Black Hole Armor
Runes +2, greater resilient, fortification
AC +6·Dex Cap +0·Heavy·Plate
Str 18·Check -3·Speed -10 ft.
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 ↺ (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 ◆ 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.
Traits
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.
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.
The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a –1 item penalty to initiative rolls. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse.