Quilled

Quilled Aura moderate transmutation; CL 9th; Price +4 bonus

DESCRIPTION

Armor with this special ability is studded with quills from some large beast such as a giant porcupine, howler or other similar creature. Any creature that strikes the wearer with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the armor's quills and must make a Reflex save or a quill lodges in its flesh. The DC of this save is 10 + 1/2 wearer's level + wearer's dexterity modifier.

Any creature with a quill lodged in its flesh becomes sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim.

the wearer of a suit of quilled armor can cause it to loose a volley of quills as a standard action. The volley contains one quill for every five levels of the wearer to a maximum of 4 (make an attack roll for each quill). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the wearer's defensive abilities are unaffected.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor; Spells beast shape III; Cost +4 bonus