5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e

Sticky Armor

Sticky Armor coats a dull breastplate in a nearly invisible adhesive sheen that can seize an attacker’s weapon. The original item is a third-party 3.x suit; the modern panels below are conversions.

Explore: Magic Armour & Shields · Strength







5.5e / 2024

Rare; requires Attunement. Once per turn when a creature within 5 feet hits you with a manufactured melee weapon, you can force it to make a DC 15 Strength saving throw. On a failure, the weapon sticks to the armour. The creature can take an action to make a DC 15 Strength (Athletics) check, freeing the weapon on a success. Natural weapons and Unarmed Strikes cannot become stuck.

5e / 2014

Rare; requires attunement. Once per turn when a creature within 5 feet hits you with a manufactured melee weapon, it must succeed on a DC 15 Strength saving throw or the weapon sticks to the armour. It can use an action to make a DC 15 Strength (Athletics) check to pull the weapon free. Natural weapons and unarmed strikes are unaffected.

Pathfinder 1E

Conversion; Price: 6,000 gp · Aura: moderate transmutation · CL: 7th.

When a manufactured weapon strikes this +1 breastplate, the attacker must make a DC 15 Reflex save or the weapon sticks. Freeing it requires a full-round action and a DC 15 Strength check. Natural weapons are unaffected.

D&D 3.5e

Price: 6,000 gp · Aura: moderate transmutation · CL: 7th.

When a manufactured weapon strikes this +1 breastplate, the attacker must make a DC 15 Reflex save or the weapon sticks. Freeing it is a full-round action requiring a DC 15 Strength check. Natural weapons are unaffected.

Legacy source: Relics & Rituals: Excalibur.

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