You have a +3 bonus to AC while wearing and attuned to this armor.
This armor is a set of soft leather shorts with a set of leather cross-back and cross-front suspenders holding them up. In the center of the crossing suspenders in the front is a dull yellow gem set in a flat grey metal setting. The gem is about the size of the palm of the wearer.
The armor is magical and, once worn, makes known to the wearer that the magic comes with a personality. The armor will speak telepathically to the wearer on occasion and has an alignment of Lawful Neutral.
The armor has 4 charges and the wearer of the armor can activate 1 charge of the armor by pressing the gem, this makes the wearer invulnerable to melee attacks for up to 2 minutes (1 minute, plus 1d4 where 1 or 2 equals 30 seconds more and 3 or 4 equals 1 minute.
Each time a charge is activated, there is a 50% chance the armor will teleport the user to a random place the armor has been before, (1 to 50 on the percentile die activates the transport). Deactivating the armor by pressing the gem again will return the wearer to where they started.
The armor has existed for hundreds of years and has visited a very large number of places. The armor will only teleport to places where it was worn by a living being.
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Notes: Bonus: Armor Class, Mental voice speaks with a vague German accent. The armor is a bit annoying because it is a know-it-all, mostly because it does know most things because it has been around for hundreds of years and traveled extensively. The armor enjoyed its last owner because they traveled and experienced many new and different things. If the user and the armor get along well, any Intelligence based checks can be rolled at advantage with the help of the armor., Combat, Warding
Comments