Armor of the Red King

Category:
armor
Description:

Minor Artifact Full Field Plate

Powers

Comfort

The Armor of the Red King sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were clothes, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced to 0. The wearer must be third level to use this power.

None Shall pass

The wearer may add his class level to his CMD against opponents attempting to use their bluff or acrobatics checks to pass by him without provoking an attack of opportunity. The wearer must be fourth level to use this power.

Unbreakable

The wearer adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him. The wearer must be fifth level to use this power.

Hold the Line

The Wearer can make an attack of opportunity against a foe that moves into any square he threatens, regardless of whether or not that movement would normally provoke an attack of opportunity. The use of this power counts against the number of attacks of opportunity he can make in a round. The wearer must be sixth level to use this power.

Not on My Watch

Three times per day as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the wearer of the armor can choose to have the weapon strike him instead of the intended target. The wearer must be seventh level to use this power.

Last Word

Once per day the wearer can make one melee attack against an opponent within reach in response to an attack that would reduce him to negative hit points, knock him unconscious, or kill him. For example, the wearer has 1 hit point left when a red dragon bites him; the defender may use this ability even if the dragon’s bite would otherwise kill him instantly. If the attack hits, roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally). Once the defender’s attack is resolved, he suffers the normal effect of the attack that provoked this ability. The wearer must be eighth level to use this power.

Beyond Flesh

The wearer may use Dimension Door three times per day. The wearer may use wind walk once per day as if a mage of his class level. The wearer must be Ninth level to use this power.

My Name is Death

The wearer may use fear once per day as if a mage of his class level. The wearer must be tenth level to use this power.

Bio:

Armor of the Red King

The Castle at the Edge of the World ironwright Valkyrinn