Adds a Int mod of +3, Wis mod of +2, a Str mod of -4, and a Char mod of -3
As long as you wear it you can not receive recovery from another source but heal 10 points of health every 5 minutes
Whenever you are hit the attacker takes 7 points of bleed damage a second for 2 minutes stacking three times for a total of 21 points of bleed damage every second for 6 minutes
You are immune to necro damage and you are guaranteed a net 20 on a survival check/role but a crit fail on a intimidation, acrobatics, or medicine check/role
You are vulnerable to bludgeoning damage giving the enemy a +2 mod on bludgeoning attacks
You get a +6 mod on piercing damage rolls and a additional +14 mod on a hidden back stab with a piercing weapon, or a -3 on a visible back stab
You receive a +6 to your stealth rolls and a +3 for any role well hidden
You are guaranteed a crit save with a Dex save but on a Str save you will automatically get a crit fail
On a Investigation check you will have a -3 mod, and a -3 perception check/role
After receiving any form of non-physical damage the pursuer is light ablaze and sent back taking 2d6 force damage on collision with any object or surrounding, and 1d6 fire damage for 2 turns
On a net 20 roll for stealth you are enveloped in a thin coat of invisibility and can only be detected through spells such as detect magic. You are still vulnerable to physical attacks.
Padded armor consists of quilted layers of cloth and batting.
Notes: Stealth Disadvantage
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