Jynla is a travelling journeyman armourer, seeking to try her skills in unexpected situations and with unusual resources. She has set out on the road to meet with adventurers, who come up with the most unnatural situations that anyone can possibly imagine. She seeks interesting people to travel with for a while, looking for useful materials, and in the meantime, can offer some innovations that might improve someone's existing gear.
Here are some of the innovations she might be able to make for someone supportive (only one per set of armour, and at a great discount): 1. Stowage (50gp): Jynla festoons the armour with straps and extra pouches, tailoring it to the wearer's arm length, height, and a myriad of other measurements. This allows the user to interact with two different objects on their person during their turn, as part of their other actions, or to Use An Objectas a bonus action once per round. 2. Reinforced (100gp): The armour has additional layered and interleaved joints, as well as fortification around vulnerable areas like the throat and groin. When the wearer takes a critical hit, they can use their reaction to reduce the damage taken by 1d6 points. 3. Easy Escape (50gp): The armour is linked by a strange series of hinged pins and ropes, meaning it can disassemble quickly. As an action, the wearer can disassemble the armour, causing it to fall off their body entirely in its separate components. The reassmbly stage is laborious and painstaking, and can only be done over a long rest, if all the parts can be found again. 4. Jynla's Nose-Tink Treatment (free): Jynla, although a skilled armourer, is not fond of the sweaty muck that adventurers usually accumulate. This features a chemical layer on greaves and bracers, as well as some strategically-tucked alchemical scent neutralisers. The armour wipes off any substance with only a damp cloth, and the wearer leaves no scent. This means that dogs and other creatures that gain benefits on Perception checks to track by scent have disadvantage to locate them. 5. Intimidating (50gp): The armour incorporates larger pauldrons, ornamental protrusions, and is shaped more strategically for the wearer's frame. This means that when the wearer makes an Intimidation check, their result is equal to their roll or their Armour Class, whichever is higher. 6. Jynla's Runic Finish (5,000gp): Jynla's most experimental work, and the one on which she hopes to claim the title of Master, this involves carefully plating each surface in an iridescent alchemical mixture, and carefully graving dwarven runes of protection to repel magic. The user has advantage on saving throws against all spells, but has to make a saving throw if the spell allows it. Also posted on Game Masters Stash on 1 August 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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