Skin: Celestial, Fel, Netch

Celestial Skin

The preserved outer layer of a Celestial retains a portion of celestial grace and can be crafted into leather for clothing and armor.

" . . . Or you could also make a whip outta it if that's your thing."

Statblock

Celestial Leather/hide

  • Tier: 5

  • Rarity: Very Rare

  • Cost Modifier: x100

  • Biome: Various | Increased chance in Divine Realms

  • Origin: d20 [Angelskin]

  • Special Forging Requirement: No


  • Hardness: 13

  • HP/Inch: 10

  • Weight Modifier: None

Traits and Defects

  • Conceal Evil

  • Yang Resist [2]

  • Yin Catalyst

  • Yin Blade

Information

Evil Concealment

Celestial skin radiates a moderate good aura that masks malign auras. Any evil aura radiated by the wearer is reduced in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can't be detected by means such as detect evil; the creature doesn't detect as evil, though this has no effect on other aspects of the creature's alignment. For example, a weak chaotic creature wearing celestial skin armor detects as chaotic, but not evil. Spells and supernatural abilities that have special effects when cast on or used against creatures with evil alignments (even beneficial effects) have a 25% chance of treating an evil wearer as neutral instead. Ongoing effects such as smite evil make this roll the first time they are used against the creature; if the effect treats the target as neutral, it does so for the remainder of the effect's duration. If the ongoing effect applies to an area and the wearer leaves that area, the percentage chance should be rolled again. Permanent magic items such as holy weapons always treat the wearer as evil. Masking Effects stacks per piece of armor.

An act of evil:

Using the flesh of most celestials to make equipment is an act of great evil [On the commissioner or if decommissioned then on the crafter] since most of them are sentient. Regardless, this act stains the item and makes Yin magic seep into the material far easier. Celestial skin has both Yin Catalyst and Yin blade.

Fel Skin

The preserved skin of a Fel Creature retains a portion of dark essence and can be crafted into leather for clothing and armor.

" Good whip, Evil whip. . ."

Statblock

Fel Skin - Devil skin, Demon skin, etc

  • Tier: 5

  • Rarity: Very Rare

  • Cost Modifier: x100

  • Biome: Various | Increased chance in Hellish Realms

  • Origin: Distant Realms [Angelskin Inversion]

  • Special Forging Requirement: No


  • Hardness: 13

  • HP/Inch: 10

  • Weight Modifier: None

Traits and Defects

  • Conceal Good

  • Yin Resist [2]

  • Yang Catalyst

  • Yin Blade

Information

Good Concealment

Fel skin radiates a moderate dark aura that masks postive auras. Any good aura radiated by the wearer is reduced in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can't be detected by means such as detect good; the creature doesn't detect as good, though this has no effect on other aspects of the creature's alignment. For example, a weak lawful creature wearing Fel Skin armor detects as Lawful, but not Good. Spells and supernatural abilities that have special effects when cast on or used against creatures with good alignments (even beneficial effects) have a 25% chance of treating an Good wearer as neutral instead. Ongoing effects such as smite good make this roll the first time they are used against the creature; if the effect treats the target as neutral, it does so for the remainder of the effect's duration. If the ongoing effect applies to an area and the wearer leaves that area, the percentage chance should be rolled again. Permanent magic items such as unholy weapons always treat the wearer as Good. Masking Effects stacks per piece of armor,

That one loophole: There are many non-sentient demons and devils. By specifically restricting the craft of this material to those specifically makes it possible to turn the material into a catalyst for Yang energies.

Netch Skin

The properly cured hide of a Netch is an excellent substitute for leather. Because of its relative rarity, due mostly to the difficulty in obtaining it, Netch skin is used primarily as a decorative leather, such as lining the grip of a weapon or to make smaller items such as purses. Of course, as a leather substitute it can appear in any item ordinarily made of leather including armor and saddles.

If used on the handle of a weapon, disarm combat maneuvers made against such items suffer a -2 circumstance penalty. Other items crafted of Netch skin generally grant the wearer a +2 circumstance bonus to skill checks involving the use of these items. For example, gloves made of Netch skin would grant the wearer a +2 circumstance bonus to Acrobatics and Climb checks. A saddle crafted of or lined with netch skin would grant a rider a +2 circumstance bonus to Ride checks made to remain in the saddle. The exact nature and extend of these bonuses is up to the GMs discretion but generally should not exceed +2 and should not affect more than one or two types of skills. Netch leather is often said to sting the skin when it is worn, according to the book The Rear Guard.

Netch Skill Boon (see above)

Cost Increase +250%

Reduce Technique Fail -10%

Hardness: 15

Liquid-State: +1 to +5 Water DMG or Resist

Liquid-State: Enchant - Water -30% Cost

Lighter than Standard Hide -10%