Invulnerable Coat of Arnd II (Magic Coat)

The invulnerable coat of Arnd is a shimmering coat of fine chain mail, links of pure silver that cover a wearer's upper arms, torso, and groin. Only scant details remain of the people of the tiny, ancient nation oppressed and impoverished by the wizard Virtos. All of the champions sent by the people to free them from Virtos's yoke failed. With no one else to take up their cause, the priests and great craftsmen combined forces to create a mail coat. This artifact would endow its wearer with the courage and strength to defeat Virtos. When the coat was completed, the priests prayed for a champion.
One week later, Arnd, a humble priest from the south, entered the city. Arnd's order strongly believed in aiding impoverished folk at every opportunity, and Arnd himself was a most dedicated follower. Upon learning of the people's plight, Arnd agreed to don the coat and lead the masses into battle. The victory was a sound one, and Virtos was utterly overthrown. After the victory, Arnd disappeared, taking the coat as a gift.
The invulnerable coat of Arnd is perfect for any classic, good vs. evil, epic adventure. The PCs could either find it themselves and use it to swing the tide in a great war, or perhaps they must prevent another from claiming it for the other side. It will not unbalance a campaign, for once the quest is fulfilled, the coat disappears, seeking a new wearer.
Constant Powers: The coat grows or shrinks to fit any humanoid character from 3 to 8' tall. The wearer is impervious to any physical attacks made on a roll of less than a natural 20, and gains a +5 bonus to all saving throws. The armor protects against fire attacks as a ring of fire resistance and is immune to acid, cold, and electrical attacks.
Invoked Powers: A priest wearing the armor and uttering a special prayer gains three experience levels for four days (once a month). The priest gains all hit points, spells, attacks, and saving throws associated with the new level.
Curse: The spirit of Arnd still inhabits the armor and attempts to aid the poor whenever possible. While in the presence of impoverished or suffering people, there is a 70% chance that the spirit of Arnd will take possession of the wearer in order to aid unfortunates. The wearer spends 2d4+1 hours roaming the area, seeking out the poor and helping them as a 14th-level priest (even if the character is not a priest). When the spirit of Arnd releases the character, no memory of what has happened remains.
Suggested Means of Destruction:
* It must be unraveled by one without conscience.
* It must be fed to the father of rust monsters.
* A deity of avarice must be forced to wear the coat, whereupon the magic is released violently (roll once on Artifact Table 1-01: Cataclysm.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Coats