Difference between revisions of "Helpless Guile (3.5e Equipment)"
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==Helpless Guile== | ==Helpless Guile== | ||
− | [[Summary::Armor with this enchantment makes it hard for weak-willed foes to attack you.]] Whenever a foe attempts to attack you, whether with a weapon or with a targeted spell, they must make a DC 13 Will save or be unable to complete the action, loosing that part of their turn. The save DC is increased by a number equal to the armor's Enchantment Bonus, but also lessened by an amount equal to the armor's base AC bonus - This is because the magic of the armor reinforces the enchantment, but because the enchantment relies on making you look helpless, intimidating armor makes you seem more threatening and thus hinders the magic (And as such, +1 Leather armor of Helpless Guile is much better than +4 Full Plate of Helpless Guile). Having a weapon drawn also reduces the save DC by a number equal to the weapon's average damage - Thus a +1 Dagger (Average damage = 3) would reduces the DC by 3, or a Greatsword (Average = 7) would likewise reduce the daylights out of the DC. | + | [[Summary::Armor with this enchantment makes it hard for weak-willed foes to attack you.]] Whenever a foe attempts to attack you, whether with a weapon or with a targeted spell, they must make a DC 13 Will save or be unable to complete the action, loosing that part of their turn. |
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+ | The save DC is increased by a number equal to the armor's Enchantment Bonus, but also lessened by an amount equal to the armor's base AC bonus - This is because the magic of the armor reinforces the enchantment, but because the enchantment relies on making you look helpless, intimidating armor makes you seem more threatening and thus hinders the magic (And as such, +1 Leather armor of Helpless Guile is much better than +4 Full Plate of Helpless Guile). | ||
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+ | Having a weapon drawn also reduces the save DC by a number equal to the weapon's average damage - Thus a +1 Dagger (Average damage = 3) would reduces the DC by 3, or a Greatsword (Average = 7) would likewise reduce the daylights out of the DC. | ||
Whenever you take a harmful action (Such as attacking, using an offensive spell, and so forth), the effect of this enchantment is broken until you have spent one minute performing harmless actions or no actions. The wearer can otherwise act normally, and use nonattack spells and abilities, but anything that would break the Invisibility spell also breaks the protection of this armor. | Whenever you take a harmful action (Such as attacking, using an offensive spell, and so forth), the effect of this enchantment is broken until you have spent one minute performing harmless actions or no actions. The wearer can otherwise act normally, and use nonattack spells and abilities, but anything that would break the Invisibility spell also breaks the protection of this armor. |
Revision as of 05:32, 17 May 2017
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Helpless Guile
Armor with this enchantment makes it hard for weak-willed foes to attack you. Whenever a foe attempts to attack you, whether with a weapon or with a targeted spell, they must make a DC 13 Will save or be unable to complete the action, loosing that part of their turn.
The save DC is increased by a number equal to the armor's Enchantment Bonus, but also lessened by an amount equal to the armor's base AC bonus - This is because the magic of the armor reinforces the enchantment, but because the enchantment relies on making you look helpless, intimidating armor makes you seem more threatening and thus hinders the magic (And as such, +1 Leather armor of Helpless Guile is much better than +4 Full Plate of Helpless Guile).
Having a weapon drawn also reduces the save DC by a number equal to the weapon's average damage - Thus a +1 Dagger (Average damage = 3) would reduces the DC by 3, or a Greatsword (Average = 7) would likewise reduce the daylights out of the DC.
Whenever you take a harmful action (Such as attacking, using an offensive spell, and so forth), the effect of this enchantment is broken until you have spent one minute performing harmless actions or no actions. The wearer can otherwise act normally, and use nonattack spells and abilities, but anything that would break the Invisibility spell also breaks the protection of this armor.
Note that foes can also use nonattack spells against you, and this enchantment confers no protection against area attacks you happen to get caught in. Furthermore, they can attack you indirectly, such as summoning a creature to attack you - But of course, the creature would then suffer the effects of the armor's enchantment.
Creatures immune to charm, compulsion, Enchantment or mind-affecting effects are immune to this enchantment; And creatures with resistance to abilities from the Enchantment school may apply their resistance to this enchantment as well (Thus, Elves would be able to apply thir +2 bonus on Will saves against Enchantment).
Moderate Enchantment and Abjuration; CL 8; Craft Magic Arms and Armor, Sanctuary OR Armor of Helplessness; Price: +2 bonus.
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