This armor is made of solid gold, stay flashy. The wearer of this armor has disadvantage on stealth checks. The wearer of this armor is immune to critical hits, any critical hit against the wearer is treated as a normal roll.
Anytime the wearer of this armor is hit by an attack, they can spend 100 GP to increase their AC by 1. This can be done as many times as the wearer pleases, as long as they have the gold for it. (e.g. spending 400 gold for a boost of 4). This boost lasts until the end of the combat round.
Anytime the wearer of this fails a saving throw against a spell, they can spend 75 GP to increase their saving throw by 1. This can be done as many times as the wearer pleases, as long as they have the gold for it. (e.g. spending 150 gold for a boost of 2).
The wearer of this armor has resistance to radiant damage.
Any attack made against the wearer of this armor that deals non-magical piercing, slashing, or bludgeoning damage, the attacker takes 1d4 radiant damage.
Money makes the world go round baby, a transaction here, a purchase there, you become the conduit for which commerce occurs. Nothing more magical than the sound of gold passing hands and losing value, the world becomes engulfed in a paroxysm of merchantry and industry. Make them feel rich. Steal their wealth. The joint-stock company becomes the perfect model for all governance. Own that. Control that. Use that.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Immunity: Critical Hits, Resistance: Radiant, Combat, Warding, Str. 15 Required, Stealth Disadvantage







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