LIVING ARMOUR
Known as 'Plated-ghouls' in Merkabar, Living Armour were created by a long-vanished Mage but these dutiful suits of animated armour carry on carrying out assigned tasks or seeking new patrons to give them new orders. Some have arrived at sentience - albeit still gripped by an existential crisis.
Living Armour must be Lawful or Neutral in alignment.
Living Armour must be Lawful or Neutral in alignment.
Character Advancement
Living Armour can advance as a Fighter (or, optionally, a Detective) up to 8th level.
Plated Body
Living Armour uses 8-sided dice for Hit Dice and is naturally AC 3 [15] and may improve this by carrying a shield (but gains no extra protection from a helm, since there is no head to protect).
Living Armour takes double damage from lightning and must save vs Death if struck by Rust Monsters. It struggles to move silently (halve normal chances) and its normal movement rate is 9 (up to 100lbs).
Living Armour takes double damage from lightning and must save vs Death if struck by Rust Monsters. It struggles to move silently (halve normal chances) and its normal movement rate is 9 (up to 100lbs).
Unliving
As an animated suit of armour, Living Armour is unaffected by poison and suffocation and the petrifying gaze of monsters like Medusas (but not petrifying bites of monsters like Cockatrices).
Living Armour cannot receive normal or magical healing. Instead, it needs repairs. A day of welding, polishing and tapping restores 1d6 HP; if an expert blacksmith works on the armour, an Injury can be repaired or 2d6 HP restored at a cost of 25gp per HP and 250gp per Injury.
Living Armour cannot receive normal or magical healing. Instead, it needs repairs. A day of welding, polishing and tapping restores 1d6 HP; if an expert blacksmith works on the armour, an Injury can be repaired or 2d6 HP restored at a cost of 25gp per HP and 250gp per Injury.
Uncanny
Living Armour causes dogs to bark and babies to cry. Sometimes other uncanny effects happen (milk curdles, glass cracks). Reaction Tests with ordinary people are at -1.
Trauma
Living Armour does not gain Trauma from being alone or lost. Instead, Living Armour gains 1 Trauma from normal, everyday interactions with living people.
Living Armour cannot benefit from Spiritual Comfort from ordinary Clerics. To remove Derangements, Living Armour needs to seek out a trained Philosopher to grapple with their existential dilemma.
Living Armour cannot benefit from Spiritual Comfort from ordinary Clerics. To remove Derangements, Living Armour needs to seek out a trained Philosopher to grapple with their existential dilemma.
Living Armour Feats
Instead of the normal General Feats, Living Armour can select these Feats at 3rd, 5th and 7th level.
Dismantle - you can remove arms, head, etc to operate separately (e.g. look round corners) but the parts must stay within 15' or you take 1d6-1 damage each round
Friend - nominate one mortal (or family) with whom you do not gain Trauma
Gilded - spend 1d6 x 1000gp to have armour inlaid with precious metals: +2 to Charisma
Linguist - learn a new language
Methodical Learner - halve costs to train for a new level
Reinforced - your base AC is now 2 [18] and you roll a smaller die (e.g. d4) for Lethality
Spare Parts - you can perform Binding on yourself on 1d4 occasions before needing new parts
Tough - +1 to damage rolls and range of success to Open Doors is increased by 1
Friend - nominate one mortal (or family) with whom you do not gain Trauma
Gilded - spend 1d6 x 1000gp to have armour inlaid with precious metals: +2 to Charisma
Linguist - learn a new language
Methodical Learner - halve costs to train for a new level
Reinforced - your base AC is now 2 [18] and you roll a smaller die (e.g. d4) for Lethality
Spare Parts - you can perform Binding on yourself on 1d4 occasions before needing new parts
Tough - +1 to damage rolls and range of success to Open Doors is increased by 1