Cyberwolf2xs |
I'd say you'd have to custom build an armor with a permanent/at-will Fire Shield or Shield of the Dawnflower or something similar.
But if you look at official items which provide such spell effects, it would be really expensive.
So maybe just use one of these:
Coldfire Wrappings (most GMs probably would allow a fire damage variant)
Ring of Immolation
Or get a wand of one of the spells.
Set |
IIRC, the Dragon magazine article Arlandor is mentioning was reprinted in the Dragon Compendium, as well.
I'd have the armor inflict 1d6 fire damage per hit, and that should put the cost right around that of a flaming weapon property added to a longsword. Fire shield seems like an appropriate prereq spell (the armor wouldn't function *exactly* like fire shield, any more than a +1 shocking longsword acts exactly like it's prereq of lightning bolt or call lightning).
For practical reasons, I'd have the 'retributive armor' only generate a burst of fire when it's struck. Having your armor on fire all the time would be problematic (starting incidental fires, burning the party cleric when he tries to cure wounds on you, making you a big shining target to missile weapons or at night like faerie fire, etc.).
Cyberwolf2xs |
I actually had the same idea, MagiMaster, and was about to slap myself for not thinking of it earlier.
Armor spikes would be the easiest way of getting a burning armor that is capable of doing damage, but the problem is, you'd need to make an actual attack to damage someone with them.
The OP wants something that damages everyone who attacks him, automatically.
So if you only want the visual effect, take armor spikes.
But if you want to damage an attacker with those, you'd need combat reflexes and make AoOs - there are ways to get an AoO on someone who attacks you, but most are not easily obtainable for a Antipaladin (Barbarian has "come and get me" rage ability, monk can get something similar).
Slayer Dragonwing |
There's the Cloak of the Salamander (Lesser and Greater) from the 3.5 Magic Item Compendium. They cost 6,000 and 36,000 respectively. The lesser can be activated 3 times per day and deals 1d6+7 damage for each strike that round, while the greater version is the same but always on.
You could use that as is or as a base for pricing your armour quality.