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Victory Plate (Greater)Armor 15


UncommonAbjurationBulwarkInvestedMagical
Source Pathfinder Advanced Player's Guide
Type Heavy
Price 5,500 gp
Weight 5 bulk

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 Reaction 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 Two Actions 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):

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.

Bulwark

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.

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.