Armor (plate), artifact (requires attunement by a You must have a balanced mindset and wish for the greater good. If these requirements weren't met at any point of the subjects life, they cannot wear this armor. (DM decides))

Imminent Death - The enchanted armor seals itself shut and, exactly two minutes after being donned, drains the wearer’s life force to power its spell, leaving nothing alive inside the gleaming shell.

Ao's Protection - For two minutes, the armor is wrapped in Ao’s absolute protection, rendering its wearer untouchable as reality itself bends away. Blades halt, spells unravel, and even divine force is denied any claim until the god’s sanction quietly expires. (Level 4 spell slot and 30 HP lost = 3 turns of Ao's protection - Imunnity to all damage types and divine intervention.)

AC 26

Cannot be Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, or Stunned

This armor marks one of the vanishingly few moments Ao has ever intervened in mortal affairs, an act so rare that it signals a cosmic imbalance severe enough to warrant his notice; to wear it without Ao’s explicit Will is catastrophically dangerous, as the power meant to shelter the bearer for those two minutes will instead turn hostile, and the god’s withdrawn protection ensures the armor becomes a perfect, inescapable executioner.

 

 

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: You must have a balanced mindset and wish for the greater good. If these requirements weren't met at any point of the subjects life, they cannot wear this armor. (DM decides), Str. 15 Required, Stealth Disadvantage

Maskedham

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