DragonplateArmor 16
Source Pathfinder Player Core 2
Type Heavy
Price 10,000 gp
Weight 4 bulk
This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in many different varieties depending on the type of dragon from which it's made, though they usually conform to the four magical traditions.
Activate—Dragon Breath 2 (manipulate)
Frequency once per day
Effect You unleash a 15-foot cone of energy with a damage type and saving throw corresponding to the tradition of the dragon used to make the armor (shown on the table below). The cone deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw.
Craft Requirements The initial raw materials must include 1,250 gp of dragonhide.
| Dragon Tradition | Damage |
|---|---|
| Arcane | 14d6 forceForce (DC 36 reflexReflex) |
| Divine | 14d6 spiritSpirit (DC 36 reflexReflex) |
| Occult | 14d6 mentalMental (DC 36 willWill) |
| Primal | 14d6 poisonPoison (DC 36 fortitudeFortitude) |
Traits
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.
BulwarkThe 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.
InvestedA 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).
MagicalSomething 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.