Avarphyn'Khilat

From House of Khilat

These bracers with metal thread woven into a fine cloth like material that covers a lattice work of metal links. Two flexible bands of metal links form semi stiff ribs that run along the inside of the arm to provide protection for use with a bow. While threads of various metal colors are woven throughout the cloth like exterior, the outside is predominately silver with gold highlights, while the side covering the inner arm is deep purple with undertones of maroon and iridescent threads.

The wrist has a metal disk with the Khilat insignia showing a silver dragon near the hand and a dark dragon toward the arm, circling a gold star with 6 silver stars arcing above the silver dragon. The disk is attached to a band with a latch securing the bracer to the wrist.

Powers

The avarphyn only work as a matched pair. When initially found, they will self-identity their Faerie Fire power, which will work so long as both bracers are on the same plane of existence and can be used to match a pair.

The full powers of a matched pair will only work for members of the House of Khilat. When a matched pair is donned by an eligible family member, they will self-identify their full powers. Their powers can't be shared, requiring they be worn by a single individual.

Faerie Fire

The Khilat symbols at the wrists can be illuminated with Faerie Fire at will; typically gold, but any color can be chosen.

Continuous

The avarphyn provides the following continuous powers:

Cat's Grace
The wearer gains the benefits of Cat's Grace. When first worn, additional dexterity is initially determined based on the best applicable character class and remains the same for every subsequent activation. Dexterity enhancement is re-evaluated at each level advancement, but won't be lower than the adjustment from the previous level and will never exceed 19.
Nimbus of Protection
The wearer's Armor Class is enhanced by +2. When worn with magical armor or a ring of protection, the Armor Class enhancement is not cumulative, but the wearer receives the higher plus value of either the avarphyn, armor or ring.
Saving throws are improved by +2 for all creatures within a 5 foot radius. Saving throw bonus is cumulative with all protective devices, including magic armor and rings of protection.
The nimbus grants immunity to all dragon breath attacks from any Khilat avarphyn, excluding those generated by a dragon tooth where a saving throw bonus of +3 applies rather than the +2 indicated above.
The nimbus can be illuminated by faerie fire at will; typically iridescent silver, but any color can be chosen.
Regeneration
The avarphyn pair can Regenerate 1 hit point per turn. They will eventually restore lost limbs and organs, and can return the wearer from death. Dismemberment separating the avarphyn can cause independent regeneration of each side, with each side gaining a hit point every other turn, with a mutated merge of bodies when both avarphyn come into proximity of 5 feet. If each avarphyn body portion has grown beyond an easy merge, the bracers Polymorph Self power can ease the transition while providing additional healing.
If the wearer has dominant Deep Dragon heritage, then 1d4 hit points are regaining per turn, split between the avarphyn if needed, with remainder alternating.

Major

A total of 3 major powers can be used per day, with each activation lasting up to 1 turn. After use of a major power, all major and minor powers become inactive for 1 full turn. Use of a fourth major power within 24 hours causes the avarphyn to be permanently drained of all magic.

Dragon Breath
The wearer can make 3 breath weapon attacks within 1 turn as per the Dragon Breath spell, allowing any combination of attacks emulating Silver, Gold, Shadow, or Deep Dragons, including multiple of the same type. Breath weapon damage is equal to an adult dragon of the applicable type, plus 1 age category for every 5 levels of the wearer. If the wearer's dominant Draconic heritage matches the chosen breath weapon, an additional age category is used to calculate damage.
Alternately, a dragon tooth can be used to breath 3 attacks within 1 turn. The breath weapon matches the type of dragon from which the tooth was taken. Breath weapon damage is equal to an adult dragon plus 1 age category for every 5 levels of the wearer. The wearer is immune to their own breath weapon. The tooth is consumed in the casting.
Polymorph
The wearer can change their form as per the Polymorph Self spell. The wearer can change form repeatedly, each change taking a round to complete, until the power deactivates after 1 turn. Returning to normal form restores 1d12 hit points.
If the wearer's dominant Draconic heritage is Gold or Silver, the new form can be retained indefinitely. Otherwise, the wearer automatically reverts to their natural form after 1 turn.
Teleport
The wearer can Teleport without Error as per the spell with a personal weight limit of 500 lbs, which can include gear and creatures within a 5 foot radius. Additional willing companions can be included in the teleport if they wear an avarphyn with teleport capability, where all participants are within 5 feet of another included traveler. Avarphyn chained into the teleport do not use their own teleport power (no lose of use), but provide residual power that increases the overall weight capacity by 150 lbs per companion, first applied to the companion and their personal gear.

Minor

Minor powers can be used at will for up to 1 turn duration. Any minor power used for its full duration will automatically deactivate at the end of 1 turn of use, and remain unavailable for another turn.

Alter Self
The wearer can Alter Self as per the spell. If the wearer's dominant Eladrin heritage is Tulani, Ghaele or Firre, the chosen form is retained indefinitely, otherwise the assumed form has a maximum duration of 1 turn before automatically reverting. The wearer must revert to normal form for one round before another form can be assumed. If the wearer's dominant Draconic heritage is Deep, the wearer can mimic another humanoid with a 50% chance of passing as that individual.
The wearer can change size up to 50%. If the form assumed includes gills, then the wearer can breathe under water for the duration of the altered form. A form with wings can fly at 1/3rd the speed with a lose of 2 maneuverability classes. Attack rolls, Armor Class and saving throws do not change.
Dragon Scales
The wearer can enhance the toughness of their skin with Dragon Scales as per the spell with a maximum duration of 1 turn. The scaly skin provides a +2 bonus to the wearer's natural Armor Class which can be combined with armor and other protective devices. The wearer can select scale color to match that of a gold, silver, deep or shadow dragon, but the color can't be changed without first reverting to normal skin for a round. Use of Alter Self can hide appearance and eliminate the charisma penalty. Shadow Dragon scales grant +10% to hide in shadows.
If the scale color matches the Draconic heritage of the wearer, then environmental immunity is also gained. Silver provides immunity to cold. Gold provides immunity to fire and gas. Deep provides protection from heat and cold. Shadow provides immunity to energy drain.
Feather Fall
The wearer can Feather Fall with a maximum duration of 1 turn. The wearer and any objects within a 5' radius can be affected with a weight limit of 2200 lbs.
Messages
The wearer can send 1 message per round as per the Sending spell. Responses can be received at any time within 1 hour, so long as the power hasn't been deactivated by sending 10 messages in a row.
Non-Detection
The wearer is protected with Non-Detection at will with a maximum duration of 1 turn.
Shadows
The wearer can invoke an area of Dancing Shadows covering a 90' radius with a height of 30' with a maximum duration of 1 turn. Creatures able to Hide in Shadows can hide in Dancing Shadows even if directly observed prior to hiding.
The wearer can invoke a personal aura of shadow providing the ability to Hide in Shadows with a base chance of 40% + 2% per level. Those who can already Hide in Shadows with skill better than 40%, gain +2% per level bonus to their regular abilities.
Temperature Protection
The wear is protected at will by either Protection from Cold or Protection from Fire with a maximum duration of 1 turn. Protection extends to a 5' radius. Saves against magical cold or fire are made at +4 and reduces damage by 50%.

History