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Celestial ArmorArmor 13


AbjurationDivineFlexibleGoodInvestedNoisyTransmutation
Source Pathfinder Core Rulebook
Type Medium
Price 2,500 gp
Weight 2 bulk

This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1.

You gain a +1 circumstance bonus to AC and saving throws against fiends. You appear radiant while you wear the armor, giving you a +2 item bonus to Diplomacy checks against all creatures except fiends.

If you are not good, you are drained 2 while wearing celestial armor. You can't recover from this condition while wearing the armor.


Activate command

Frequency once per day


Effect The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes.

Effect: Celestial Armor


Craft Requirements You are good.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Flexible

The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.

Good

Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.

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).

Noisy

This armor is loud and likely to alert others to your presence when you're using the Avoid Notice exploration activity.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.