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Soul Armor (3.5e Equipment)

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[edit] Soul Armor

Soul Armor
Price: 50,000 gp
Body Slot: See Text
Caster Level: 16th
Aura: Strong; (DC 12) Conjuration
Activation: See Text
Weight: — and 50 lb.

This suit of Adamantine Full Plate +1, to all intents and purposes, functions exactly as a simple suit of armour. However, there is another, hidden function. There is a small cavity inside the armour, just big enough for a small gem. When a gem containing a trapped soul (From the spell Trap the Soul) is firmly placed into this cavity (Requiring a DC 15 Craft Armor check), that soul 'posseses' the suit of armor. The creature created by this has all the memories, skills, feats, languages, proficiencies and supernatural and spell-like abilities of the soul's old body, and the same mental scores (Charisma, Wisdom, Intelligence). They also gain Strength 25, Constitution 30 and Dexterity 10. Their base land speed becomes 20 feet. They become Medium size. They gain DR 10/-. They gain Construct traits, but with the following exceptions: They have a constitution score. They are subject to mind-affecting abilities and effects. As long as the gem survives, they can be put into a new set of Soul Armor. For the first day in its new body, a Soul Armored creature cannot perform any actions that would leave them Fatigued or Exhaused if they were still alive. A Soul Armored creature becomes very used to its new body, so removing the soul gem at any time after the first five days forces a DC 25 Will Save vs Insanity. After one year, this increases to DC 30. Should the Soul Armor be irrevocably destroyed, the Gem can be removed without ill effect.

Soul Armor can be enchanted like any other set of armor, granting any benefits as normal. A Soul Armored creature cannot wear any Boots, Rings, Helmets, Gloves/Gauntlets not specially modified for them. They cannot wear any type of armor. They are treated as wearing Adamantium Full Plate +1 for all purposes, unless it has been specifically enchanted.



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