Victory Plate (Greater)
Runes +2, greater resilient
AC +6·Dex Cap +0·Heavy·Plate
Str 18·Check -3·Speed -10 ft.
The metal plates of this +2 greater resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles.
Activate ◇ envision
Trigger You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate). This creature must have one of the traits listed in the second activation
Effect You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory.
Activate ◆◆ envision, Interact
Frequency once per minute
Effect You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 10 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply):
- •Aberration or Fey mental
- •Celestial good
- •Construct poison
- •Fiend evil
- •Ooze precision, and the resistance is 20
- •Undead void
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.
A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.