Developed by the Abjurer Albus Ceolmund, the twin smiths Gamlin and Gimgen Trueanvil, and the gnome Artificier Dr. Rome Boondiggles III of the Ki-Rin, the Agnar armor system was created for their organizations special ops, or "Hero", squadrons. The armor provides enchantments and protections that enabled these operators to be effective in environments that would normally be inhospitable as well as providing a general leg up over their opponents in combat. This armor was designed to take exceptional soldiers and truly turn them into Heroes.
The Guardian model of the Agnar armor system was designed with the tanks of the battelfield in mind. Full Plate adamantine-mithral alloy granting it increased protective capabilities without sacrificing mobility, Overclocking Actuators provide improved charging capabilities, a built-in flame thrower, and a built-in enlarged animated shield provides cover for you and your allies.
This suit of armor is made with an admamantine alloy, granting it the protective capabilities of the famed metal and the weight of more common metals, critical hits only do full damage 50% of the time.
Armor Lock: The armor locks in place, reducing incoming by half but rendering the user immobile. Activates automatically on unconsciousness to protect wearer.
Servo-Joints: Speed increases by 10 feet, Strength increases by 5.
Medical Contingency: The armor recognizes when the wearer is in critical condition and stabilizes them. WARNING. This feature has three uses before it needs to recharge.
Sealed: The armor is sealed tight and is equipped with proper enchantments to allow breathing, enabling the wearer to survive in environments they wouldn't otherwise.
Climate Control: The armor is insulated, cooling or warming the wearer accordingly to the surrounding environment.
Smart Helmet: The helmet of the Agnar suit has several useful enchantments. Dark Vision out to 30 feet, both Comprehend and Speak Languages and is part of a Linked network.
Guardian Model Features
Adamantine-Mithral Alloy: The lighter mithral allows the wearer to maintain more mobility. Max Dex bonus of +2 and no disadvantage on Stealth checks.
Overclocking Actuators: Charge your Dash distance to tackle an enemy, taking them with you if win a Strength contest. If you hit a wall they take 1d6 for every 5 feet of travel after they're pinned, if not they're thrown prone. Any enemies within 5 feet of your path are knocked prone. You have 3 uses of this per day.
Wrist Flamethrower: A flamethrower mounted on the wrist of the armor spews flames in a 30 foot line. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 on a failed save and half that on a successful. They are 3 charges per day.
Projected Shield: On the off-hand of the armor is mounted an enlarged Animated Shield that just functions a tad differently. The projected shield acts as a 15 foot barrier centered on the armor, providing cover to the wearer and an ally on either side. The barrier has 75 HP before it breaks. It takes 3 rounds of combat to fully recharge or 1 round for every 25 HP lost.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Immunity: Critical Hits, Bonus: Armor Class, These items are made specifically for the wearer, none other than the intended user can use them effectively., Combat, Warding, Str. 15 Required, Stealth Disadvantage
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