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<blockquote data-quote="Agamon" data-source="post: 315668" data-attributes="member: 184"><p>#78</p><p><strong>Armor of Cahervaneil</strong></p><p>This +1 Full Plate armor (and shield) was once the remains of an animated construct. In dormant form, the item looks like a rather normal shield, though it looks like it is made of overlapping metal bands radiiating outward from the middle. When fastened to the arm, as a free action, the wearer can command the armor to spring forth from the shield, covering the wearer in the equivalent of full plate armor made of the same metal bands as the shield. The shield cannot be removed from the armor, and using a weapon in the shield hand (one or two handed) incurs a -2 penalty to attacks and the wearer looses the benefit of the shield's protection.</p><p></p><p>The armor also has a spell resistance (20). Any spells resisted by the armor are absorbed by it. Once the armor absorbs 20 levels of spells or more, it re-animates as it's original construct form. The wearer may not retract the armor while it is animated. The wearer may make an oppoed Strenght check to continue to move normally, otherwise the armor controls the wearer's movements. Any attack against the armor does half it's damage to the wearer.</p><p></p><p><strong>Armor of Cahervaneil</strong> ; CR 4; Medium Construct; HD 6d10; hp 35; Init +0; Spd 20 ft.; AC 20 (+9 armor, +1 shield); Atk +7 melee (weapon) or +7 melee (1d8+3 slam); SQ Construct, host, spell absorption; AL N; SV Fort -, Ref +2, Will +2; Str 16, Dex 10, Con -, Int -, Wis 11, Cha 1.</p><p> Host (Ex): Anyone inside the armor while it is animated takes half of the damage done to the armor. Electricity attacks do no damage to the armor, but full damage to the host.</p><p> Spell Absorption (Su): The armor absorbs any spell or spell-like effect cast directly at it or it's host, unless the caster succeeds at a caster check (DC 20). Each level of spell absorbed heals the armor 1d8 points.</p><p></p><p>The secrets of the armor's creation are unknown in my campaign, so I have no spells/xp/gp list for it, though I'd guess roughly 50000 gp to create.</p><p></p><p>Great armor until you get trapped in it. The PC IMC camapign with it is at 19 spell levels and doesn't know what's in store for him...</p></blockquote><p></p>
[QUOTE="Agamon, post: 315668, member: 184"] #78 [b]Armor of Cahervaneil[/b] This +1 Full Plate armor (and shield) was once the remains of an animated construct. In dormant form, the item looks like a rather normal shield, though it looks like it is made of overlapping metal bands radiiating outward from the middle. When fastened to the arm, as a free action, the wearer can command the armor to spring forth from the shield, covering the wearer in the equivalent of full plate armor made of the same metal bands as the shield. The shield cannot be removed from the armor, and using a weapon in the shield hand (one or two handed) incurs a -2 penalty to attacks and the wearer looses the benefit of the shield's protection. The armor also has a spell resistance (20). Any spells resisted by the armor are absorbed by it. Once the armor absorbs 20 levels of spells or more, it re-animates as it's original construct form. The wearer may not retract the armor while it is animated. The wearer may make an oppoed Strenght check to continue to move normally, otherwise the armor controls the wearer's movements. Any attack against the armor does half it's damage to the wearer. [b]Armor of Cahervaneil[/b] ; CR 4; Medium Construct; HD 6d10; hp 35; Init +0; Spd 20 ft.; AC 20 (+9 armor, +1 shield); Atk +7 melee (weapon) or +7 melee (1d8+3 slam); SQ Construct, host, spell absorption; AL N; SV Fort -, Ref +2, Will +2; Str 16, Dex 10, Con -, Int -, Wis 11, Cha 1. Host (Ex): Anyone inside the armor while it is animated takes half of the damage done to the armor. Electricity attacks do no damage to the armor, but full damage to the host. Spell Absorption (Su): The armor absorbs any spell or spell-like effect cast directly at it or it's host, unless the caster succeeds at a caster check (DC 20). Each level of spell absorbed heals the armor 1d8 points. The secrets of the armor's creation are unknown in my campaign, so I have no spells/xp/gp list for it, though I'd guess roughly 50000 gp to create. Great armor until you get trapped in it. The PC IMC camapign with it is at 19 spell levels and doesn't know what's in store for him... [/QUOTE]
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