Armor of the Grand Alliance (4e Equipment)

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Armor of the Grand Alliance Level 5+ Rare
In the Third Century of the current Age, the onslaught of fecund, acquisitive, and ultimately imperialistic Mankind became so intolerable that the Dwarves and Elves belatedly put aside their primal antagonisms and united in a futile attempt to resist Human expansionism. To mark this alliance, Dwarven smiths and wizards crafted armor of Dwarven resilience that would not inhibit their Elven cohorts' famed dexterity. These they gave to Elven nobles, marshals, and officers. Though now antiques worthy of museums, their utility remains such that those small fraction of remaining armor suits of this type are still worn by those elves lucky enough to have them.
Level 5 +1 1000 gp Level 20 +4 125000 gp
Level 10 +2 5000 gp Level 25 +5 625000 gp
Level 15 +3 25000 gp Level 30 +6 3125000 gp

Armor: Chain, Scale, Plate
Enhancement: AC
Property: Though made of strong metal forged into links, scales, or plates, Armor of the Grand Alliance feels to its wearer like Feyweave Armor (PH 214). Thus, while it provides all the AC advantages of its armor type (chain [+6], scale[+7], or plate [+8]), together with the magic bonus, unlike metal armors, it has no adverse affects on speed or on Strength-, Dexterity-, or Constitution-based skill checks; and no negetive effects on spell casting. When carried, it feels the weight usual to its armor type (chain [40 lbs], scale[45 lbs], or plate [50 lbs]), but when worn, it feels like only 5 pounds. Because it feels like cloth armor when worn, there is no proficiency problem. Note, however, that all such armor was fashioned for elves, so will only fit beings of elf-like size (height: 5' 4" to 6' 0"; weight: 130–170 lbs). Altering the size of a suit of Armor of the Grand Alliance, even using "Enchant Magic Item" (PH 304), or other appropriate ritual, spell, or prayer, ruins its special balance, leaving just a suit of plain Magic Armor (PH 230) of the corresponding AC Enhancement Bonus, but with none of the other properties or powers.
Power (Encounter): Immediate Reaction. Stand Your Ground [modified] - When an effect forces you to move — through a pull, a push, or a slide — you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to; OR when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Power (Daily): Minor Action. Dwarven Resilience [modified] - You can use your second wind as a minor action instead of a standard action.




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