Relentless Sanctuary Item in Under the Twilight of Forgotten Sins | World Anvil
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Relentless Sanctuary

This full suit of plate armor gets heavier and more resistant to damage the higher the level of the wearer. Appearance wise, it covers the wearer completely with tiny slits in the helmet for vision. Despite the tiny slits, nothing physical can get through due to small size.   The wearer's strength is always adequate to fully utilize the armor.   Part of the magic of the suit is that the perception of the wearer is only minorly hindered at a -3 penalty.   The armor has two forms - one is just a rope belt and the other as the full suit. In rope form, it has only minor enhancements, however it allows for all the spellcasting options. The power of this item is realized in full plate form. It takes one minute of concentration to transform the armor back into the rope form. The armor can sprout from the rope as a quick action.   As a rope, it appears as a sisal rope belt of about 5 feet in length. As armor, it is a dark gray, almost black, and completely smooth except for a light tracery of circular etches in the metal. Following the spirals of the etches culminates in a circle in the chest. The armor can only be removed once it is back in rope form, it cannot be removed, not even just the helmet once manifested.  

Abilities present in rope or armor form

  • 1. Spell resistance of 3.
  • 1. Permanent effect of Endure Elements.
  • 2. Fast Healing of 1.
  • 2. +1 to CMD.
  • 3. Permanent effects of a shield spell facing forward. +4 AC shield bonus applies along with MM immunity.
  • 3. Spell resistance of 5.
  • 3. +1 to all Saves.
  • 4. Fast Healing of 2.
  • 4. +2 to CMD.
  • 5. Str +1.
  • 5. Spell resistance of 8.
  • 5, As a spell-like ability with a swift action, cast Create Pit 3/day.
  • 6. Fast Healing of 3.
  • 6. +3 to CMD.
  • 6. +2 to all Saves.
  • 6. As a spell-like ability with a swift action, cast Entangle 3/day at an equal level with a +5 to the DC.
  • 7. As a spell-like ability with a swift action, cast Hold Monster 3/day as a caster of equal level with +5 to the DC.
  • 7. Spell Resistance 11.
  • 7. +4 to all saves.
  • 8. Fast Healing of 4.
  • 8. +4 to CMD.
  • 9. +3 to all Saves.
  • 9. Str +2.
  • 9. Spell resistance of 14.
  • 9. As a spell-like ability with a swift action, cast Hungry Earth 3/day.
  • 10. Fast Healing of 5.
  • 10. +5 to CMD.
  • 11. Spell resistance of 17.
  • 11. +6 to all saves.
  • 11. As a spell-like ability with a swift action, cast Web 3/day.
  • 12. Fast Healing of 6.
  • 12. +6 to CMD.
  • 12. +4 to all Saves.
  • 13. Str. +3.
  • 13. Spell resistance of 20.
  • 13. As a spell-like ability with a swift action, cast Black Tentacles 3/day.
  • 14. Fast Healing of 7.
  • 14. +7 to CMD
  • 15. +5 to all Saves.
  • 15. Spell resistance of 23.
  • 15. +8 to all saves.
  • 16. Fast Healing of 8.
  • 16. +8 to CMD.
  • 17. Str. +4.
  • 17. Spell resistance of 26.
  • 18. Fast Healing of 9.
  • 18. Spell resistance of 29.
  • 18. +9 to CMD.
  • 19. Spell resistance of 32.
  • 19. +10 to all saves.
  • 19. Str. +5.
  • 20. Spell resistance of 35.
  • 20. Fast Healing of 10.
  • 20. +10 to CMD.

Changing Armor Stats from Typical Full Plate

Standard Masterwork Armor: Weight 50 lbs; Armor Bonus: +9, Max Dex Bonus +1; Armor Check Penalty: -6; Arcane Spell Failure Chance 35%; Speed 20ft/15ft.
  • 1. The weight of the armor increases by level. The formula is 100 +(50×level squared) pounds. 150 lbs at 1st level all the way to 20,100 lbs at 20th level. This accounts for the giant size of the current owner. The weight for size medium is 25+(25×level + level).
  • 1. Armor Bonus +10.
  • 2. Max Dex Bonus +2.
  • 3. Armor Bonus +11.
  • 4. Arcane Spell Failure Chance 25%.
  • 4. Speed 15ft/10ft.
  • 5. Armor Bonus +12.
  • 5. Armor Check Penalty -5.
  • 6. Max Dex Bonus +3.
  • 7. Armor Bonus +14.
  • 8. Arcane Spell Failure Chance 20%.
  • 9. Armor Bonus +16.
  • 10. Max Dex Bonus +4. Armor Check Penalty -4.
  • 11. Armor Bonus +18.
  • 12. Arcane Spell Failure Chance 15%.
  • 13. Armor Bonus +20.
  • 14. Max Dex Bonus +5.
  • 15. Armor Bonus +22. Armor Check Penalty -3.
  • 16. Arcane Spell Failure Chance 10%.
  • 17. Armor Bonus +24.
  • 18. Max Dex Bonus +7
  • 19. Armor Bonus +26.
  • 20. Armor Bonus +29.
  • 20. Armor Check Penalty -2.
  • 20. Max Dex Bonus +10
 

Abilities only in armor form

  • 1. 10% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 1. All Slicing Damage is reduced by 25% before any other reduction is considered.
  • 1. All Piercing Damage is reduced by 90% before any other reduction is considered (it is basically rendered to bludgeoning damage).
  • 2. Immune to all electrical attacks - it is automatically grounded.
  • 2. DR 3/Epic.
  • 3. 20% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 3. Permanent Resist Energy at 10 points.
  • 3. Immune to any type of Gravity Control or Magnetic Control.
  • 4. As a spell-like ability, cast Stunning Shield 3/day as a caster of equal level.
  • 5. 30% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 5. Impervious to all gas attacks. The atmosphere of the armor is self-contained - effectively giving vacuum immunity and water breathing.
  • 5. Any lingering status effects from previous rounds which allowed an initial save get a new saving throw per round until passed. Excludes death effects, energy drain, and ability drains.
  • 5. Etherial and Ghost form attacks gain no advantage - the armor exists in all dimensions.
  • 6. DR 5/epic.
  • 6. Immune to all gas effects, the armor provides all the needed air.
  • 7. 40% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 8. All electrical damage can be redirected as a bolt of 10' per D of damage as a swift action.
  • 9. 50% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 10. Immune to Energy and Ability drain effects.
  • 10. All Slicing Damage is reduced by 50%. All Bludgeon Damage is reduced by 25%
  • 10. Permanent Resist Energy as per the spell at 20 points.
  • 11. DR 8 epic.
  • 11. As a spell-like ability, cast anti-magic 3/day.
  • 12. 20% chance of spell turning activating per magical attack.
  • 13. 60% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 14. DR 10/epic.
  • 15. 50% chance of spell turning to activate per magical attack.
  • 16. The armor is so hard, that Slicing Damage is reduced by 75% before all other reductions. Bludgeon Damage is reduced by 50%
  • 17. 70% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 17. DR 15/epic.
  • 18. 100% chance of spell turning to activate per magical attack.
  • 19. 75% Reduction of all damage received. This is applied to all damage which makes it through any save and DR or Energy Resistance.
  • 20. DR 20/epic.
 

Alignment Benefits

  • 1. Immobile: Cannot be moved without wishing it. This means the wearer cannot be pushed, teleported, or dimensioned doored unwillingly. This effect even spreads to the ground beneath the wearer to the extent that magical effects which create pits or cause holes to appear will not work on the ground beneath the wearer out to a range of 10' and up to 100' feet deep.
  • 1. All monk like abilities can be used with the armor worn, except the AC bonus, evasion, slow fall (see below) and any other movement related abilities.
  • 2. Base damage from punches are 1 level higher than normal.
  • 3. Slow fall any distance. The speed is slow enough to only cause no damage to the wearer.
  • 4. Missile Concealment: By warping the gravity fields around the armor, all missile weapons treat the wearer as if they have 50% concealment. Weapons that can defeat concealment defeat this effect also.
  • 5. Gravity Swell: The area around the wearer (his square and surrounding 8 squares if size medium or 12 squares if size L) have an increased gravity effect. Movement in these squares is halved due to additional weight. If moving into the area of effect, and over half the movement was already spent, the character's movement stops, not even allowing for a 5' step. This supersedes all special abilities not of a mythic nature. It is a free action to activate or deactivate. This never affects the wearer of the armor.
  • 6. Sunder Attack: The wearer of the armor can make a sunder attack once a round in place of a normal attack as if they had the improved sunder feat. (+2 and does not grant an attack of opportunity.) The attack is made with the gauntleted hands of the armor. A successful hit does 5d6 damage towards the item the sunder attempt was made at. Excess damage does NOT carry over.
  • 7. Additional +8 to saves against all charm and possession attacks.
  • 8. Cannot Be Flanked.
  • 9. Missile Immunity: All missiles of 10lbs or lighter will fall to the gorund before strikng the wearer of the armor as the gravity suddenly increases.
  • 10. Gravity bomb As a full-round action (1 normal move allowed), the wearer can target a single creature's square with heightened gravity. This area travels with the targeted creature. The effect reduces the creature's strength by 18. Encumbrance effects now are in play for the target. If the target is reduced to 3 strength or less, it falls prone and cannot move, surrendering to its own weight. The effect lasts for 10 minutes, though it can be extended another 10 minutes as a standard action. This ability can only affect one target at a time, as soon as a new target is chosen, the field leaves the old target.   The DC to avoid this is Reflex 25. It still hits the targeted area, it just doesn't follow the targeted creature when they move away.
  • 10. Reverse Gravity: As a spell like action, cast Reverse Gravity once per hour.
  • 11. If wearer has a ki pool, that pool is 1.5x greater while wearing the armor.
  • 12. Diminished Durations: All negative spell effects fade over time for the wearer. Each round, the wearer gets a new save at a cumulative +1 per round to throw the effect.
  • 13. Telekensis: as per the spell is always in effect for the armor wearer as they have greater control over gravity. This action requires focus and is a full round action. It is suble enough to act as a Mage Hand.
  • 14. Additional +14 to all mental attacks.
  • 15: Gravitational Missile Immunity: The wearer is immune to any attack from thrown or hurled weapons, arrows, bolts, stones, and similar weapons with a size equal to or less than its own. Any such ranged attack against a wearer automatically fails and the weapon is pulled into the elemental’s body. Captured missiles orbit the wearer form as long as he desires, and it can release one such missile each round as an improvised thrown weapon. The weapon deals its normal damage plus the wearer's Strength modifier, and has a range increment of 20 ft. The armor weaer has the Throw Anything feat as a bonus feat for purposes of this ability.
  • 16. Implosion: As a spell-like ability, cause the target to become a center of gravity. All loose items within 100' of the target will fly at the target, potentially doing considerable amounts of damage depending on what is available. This will include other creatures within the area of effect. The DC to avoid this effect is will or reflex 30, whichever is higher. If the effect is avoided, the use is negated. This can be used up to 3/day.
  • 17. Imperviousness; As a move action, the weaer can change to a state of being invulnerable and completely immobile. In this state, the wearer cannot act or do any action to affect his surroundings, though he is completely aware of his surroundings. He is immune to all effects. The weaer can keep this state indefinitely. It takes a three full rounds to change back. Even if the ground below the wearer is reomved, the armor will float in one position, not moving.
  • 18: Crush: As Gravity Bomb, except the reduction in strength is -25. Any creature reduced to -5 or less strength also sustains 3d6 crushing damage per round. This effect targets an area, not a creature.
  • 19: Gravity Sense: The wearer is aware of all mass in his vicinity out to 100 feet, meaning that invisiblity is useless and stealth checks are made at -20. Even flying creatures have mass and the weaerer will sense them. This also gives the wearer a +6 on all missile related attacks.
  • 20: Empty Body: As per a monk. The weaer gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action. This ability only affects the wearer and cannot be used to make other creatures ethereal.  

    Temple Benefit

    Sun Beam: Once aligned with the temple, the armor can begin a slow process of draining magic in the vicinity only to release it in a concentrated burst in the form of a reddish yellow beam at the target.   It takes a standard action to initiate, however once initiated the process is automatic.   It takes five rounds to charge, with the runes on the chest starting to glow brighter and brighter. At the beginning of the sixth round, the weapons is charged and available for use. The range is 1/4 mile and the accuracy is 100% as long as the target can be seen. It causes 20d8 solar damage (fire) to the target, reflex 25 save for half. Invisible targets (truly invisible, not glamoured) are immune.   A fort 25 save is also required else the target is blinded and staggered if vision is the primary sense.. After 10 minutes, a second fort 25 save is allowed. If this fails, the victim is permanently blinded. If it succeeds, blindness will go away in 1d10 rounds.   This weapon can be used twice per day. Once charged, the armor glows with the brightness of a lantern. The charge lasts for twenty minutes and then just winks out if now used.   During the charging period, any spells cast within 20' require double spell slots to cast to reflect that the armor is draining magic from the vicinity. It has no effect on all other magics.

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