Armour of the Nightmare
This stunning yet dark and disconcerting armour is made from a once alive Nightmare. This creature is a horse, by look, but a most evil beast at that, with a firey mane and smoking hooves from the deepest hells which they come.
The armour burns at the shoulders like two small torches. The hide is very thick and difficult to pierce with any weapon, making it a prized piece for those who can wear it. Unfortunately due to the creatures evil intents, the armour can only be worn by those who act as the Nightmare acted. With great intent to kill mame and destroy.
The armour allows the wearer to produce a cloud of smoke and fire which can temporarily blind and daze those in the way, but this is not the only thing a nightmare could do. Second, the horse had the ability to fade away entirely, taking up it's position on the Ethereal plane for safety, and also, to get into a better position to attack it's enemy. The mind of the armour is partially connected to the mind of the creature, drawing upon the minds of the weak and those sleeping, to haunt their dreams with thoughts of death and mayhem
Hide Armour (black and red)
AC Bonus +3
Colour spray 1/day (cone of smoke)
Greater Sanctuary 1/day (etherealness)
Mass Charm 1/day
Expedious Retreat 1/day
Only Useable by Evil
Hide of the Unicorn
Made from the most graceful creatures known as the unicorn, this armour was produced to honor a great unicorn during it's life, by the wishes of the creature itself, to carry on doing good. The hide carries most of the abilities of the unicorn, from it's permanent natural resistance to evil creatures, to it's healing abilities, keeping the wearer safe. The armour only functions for those of pure heart, like the unicorn, but this is a prized possession and those who knew of the unicorns would never dare sell such a belonging.
Base Armour: Hide
AC bonus +2
Cast spell: Cure Light Wounds 3/day
Cast spell: Cure Moderate Wounds 1/day
Cast spell: Neutralise Poison 1/day
Cast spell: Protection from Evil Unlimited/day
Spell Immunity: Charm Monster
Spell Immunity: Charm Person
Spell Immunity: Charm Person/animal
Spell Immunity: Hold Person
Spell Immunity: Hold Animal
Spell Immunity: Hold Monster
Immunity: Poison
Only Useable by Good
sidenote: charm/hold immunities to spells are not as powerful as "Immunity: mindspells" which also grants immunities to stun/dominate/dazes, or freedom, which is also immune to slows and so on, which a unicorn does not possess