The wearer a +2 bonus to AC while wearing this armour.
Upon attunement, a willing, small-sized, creature or controllable construct wearing the armour pledges their life to you and act as a host of your consciousness and will. You are able to sense with all the senses of the wearer and give commands as if they were your own actions. Your abilities will match the wearer's abilities, however, your own skills and stats do not carry through.
The range of this sensing and control is up to 500 feet, and you can at will "connect" or "disconnect" from the wearer, leaving your body entirely uncontrolled. You can only sense very strong impulses (e.g. a very loud shout, or a damaging hit) with your body while being tuned to the wearer. If your real body loses consciousness, you cannot leave the wearer's body until you regain it.
When out of range, you can still see and hear what the wearer does at will, and communicate telepathically up to 25 miles.
If the wearer dies in the armour, your mind is returned to your body and you are inflicted 1d4 * 10% of the killing blow as psychic damage, ignoring immunity and resistance.
If the wearer suffers psychic damage, it is instantly distributed between you and the wearer, you receiving 1d4 * 25% - ignoring immunity and resistance - and the wearer the rest.
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: Bonus: Armor Class, 1 hour of concentration, 1 drop of blood (own), 1 drop of tear (own), Combat, Warding, Str. 15 Required, Stealth Disadvantage
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