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Prismatic PlateArmor 17


UncommonAbjurationInvestedMagical
Source Pathfinder Lost Omens: The Grand Bazaar
Type Heavy
Price 14,000 gp
Weight 1 bulk

With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon-Desna, Sarenrae, and Shelyn-surrounded by a rainbow-colored set of gems.


Activate Two Actions command, Interact

Frequency once per day


Effect You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level Chromatic Wall spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways.

First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against any effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light.

Second, any creature that touches you or damages you with an unarmed attack or non-reach melee weapon is affected by a random remaining color from your field. As normal, this doesn't affect creatures you choose to touch.

A creature can also remove a color from your field of light by using a specific spell, as described in chromatic wall. The effect ends early if each color disappears from your field of light, or if you choose to Dismiss it.


Craft Requirements The initial raw materials must include 1,600 gp of mithral.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Abjuration

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

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.