Armor (splint), uncommon

Windriver's Splint Armor of The Turtle Hermit (Splint Armor) (Heavy Armor, Uncommon)
60lbs., AC-17 Stealth Disadvantage Requires 15 Strength
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Description:
This Splint Armor is rumored to have been worn by a great human martial expert in some long and distant past. A strange symbol adorns the back of the armor. When the armor's effect is activated a wind blows up and around the wearer of this armor just prior to the effect being used, rippling their hair and clothing, if worn.
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Once Per Day (Chaos Bolt) (Recharges at Dawn)
1st-Level Evocation Effect
Activation Time: 1 Action
Range: 120ft.
Activation Prerequisite: (Verbal, Somatic) The Armor's effect is activated by the wearer planting their feet and moving their hands and arms at very low speeds before speaking the words just at the furthest point in one of their movements in the intended direction of the bolt. "Devastation Wave!"
Duration: Instantaneous
Item Ability Description:
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2D8+1D6 Damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below:

1D8 = Damage Type
1 = Acid
2 = Cold
3 = Fire
4 = Force
5 = Lightning
6 = Poison
7 = Psychic
8 = Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Notes: Str. 15 Required, Stealth Disadvantage

DonnaBoom

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