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Barbed VestArmor 10


RareCursedInvestedMagicalNecromancy
Source Pathfinder #159: All or Nothing
Type Light
Weight 2 bulk

Viciously sharp spiked chains wrap around this Studded Leather Armor that can be used to magically harm the wearer and channel supernatural abilities without somehow tearing at the leather itself.

The barbed vest doesn't fuse to you in the usual way. It can be removed and discarded, but 1 day after doing so, you feel driven to recollect the vest at any cost until the curse is removed with a Remove Curse spell.

Anytime you activate the barbed vest, its chains tighten around you, dealing 1d6 Persistent Piercing Damage. You can remove this persistent damage as normal, but only after deactivating the item's magic as a single action.

Activate Two Actions Interact

Frequency Once per day


Effect The barbed vest casts Spiritual Weapon, summoning a Spiked Chain to fight for you.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Invested

A character can wear 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).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.