Upload
massimiliano-cotugno
View
224
Download
0
Embed Size (px)
Citation preview
8/3/2019 Abigot's Catalog of Fiendish Armor
1/6
$1$1Summer 2Summer 2EditionEdition
Catalog ofCatalog ofFiendishFiendishArmorArmorRequires the use of the Dungeons & Dragons Players Handbook, published by Wizards of the Coast, Inc.Requires the use of the Dungeons & Dragons Players Handbook, published by Wizards of the Coast, Inc.This product utilizes updated material from the v.3.5 revision.This product utilizes updated material from the v.3.5 revision.
AbigotsAbigotsKKPC55PC55
display itdisplay itwear itwear it
provoke it provoke it
8/3/2019 Abigot's Catalog of Fiendish Armor
2/6
22
Arm Yourself Arm YourselfAgainst the Forces of Good Against the Forces of GoodPurchase or create your armor for facing the forces of good withAbigots selection of items you cant find anywhere else. If its
evil, youll find it at Abigots.
Abigots helps you Purchase.If you have the gold, youve got the access to Abigot. Whether
outfitting yourself or an entire army, Abigots will help you get
the quantity and quality you demand. Unique special abilities
allow you to choose and customize armor to your specifications.
Abigots helps you Create.If you have the spell-casting and item creation necessary,
Abigots can help you create. With each catalog listing, enough
information is provided for the crafter to make his own.
Khans PressKhans Presshttp://www.khanspress.comBByyGarth Wright
d20 System and the d20 System logoare trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used with
permission.
d20 System and the d20 System logo
are trademarks of Wizards of the Coast, Inc. and
are used according to the terms of the d20 System
License version 6.0. A copy of this License can be
found at www.wizards.com/d20.
Catalog of FiendishCatalog of FiendishArmorArmorAbigotsAbigots
2005 Khans Press
Designation of Open Game content and Product
Identity: All magic armor in this book are released as
Open Game Content under the Open Game License
version 1.0a. All Khans Press logos, artwork,
product names, product line names, and text not
included as Open Game Content above remain
Product Identity.
Summer 2005Summer 2005EditionEdition
8/3/2019 Abigot's Catalog of Fiendish Armor
3/6
33
ARMOR & SHIELDARMOR & SHIELDSPECIAL ABILITIESSPECIAL ABILITIESDesecrated: A suit of desecrated armor radiates
negative energy. Undead wearing it receive a +6
profane bonus against attempts to turn them.
Faint evocation [evil]; CL 3rd, Craft Magic
Arms and Armor, desecrate; Price +12,000 gp.
Evil Invulnerability: This suit of armor grants the
wearer damage reduction of DR 5/Good.
Strong abjuration and perhaps evocation (if
miracle is used); CL 18th; Craft Magic Arms and
Armor,stoneskin, wish ormiracle; Price +3 bonus.
Fiendish Flight: A suit of armor with this property
grows a pair of bat wings. These wings allow the
creature to fly at the base creatures land speed
(average maneuverability). There is no duration, and
it operates as long as the creature wears the armor.
Faint transmutation; CL 5th; Craft Magic
Arms and Armor,fly; Price +30,000 gp.
Immolation: This suit of armor immolates thewearer with perpetual, supernatural red flames. It
provides resistance to fire 10 to the wearer, and deals
1d6 fire damage to anyone striking the wearer with
a natural or handheld weapon. The armor provides a
dim light, illuminating an area 10 ft around it.
Submersing the armor in water or placing it
in a vacuum extinguishes the flames, but once out of
these environments, the flames return the following
round.
Faint evocation [fire]; CL 7th
; Craft MagicArms and Armor, resist energy, fire shield; Price
+19,000 gp
Profane: A suit of armor or a shield with this
property is pitch black, and seems to absorb all light.
Profane armor provides a +2 deflection bonus to AC
and a +2 resistance bonus on saves against attacks
made or effects created by good creatures.
Faint abjuration [evil]; CL 5th; Craft Magic
Arms and Armor, protection from good; Price
+12,000 gp
SSpecific Armors pecific ArmorsDemonhide Armors and Shields: Powerful
demon warriors often take the flesh of their fallen
rivals and have it constructed into armor or shields.
Demonhide armor provides a +2 circumstance bonus
to Intimidation skill checks.
No aura (nonmagical).
Armor and ShieldsArmor and ShieldsThink of your personal safety and choose the armor youll never go to war without again.
Abigots can even craft your fallen enemies into your armor!
Demonhide Leather 320 gpDemonhide Studded Leather 350 gp
Demonhide Hide 330 gp
Demonhide Breastplate 700 gp
Demonhide Banded Mail 800 gp
Demonhide Half-Plate 1,500 gp
Demonhide Plate 3,300 gp
Demonhide Buckler 330 gp
Demonhide Shield, Light 318 gp
8/3/2019 Abigot's Catalog of Fiendish Armor
4/6
44
Demonhide Plate of Legions: This suit of +2
demonhide full-plate is covered with the visage of
dozens of demons. It allows the wearer to summon
other demons to his aid for up to 20 rounds per
day. It takes 1 round to active this ability, they are
under the wearers complete control, and the wearer
can dismiss them at any time. Demonhide armor provides a +2 circumstance bonus to Intimidation
skill checks.
Strong conjuration [evil]; CL 17th, Craft
Magic Arms and Armor,summon monster IX; Price
76,150 gp; Cost 39,725 gp + 2914 XP.
Demonhide Breastplate of the Bat: This +3
demonhide breastplate grants the wearer unlimited
flight (average maneuverability) with large fiendish
bat wings. When the wearer is on the ground, the
wings fold up, becoming undetectable. Demonhide
armor provides a +2 circumstance bonus to
Intimidation skill checks.
Moderate transmutation; CL 9th; Craft
Magic Arms and Armor, fly; Price 45,700 gp; Cost
23,200 gp + 1,800 XP
Demonhide Leather of the Druid: This +5
demonhide leather armorallows creatures with the
wildshape ability to take the form of any nonunique
demon. The assumed form is still bound by the
limitations of the wildshape ability, thus the HD of the
assumed form cannot exceed the HD of the wearer.
The wearer gains all extraordinary and supernatural
abilities (both attacks and qualities) of the assumed
form, but loses his own supernatural abilities.
Demonhide armor provides a +2 circumstance bonus
to Intimidation skill checks.
Strong transmutation; CL 17th; Craft Magic Arms
and Armor, shapechange; Price 332,820 gp; Cost
167,320 gp + 13,240 XP.
Demonhide Pit Shield: This +3 light demonhide
shieldis fashioned with the open mouth of a demon.
The shield automatically attracts all ranged attacks
(including spells such as magic missile) that would
strike the wielder and swallows them, sending them
into the Abyss. The shield can absorb 20 ranged
attacks in this manner per day.
Moderate conjuration; CL 9th; Craft Magic
Arms and Armor,plane shift; Price 43,068 gp; Cost
21,693 gp + 1,710 XP.
Demonshield: This +2 heavy steel shield features
the twisted visage of a demonic entity with crossed
arms. Three times per day as a free action, the
demon can be commanded to attack, independently
of the shield wearer, with two claw attacks with the
wielders base attack bonus, and dealing 2d6 points
of damage per claw. This attack is in addition to any
actions performed by the wielder.
Moderate conjuration; CL 7th; Craft Magic
Arms and Armor, summon monster IV; 15,795 gp,Cost 7,983 gp + 625 XP.
Flesh Armors: Demonic warriors will often take the
flesh of their fallen humanoid rivals and wear them
as armor. Flesh can be stretched over any armor or
shields, but does not provide any additional armor
bonus. Flesh armor provides a +2 circumstance bonus
to Intimidation skill checks versus humanoids.
No aura (nonmagical).
Flesh Studded Leather of Eyes: This +1 flesh
studded leatheris covered with flesh from numerous
faces, all which provide the wearer with a sixth sense
of impending danger. The wearer is never surprised
or flat-footed, and a +2 insight bonus to AC and
Reflex saves (insight bonuses are lost if the wearer
loses his Dex bonus to AC). Flesh armor provides a
+2 circumstance bonus to Intimidation skill checks
versus humanoids.
Strong divination; CL 17th; Craft Magic
Arms and Armor, foresight; Price 38,175 gp: Cost
19,175 gp + 1,520 XP.
Flesh Leather of the Apprentice: This +1 flesh
leather armorliterally fits the wearer like a second
skin, eliminating armor check penalty and arcane
1d4+1 Dretch (demon) CE
1d4+1 Babau (demon) CE
1d3 Vrock (demon) CE
1 Bebilith (demon) CE
1 Hezrou (demon) CE
Flesh Leather 160 gp
Flesh Studded Leather 175 gp
Flesh Hide 165 gp
8/3/2019 Abigot's Catalog of Fiendish Armor
5/6
55
spell failure chance, and is weightless. Flesh armor
provides a +2 circumstance bonus to Intimidation
skill checks versus humanoids.
Faint conjuration; CL 5th; Craft Magic Arms
and Armor, mage armor; Price 8,660 gp; Cost 4,410
gp + 340 XP.
Flesh Leather of the Mage: This +5 flesh leather
armor literally fits the wearer like a second skin,
eliminating armor check penalty and arcane spell
failure chance, and is weightless. Flesh armor
provides a +2 circumstance bonus to Intimidation
skill checks versus humanoids.
Strong conjuration; CL 15th; Craft Magic
Arms and Armor, mage armor; Price 70,160 gp;
Cost 35,160 gp + 2,800 XP.
Special MaterialsSpecial Materials Demonhide: Armorsmiths can work with
the hides of demons to produce armor or shields
of masterwork quality. Though similar to flesh, the
demonhide is stronger, allowing it to be crafted into
a variety of different armors. One demon produces
enough hide for a single suit of masterwork hide,
leather, or studded leather armor for a creature one
size category smaller than the demon. By selecting
only choice bits of hide, an armorsmith can produce
one suit of masterwork banded mail for a creature
two sizes smaller, one suit of masterwork half-plate
for a creature three sizes smaller, or one masterwork
breastplate or suit of full plate for a creature four
sizes smaller. In each case, enough hide is available
to produce a small or large masterwork shield in
addition to the armor, provided that the demon is
Large or larger.Because demonhide armor isnt made of
metal, druids can wear it without penalty.
Demonhide armor costs double what
masterwork armor of that type ordinarily costs, but
it takes no longer to make than ordinary armor of
that type.
Demonhide has 10 hit points per inch of
thickness and hardness 5.
Demonhide armor provides a +2
circumstance bonus to Intimidation skill checks.
Flesh: Armorsmiths can work with the
flesh of humanoids to produce hide or leather armor
of masterwork quality. One humanoid produces
enough flesh for a single suit of masterwork hide,
leather, or studded leather armor for a creature one
size category smaller than the humanoid.
Because flesh armor isnt made of metal,
druids can wear it without penalty.
Flesh armor has 5 hit points per inch of
thickness and hardness 5.
Flesh armor provides a +2 circumstance bonus to
Intimidation skill checks versus humanoids.
8/3/2019 Abigot's Catalog of Fiendish Armor
6/6
66
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights
Reserved.
1. Definitions: (a)Contributors means the copyright and/or trademark
owners who have contributed Open Game Content; (b)Derivative
Material means copyrighted material including derivative worksand translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) Distribute means to
reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)Open Game Content means
the game mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and
derivative works under copyright law, but specifically excludes Product
Identity. (e) Product Identity means product and product line names,
logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses,formats, poses, concepts, themes and graphic, photographic and other
visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) Trademark
means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) Use,
Used or Using means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game
Content. (h) You or Your means the licensee in terms of this
agreement.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date,
and the copyright holders name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expresslylicensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publishupdated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document Copyright 2000-2003,
Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker, Andy Collins, David Noonan, Rich Redman,
Bruce R. Cordell, based on original material by E. Gary Gygax and
David Arneson.
Abigots Catalog of Fiendish Armor, Copyright 2005,
Khans Press; Author Garth Wright.