All right, I'm too bored (it's been 40 minutes, for G-d's sakes!!!
![Big Grin :D](./images/smilies/)
) of noone posting anything, so here's a go:
Andall'Xill's Armor: "Porcupine Scales"
This armor was forged by the famed warrior Andall'Xill when he stumbled upon a rare type of porcupine living in a mountainous region. Regular porcupines usually have tough spikes, but the ones on these porcupines were sharp as metal; what's more, if cut off they regrew, assuring that there was no head on way to destroy such beasts. Andall finally had to resort to trickery: he used one of his famous traps to secure a procupine under a very small cliff, then chased another porcupine off that cliff. The screams of the beast were horrid, but after they subsided, the hunter could take the sill beast by the ends of his armour and "skin him". This incredible artifact is the result of Andall's first "skin":
Counts as Studded Leather Armor
AC:-1, -4 vs. "short" weapons
-1 DEX (due to the clumsiness of the armor)
+1 CON (due to toughness)
-25% to hide in shadows AND to move silently
Because of the special thieving mastery put into the forging of the armor, wielder will always take only 1/3 damage from all traps, and have a 70% chance of resisting non-damage traps (in addition to his/her saving throws)
Has the ability to "absorb" missile weapons: every time an arrow/dart/bullet is fired at the wielder, there is a 25% chance it will appear in the wielder's inventory.
Three times a day, the wielder may have the spikes "stiffen" in a defensive stance. As a result, he is automatically slowed, and cannot pick up any items or lay any traps. However, the stance grants and additional +5 to AC, increases all the saving throws by 2, grants 30% magic resistance to magic missile, melf's acid arrow, flame arrow, and Chromatic Orb, and creates a spiked barrier around the caster, dealing 5d6 damage per second to anyone who comes within three feet of the caster.
The wielder is also able to pluck off individual spikes. When plucked off, a spike becomes a metallic dart that counts as a +3 weapon and, due to its sharpness, has a 10% chance of killing its target outright and a 15% chance of blinding him/her forever, unless cured by a lesser Restoration spell. Spikes will regrow after 1d4 rounds. However, if more than 5 spikes are plucked off, the regrowth time increases to 7d4 rounds.