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    Armor Enhancement

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    Join date : 2018-09-12

    Armor Enhancement

    Post by Admin on Thu Nov 01, 2018 1:18 pm

    By default all armor has two slots: physical and magical


    Physical enhancements

    Embellishments,
    engravings,
    trimmings,
    padding,
    extra plating.


    +++++

    Magical enhancements

    Environmental resistance.
    Resistance to the environment can be useful when traveling in hot or cold climates, it's also useful if you've attracted the ire of fire mage.
    20 gold for every +5 of fire or cold resistance. 


    Berserk
    This enhancement causes the wearer to go berserk upon being injured. Berserking lowers one's inclination to defend themselves but raises their strength and ability to hit through ferocity.
    50 gold for every rank of berserk.

    Path enhancement
    Certain armors worn by mages will be empowered with their selected path to make casting easier or less tiresome. Armor of this kind only works in someone already has skill in that path and cannot grant someone the ability to cast spells they otherwise can't.
    200 Gold for every path point and 20 gems of said path

    Regeneration
    Certain creatures have natural regeneration that make them very hard to kill, this enhancement borrows this ability and allows the wearer to recover from most wounds in a short about of time.
    200 Gold 10% of HP regen


    Reinvigoration
     

    Invulnerability,
    Waterbreathing,
    Missile Protection,
    Magic resistance

      Current date/time is Fri Dec 14, 2018 9:34 pm