Living Armor
Level
|
XP
|
HD
|
AV*
|
ST
|
Slots
|
Groups
|
Raises
|
1
|
0
|
1+2
|
11
|
5
|
1
|
2
|
-
|
2
|
2,000
|
2
|
11
|
6
|
1
|
2
|
1
|
3
|
4,000
|
3
|
12
|
7
|
1
|
2
|
1
|
4
|
8,000
|
4
|
13
|
8
|
2
|
3
|
2
|
5
|
16,000
|
5
|
13
|
9
|
2
|
3
|
2
|
6
|
32,000
|
6
|
14
|
10
|
2
|
3
|
3
|
7
|
64,000
|
7
|
15
|
11
|
3
|
4
|
3
|
8
|
128,000
|
8
|
15
|
12
|
3
|
4
|
4
|
9
|
256,000
|
9
|
16
|
13
|
3
|
4
|
4
|
10
|
512,000
|
10
|
17
|
14
|
4
|
5
|
5
|
A Living Armor is a full set of plate armor that has had a human spirit magically bound to it through powerful eldritch means, leaving the lifeless flesh behind. The Living Armor is held together through magical tethers that blend both arcane magicks and the lifeforce of its host. Although empty, their helmets emit a light where eyes would be seen, and a hollow voice that comes from within.
The Living Armor has an AC of 5, and don't receive the benefits of wearing armor, nor the AC bonus from wielding a shield. Incoming damage from slashing sources is reduced by 2, while damage from bludgeoning and blunt weapons is increased by 2. They do not need to eat, drink, or breathe as normal, and are also immune to poison, and disease, while being resistant to fire, taking half damage from sources of fire.
Living Armors heal as The Wise, and every time they are dropped to 0 HP they receive a cumulative -1 to their max hit points until they can receive repairs from at least a master blacksmith or armorer. They cannot swim, and will sink like a stone in water, and are prone to rust and corrosion if left immobile in wet or damp environments. Susceptible to sources of cold. A sufficiently powerful magic can be used to exorcise the spirit from the suit of armor permanently.
Each Living Armor uses their slots for their choice of special abilities that can be used once per session from the following list of abilities:
The Living Armor has an AC of 5, and don't receive the benefits of wearing armor, nor the AC bonus from wielding a shield. Incoming damage from slashing sources is reduced by 2, while damage from bludgeoning and blunt weapons is increased by 2. They do not need to eat, drink, or breathe as normal, and are also immune to poison, and disease, while being resistant to fire, taking half damage from sources of fire.
Living Armors heal as The Wise, and every time they are dropped to 0 HP they receive a cumulative -1 to their max hit points until they can receive repairs from at least a master blacksmith or armorer. They cannot swim, and will sink like a stone in water, and are prone to rust and corrosion if left immobile in wet or damp environments. Susceptible to sources of cold. A sufficiently powerful magic can be used to exorcise the spirit from the suit of armor permanently.
Each Living Armor uses their slots for their choice of special abilities that can be used once per session from the following list of abilities:
- On a successful saving throw against a spell or magic ability, the Living Armor may test WIS to attempt to deflect the spell to a new target.
- May freeze in place at will, as an Immovable Rod or similar. All attacks against the Sentient Armor hit while in this state, but are reduced by 1d6 (+1 @ Con 13, +2 at 16)
- Can see in the dark, as well as see invisible or ethereal creatures within range.
- If an enemy attacks and misses with a weapon attack, a Living Armor can choose instead to take 1d3 damage and the weapon used shatters and becomes unusable.
- Can take possession of an unwilling creature with a successful WIS test (positive double roll if higher HD by 2, negative double roll if creature's HD is 2+ than the Armor's own HD) for a number of minutes equal to the Armor's Level.
- Can magically push, pull, levitate, and otherwise manipulate small metal objects no heavier than ten pounds.
When a Living Armor dies, the pieces of armor break and separate and fall apart, and the spirit remains attached to the helmet for seven days. The player can choose to play as a ghost bound to the helmet until they either fade from existence after the seventh day rendering the helmet inert, or until they can be transferred to another suit of armor through an involved and powerful magic ritual. Consult with the Referee to find out what that looks like for your campaign.
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