G A M E

irmor

Description: Although the races of human and orc wrestle for the domination of Azeroth, much of the world's true power is possessed by the beasts of forest and desert and jungle and ice. The races looked enviously upon their power, and after many years of labor, a few artificer-smiths devised methods to trap animal essence into cloth, leather and molten metal. The champions of Azeroth donned beast armors for the first time.

Beast armors provide enhancement bonuses to two ability scores. The degree of the bonuses, and which ability scores benefit, depend on the qualities of the armor's treatment and its totemic creature.

Beast Type for Beast Armor

Beast Type

Ability Bonuses

Bear

Str, Sta

Boar

Spt, Str

Eagle

Int, Sta

Falcon

Agy, Int

Gorilla

Int, Str

Monkey

Agy, Sta

Owl

Int, Spt

Tiger

Str, Agy

Whale

Spt, Sta

Wolf

Agy, Spt

Beast armor uses the following naming scheme: [treatment type] +[bonus] [armor type] of the [beast]. For example, silvered +3 chain mail of the owl acts as +3 chain mail (base armor) that provides the wearer with a +2 enhancement bonus (because it's silvered) to Intellect and Spirit (because it's of the owl).

Beast armors come in five types: inscribed, silvered, gold, mithril and truesilver. The name reflects the armor's highlights (though not its component material, which is usually steel) and the magnitude of the ability enhancements it provides.

InscRibed ARmoR

Description: Decorated with dozens of etched silver runes, inscribed armor provides a minor boost to a wearer's ability scores. Only light armor may be inscribed. Powers: +1 to two ability scores.

Faint transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength, owl's wisdom, eagle's splendor, bear's endurance or arcane intellect; Price +3,000 gp.

SilveRed ARmoR

Description: A more powerful version of inscribed armor, silvered armor is decorated with hundreds of arcane runes and symbols. Only medium armor can be silvered. Powers: +2 to two ability scores.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength, owl's wisdom, eagle's splendor, bear's endurance or arcane intellect; Price +12,000 gp.

Gold ARmoR

Description: Gleaming with magical strength, gold armor provides substantial boost to the wearer's abilities. Gold armor must be heavy armor. Powers: +3 to two ability scores.

Moderate transmutation; CL 12th; Craft Magic Arms and Armor, bull's strength, owl's wisdom, eagle's splendor, bear's endurance or arcane intellect; Price +27,000 gp.

MithRil ARmoR

Description: As puissant as it is precious, mithril provides a natural conduit for arcane power. The mithril armor treatment involves the inscription of thousands of powerful glyphs and inscriptions that are capable of transforming weaklings and simpletons into creatures powerful and wise. This treatment may only be applied to heavy armor.

Beast A^mor (continued)

Powers: +4 to two ability scores.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, bull's strength, owl's wisdom, eagle's splendor, bear's endurance or arcane intellect; Price +48,000 gp.

TRuesilveR ArmoR

Description: The magical and mysterious truesilver is greatly sought for its arcane properties, especially for t, its use in armor treatments. By the rigorous application of dweomers, armorers boast that this armor treatment "can give mortals a taste of godhood." While armorers are not immune to hyperbole, there's little doubt this treatment produces extraordinary transformations. Only heavy armor may receive the truesilver treatment.

Powers: +5 to two ability scores.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, bull's strength, owl's wisdom, eagle's splendor, bear's endurance or arcane intellect; Price +75,000 gp.

Certain magic armor properties (archer's, archmage's, bonecaster's, and the like) are also beast armors. The .bonus for these armors-is listed in the armor's description. The name • convention for these ' armors is [armor namej+Jbonus] [armor type] • of the [beast]. (Examples • of such names include archer's +2 studded leather of the eagle and commander's +4 half-plate of the boar). Unless | otherwise indicated, these special abilities can apply vto any armor. (Thus, even though bonecaster's armor provides a +4 enhancement bonus to two abilities, it can be light, medium or heavy armor.)

Strong necromancy; CL 13th; Craft Magic Arms and Armor, control undead; Price +57,000 gp.

CommandeRS

Description: Marked with a badge depicting two crossed swords, commander's armor is donned by field commanders across the lands to inspire their troops and lead them more effectively. Only heavy armor may receive the commander's armor enchantment.

Powers: The wearer gains a + 2 competence bonus on Diplomacy and Profession (military commander) checks. This armor is also beast armor, enhancing two ability scores by + 3 (see the "Beast Armor" sidebar).

Faint enchantment; CL 8th; Craft Magic Arms and Armor, heroism; Price +28,200 gp.

Councilor's

Description: Most commonly applied to padded armor, this property sharpens the minds of counselors and advisors across Azeroth. Others can distinguish this armor by its councilor's mark: two eyes set in a circle.

Powers: The wearer gains a +2 competence bonus on Diplomacy and Sense Motive checks. This armor is also beast armor, enhancing two ability scores by +2 (see the "Beast Armor" sidebar).

Faint enchantment; CL 8th; Craft Magic Arms and Armor, heroism; Price +13,200 gp +12,000.

CneRgy Resisrance Description: For centuries, spellcasters have employed the elements as weapons. Known as the five banes, acid, fire, electricity, cold and sound have been the death of many a great adventurer; naturally magic armor and shields were developed to counter these energies. Energy resistance armors come in three varieties: lesser, improved and greater. The armor's coloration is typically a hue associated with the attack form (black for acid, white for cold, blue for electricity, silver for sonic and red for fire) with matching visual motifs (a decaying hand for acid, furs for cold, lightning bolts for electricity, dragons for fire, and a crumbling wall for sonic).

Energy resistance, Lesser: The armor absorbs the first 10 points of elemental damage per attack that the wearer would normally take (similar to the resist energy spell).

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.

Energy resistance, Improved: As standard energy resistance, except it absorbs the first 20 points of energy damage per attack.

Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.

Energy resistance, Greater: As standard energy resistance, except it absorbs the first 30 points of energy damage per attack.

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