Spirit Bound Armor
Spirit Bound Armor’s are literately spirits that were bound to a set of armor. They are done so through a blood seal, hidden somewhere on their body. This blood seal holds their actual spirit. If the blood seal is destroyed, the spirit is gone and the armor is once more just a set of armor.
Note: Making Spirit bound armor MUST be viewed by a DM. It must be done through the alchemical spell...(You can not select this as a starting class.) You lose all previous feats, skills, abilities and alchemy spells when you are transferred to the armor.
RP Note: Armors don’t have hp. Instead, they have durability. It’s the same thing as hp..but since armor doesn’t actually get damaged…it breaks down.
Note: Using the heal feat won’t work on spirit bound armor. Instead, the repair feat or the repair alchemy spell must be used. This can only be done to the spirit bound armor 3 times in a fight. Any of the medics feats involving pills and shots and the such won’t work on the armor. The enhancement spells of the mechanic work on the armor, however.
Gear:
None..although their attacks do melee weapon damage.
Skills:
FEATS:
Very Tough: The spirit bound armor is very tough, and as such, has an extra 10 hp.(Starting Feat)
Sturdy: This feat grants them a permanent 2dr.
Bulletproof: The spirit bound armor is very resistant to bullets. This grants +4dr v.s ranged weapons.
Alchemy: This allows the use of alchemy.
Reflective Shell (Requires Bulletproof): There is a chance that bullets shot at the spirit bound armor will reflect back at the shooter. Whenever the armor is shot at, A 1d20 is rolled..if a 19 or 20 is rolled, the damage is done to the shooter.
Martial Arts: This feat represents the users skill in martial arts of some form. This adds a +2 to unarmed attacks.