Gets your choice of Str or Wis bonus to spell progression.
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Divide the cost of non-magical armor items (in section [E3]) by LVL+1. This does apply to variable costs and Dragon Armor. Your sale value is also divided by this amount (you can't use this ability to gain money).
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Level N (every level): +1 wear location for an armor type (suit of armor, shield, helm, or cloak).
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Level 1: Your armor may use +1 Armor Adjective each.
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Level 1: 0: Put on a piece of armor. 1N: Remove a piece of armor.
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Level 1 ¶: Spend 1000 gp: Buy one armor item off the (non-magical) [E3] armor list regardless of it's cost. This does not affect costs that are variable (so no Cloakers, Dragon Armors, etc.)
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Level 1 ¶: Spend 1000 gp: Get a half-plus (+1 AC or +1 saves) on an armor item (no upper limit).
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Level 2 ¶: Divide the cost of [E4.3] Armor Flags by LVL.
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Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent armor items.
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Level 3, CF=3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
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Level 4: You may convert your AC to |AC| (absolute AC) by taking the square root (i.e. AC 64 = |AC| 8). You may switch systems during round break.
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Level 9: You may give yourself and/or others two Armor spells instead of one.
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Level 9, CF=3 ¶: May "Sphere Robe" (-1 SL) in Protection, Guardian, or Healing.
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Level 18: Enemies do not automatically hit you on a natural 20.
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New Priest Spells:
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Armor of Faith (SL=1, Protection): Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
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Holy Armor (SL=1, Protection): Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
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Armor Thrull (SL=3, Summoning): Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
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Urza's Armor (SL=6, Protection): Take -10 dmg from each spell, psionic effect, or physical attack.
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