

Damage Bonus : Bludgeoning [+4]

Damage Bonus vs Racial Type : Undead [2d6 Divine]



Dwarven Rune Hammer


A pinnacle of dwarven craftsmanship. No ordinary hammer, this blazing bludgeon has been forged in molten stone, fashioned by dwarven kind.

Sturdy and strong, It carries a grave weight. More than that however- intricate runes have been inscribed upon the head, heft and hilt. With little power themselves, with the aid of a skilled Runemaster or Dweamorlord they may be given a fierce purpose.


Warhammer

Enhancement Bonus : [+4]

Keen

Damage Bonus vs Racial Type : Goblinoids [+4 Fire]

Damage Bonus vs Racial Type : Orc [+4 Fire]

Damage Bonus vs Racial Type : Half Orc [2 Fire]

Runic

UMD : 30



Ironwood Lance

A short lance designed to clatter Plated foes from atop horseback. Too long and unwieldy to use on foot, a lance is best used at full charge, and an Ironwood lance only shatters under tremendous near-impossible forces, perfect for not only tournaments. But also real combat.


Large + Small Lances

Enhancement Bonus : [+4]

Damage Bonus : Piercing [+6]

Extra Melee Damage Type : [Bludgeoning]

Keen



Platebreaker’s Lance


These lances are carried by the finest horsemen of the realms. Traveling knights who venture from tourny to tourny, Lances intended to break the plate of their foes.

Due to their heavy enchantments, They were deemed tournament illegal. As such are more often than not located with traveling cavaliers, selling their services to nations.

Large + Small Lances

Enhancement Bonus : [+5]

Extra Melee Damage Type : [Bludgeoning]

Extra Melee Damage Type : [Slashing]

Massive Criticals [2d8 Damage]

Use Limitation Class : Cavalier

Runic

UMD : 70




Infiltration Belt


These belts of enchanted worked leather allow one to more easily blend into their environment. And thusly also change their appearance thanks to shifting lights.

Often found in the employ of infiltrators such as thieves and assassins, whom do not wish to be identified easily when escaping from places they should not be.

Belt

Dexterity Bonus : [+1]

Cast Spell : Camouflage [1/day] (CL 10)

Skill Bonus : Bluff [+4]

Skill Bonus : Perform [+4]

Runic



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