Solarian Armor in Proxima Alatheia | World Anvil

Solarian Armor

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Solarian Armor

Solarian Armor is an ancient form of armor utilizing technological and magical means to compact the armor into a small module that can fit into the palm of one's hand. This module is a small oval or hexagon with a small capsule space for a Solarian Crystal. The armor grants the same AC as the armor it mimics with an additional +1 to AC.   This armor set is considered a Powered item though it does not use batteries or last only for a short while. If it enters an area or is affected by a spell or ability that would remove its power, it hovers in a dormant state until it can activate again. If you enter a non-magical zone with it powered, the module drops to the ground dormant until the effect ends or it is removed from the area. However, it cannot be the target of a Dispel Magic spell.   An Awakened Solarian Crystal is required to power the armor set. Putting on and taking off the armor is as simple as using an action to activate the module which hovers around the chest area and emits glowing lines across the user's body the color of the crystal sheathing the wearer in an aura of thin plasma. If a Solarian is attuned to the armor and places an Awakened Crystal in the armor module one of the following affects may be added to the armor's functionality.  
CrystalNotes
BlazingWhen you take more than 10 Cold Damage, you reduce the amount by 2d10 or 10 (whichever is higher) to a minimum of 0. Attacks dealing Cold damage of less than 10 Cold Damage do not affect you.
BrilliantWhen you take more than 10 Radiant Damage, you reduce the amount by 2d10 or 10 (whichever is higher) to a minimum of 0. Attacks dealing Radiant damage of less than 10 Radiant Damage do not affect you.
ChillingWhen you take more than 10 Fire Damage, you reduce the amount by 2d10 or 10 (whichever is higher) to a minimum of 0. Attacks dealing Fire damage of less than 10 Fire Damage do not affect you.
Draining (Minor/Normal/Major)When you are hit with a melee attack, the attacking creature has to take (1d4/2d4/3d4) + 2 Necrotic damage with half being converted to Temporary Hit Points which absorb as much of the triggering attack as possible.
Flaring (Minor/Normal/Major)When you are hit with a melee attack, the attacking creature takes (1d4/2d4/3d4) + 2 Fire Damage and is Burned for 1 round.
Flurry (Minor/Normal/Major)When you are hit with a melee attack, the attacking creature takes (1d4/2d4/3d4) + 2 Cold Damage + 1d6 Cold on the start of its next turn.
Focusing (Minor/Normal/Major)You and allies within 10ft gain a (+1, +2, +3) to Saving Throws
Graviton (Minor/Normal)When you are hit with a melee attack, the attacking creature takes (1d4/2d4) + 2 Force Damage
Pulsar (Minor/Normal/Major)When you are hit with a melee attack, the attacking creature takes (1d4/2d4/3d4) + 2 Plasma Damage + 1d6 Plasma at the start of its next turn.
Shimmering (Minor/Normal/Major)When you are hit with a melee attack, the attacking creature takes (1d4/2d4/3d4) + 2 Radiant Damage + 1d6 Radiant at the start of its next turn.

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