Item: Black Hole Armor
The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks.
When an enemy's ranged attack misses you or hits you and deals no damage, the armor absorbs the projectile. When it has absorbed six projectiles, the armor glows at the joints.
Activate R (manipulate)
Frequency once per minute
Trigger A ranged weapon Strike targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack
Effect The triggering Strike targets you instead of its intended target.
Activate 1 Interact
Requirements The black hole armor has absorbed six or more projectiles
Effect All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes 10d8 piercing with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's joints stop glowing.
Trait Effects
Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier
Entrench: You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged.
Ponderous: The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a –1 penalty to initiative checks. If you don't meet the armor's required Strength modifier, this penalty increases to be equal to the armor's check penalty if it's worse.
Armor Specialisation Effects
The sturdy plate provides no purchase for a cutting edge.
Heavy Armor: You gain resistance to slashing damage equal to 2 + the value of the armor's potency rune.
Related Items
| Name | Level | Rarity | Price | AC Bonus |
|---|---|---|---|---|
| Bone Dreadnought Plate | 10 | Common | 1000 gp | 6 |
| Fortress Plate | 2 | Common | 32 gp | 6 |
| Dragonplate | 16 | Uncommon | 10000 gp | 6 |
| Plate Armor of the Deep | 15 | Uncommon | 6500 gp | 6 |
| Victory Plate (Greater) | 15 | Uncommon | 5500 gp | 6 |
| Alkenstar Phalanx | 14 | Rare | 4500 gp | 6 |
| Glorious Plate | 14 | Rare | 4500 gp | 6 |
| Hero's Plate (Greater) | 18 | Rare | 22500 gp | 6 |
| Highhelm Stronghold Plate | 14 | Uncommon | 3750 gp | 6 |
| Plate of Yled (True) | 14 | Rare | 3600 gp | 6 |
| Bismuth Armor | 13 | Uncommon | 2800 gp | 6 |
| Forgotten Shell | 13 | Rare | 2500 gp | 6 |
| Juggernaut Plate | 19 | Rare | 35000 gp | 6 |
| Mantis Plate | 13 | Rare | 2800 gp | 6 |
| Suit of Armoire | 13 | Common | - | 6 |
| Unholy Plate | 13 | Common | 2500 gp | 6 |
| Bastion of the Inheritor | 12 | Uncommon | 1750 gp | 6 |
| Dragon Turtle Armor | 12 | Uncommon | 2000 gp | 6 |
| Immortal Bastion | 20 | Common | 70000 gp | 6 |
| Incendiary Plate | 20 | Common | 70000 gp | 6 |