Gravesoul ArmorSource Ultimate Equipment pg. 346, Advanced Player's Guide pg. 310 Aura moderate enchantment CL 10th Slot armor; Weight 20 lbs.DescriptionThis armor behaves in all ways as if it were +1 undead
controlling studded leather until its owner actually attempts to
use its special property. At that point, the wearer and all living
creatures within a 20-foot radius must succeed at a DC 15 Will
saving throw to avoid believing that they are actually some sort
of undead creature for the next 24 hours. The GM can either roll
randomly (1d6; 1–3 zombies, 4–5 ghouls, 6 vampires) or choose
which sorts of specific undead the affected creatures believe
themselves to be. Creatures affected by the armor behave
as normal for the sorts of undead they regard themselves
as—“zombies” mindlessly attack unassociated creatures near
them, vampires attempt to bite victims on the neck, and so
on—but gain none of the special abilities of that creature. The
affected creatures react negatively to effects that harm “their”
type of undead, so “vampires” avoid garlic, “wraiths” recoil
from sunlight, and so on. The creatures continue to believe they
are actually undead and ignore all evidence to the contrary. If
attacked, they defend themselves, even if this requires using
abilities they have but “their” type of undead normally lacks; for example, a barbarian who thinks she’s a ghoul can still
rage. Channel energy and other undead-affecting effects have
no effect on creatures affected by gravesoul armor.
This is a mind-affecting, compulsion enchantment. The
wearer of the armor can use this power up to three times per
day, though it can only work on a particular creature once in
any 24-hour period. Regardless of the curse, the armor is still +1
studded leather, and some characters may find it useful despite
its (nonexistent) power over undead. Unlike most cursed items,
this one is easily discarded without any magical assistance.ConstructionRequirements +1 undead controlling studded leather; Cost —
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