Visage of the Iron Hearted Champion
Description:
This breastplate is different compared to others it seems to be comprised of a very sturdy leather-like material opposed to a metal. A bone infused electrum trim ecompasses the many plates of hard leather. While a soft mythril wool padding is layered underneath cutting down on weight while also allowing the user to remain mobile. A ruff of feathers can be seen as well. The armor’s large back plate made from the shell of a zoraton, displays the Iron Heart merchant company's emblem.
The armor is highly magical with various runes that subtly glow when the armor is adorned. When the user is unsuccessfuly affected by magic, the electrum trim subtly glows depending on the strength of the spell before dimming again. Once per day the bone infused trim glows brightly as a surge of healing passes through the user before slowly fading again.
A special feature of this armor is its ability to shift from one kind of defense to another, the leather plating slowly fades away exposing the user while the electrum trim is empowered and forms a protective lattice around the user.
Lastly once per day the ruff of feathers can expand out to form wings allowing the user to fly.
Item Effect:
This leather breastplate acts as a +4 breastplate made as light armor.
This armor grants a maximum dexterity bonus of +9 and a -1 for armor check penalties.
The Visage also grants a 75% spell failure chance if cast by the wearer. This does not apply to spells being cast from items, only spells cast by the user directly.
Enchantments
Speed, this item grants the user the property of quicken, 3 times per day you can command your armor (chosen phrase by the player), and the armor castes haste on the user. This effect lasts for a single round.
Healing, once per day you can heal as a swift action for 2d8+5. If reduced to 0 hit points, the feature is autmatically used without requiring an action. However if the effect has already been used, those nearby must make a DC 10 Fortitutde save or have one of there Hit Dice taken permanently and given to the user as if max rolled hit points. EX: If you fight an ogre with a HD8 and they fail the save, you gain 8 hit points back while the ogre permanently loses 8 hit points. This effect works on the closest target to the wearer. This bonus effect, seems to be a result of the mountain giants gluttony and the dark continents influence of the race.
Magic Healing, whenever the wearer makes a successful saving throw against a spell targeting the wearer. The wearer heals equal to the spells level. EX: If a fourth level spell is cast at you and you succeed, you gain 4 hit points back.
Styptic, While wearing armor that has this property, you do not suffer ongoing blood loss for any reason. Regardless of their source, bleeding wounds automatically close. You sustain no further hit point loss and stabilize if you are dying. In addition, you have a 25% chance to be unaffected by any blood-draining attack that depletes Constitution, such as a vampire's or stirge's blood drain ability, or the property of a wounding weapon.
Challengers Eyes, as one who wears mountain giant skin, it seems the ability to identify the strongest martial character amongst the group has been added as a side effect of the item. Once per day, this effect can be used to identify the highest leveled enemy, highest CR enemy, an enemies class (not amount of levels) or the users ability score in compared to the wearer. This effect can only be used on one of the applicable items listed above unless otherwise specified by the GM.
Acid Resistance 10: By using some of the materials that Regin Uthem has left behind, this armor has been coated and set to fight acidic slime like all the others during the holy war "The Torch Passing War". Thus this armor has been granted 10 resistance to acid in case of accidents on the battlefield.
Empyreal, Once per day the wearer can transfer all or part of its enhancement bonus to a sacred bonus on saving throws. The wearer decides to make the transfer on his turn, and the choice remains in effect until his next turn.
Curse:
The user of this armor is required to eat double the amount of food they would normally to maintain there ability to wear this armor. This seems to be a side effect of an angry spirit within the armor.
This item also acts as an immediate challenge to any mountain giant who sees it. As in there culture nothing was wasted, and to wear anothers skin was to show strength and power. Marking you as a target for any who would wish to prove there great strength or might.
Boon:
This armor grants you proficiency in all simple weapons as well as the ability to use items and weapons of one size bigger then your current size as if made for your size. This does not however stack with any other abilities.
This armor also acts as a sign of great respect amongst raiders and giants, as mountain giants are both feared and revered as the ancient ancestors of the giants.
Caster Level: 17
Requirements: Craft Arms and Armor, Mountain Giant skin, Mountain Giant bones, 10lbs of electrum, 10lbs of mythril wool
Market Value: Legendary level item, unable to be priced
Cost: 5 million gp