Magic Armor and Shield Special Abilities
Acid Resistance: A suit of
armor or a shield with this enchantment normally has a dull gray appearance. The
armor absorbs the first 10 points of
acid damage per attack that the wearer would normally take (similar to the
resist energy spell).
Purchase DC Modifier: +2.
Animated (shields only): Upon command, an
animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time.
Purchase DC Modifier: +2.
Bashing (shields only): This shield is made to make a shield bash. No matter what the size of the attacker, a large
bashing shield or
bashing riot shield deals 1d8 points of
damage; a small
bashing shield or
bashing buckler deals 1d6 points of
damage. The shield acts as a
+1 weapon when used to bash. (Impromptu shields cannot be
bashing shields.)
Purchase DC Modifier: +1.
Blinding (shields only): A shield with this enchantment flashes with a brilliant light up to twice per day upon command of the wielder. All within 20 feet except the wielder must succeed at a Reflex
saving throw (DC 14) or be blinded for 1d4 rounds.
Purchase DC Modifier: +1.
Catching (shields only): A shield with this ability attracts
ranged weapons to it. It has a deflection bonus of +1 versus
ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from its original target and targets the shield's bearer instead. (If the wielder has total
cover with respect to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with
ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base
Defense bonus are not diverted to the wearer (but the shield's increased
Defense bonus still applies against these weapons). The wielder activates this ability with a command word and can shut it off by repeating the command word.
Purchase DC Modifier: +1.
Cold Resistance: A suit of
armor or a shield with this enchantment normally has a bluish, icy hue or is adorned with furs. The
armor absorbs the first 10 points of cold
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Purchase DC Modifier: +2.
Damage Reduction
|
Purchase DC Modifier
|
5/+1
|
+1
|
10/+1
|
+2
|
Electricity Resistance: A suit of
armor or a shield with
this enchantment normally has a bluish hue and often bears a storm or lightning motif. The
armor absorbs the first 10 points of electrical
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Purchase DC Modifier: +2.
Fire Resistance: A suit of
armor or a shield with this enchantment normally has a reddish hue and often is decorated with a draconic motif. The
armor absorbs the first 10 points of fire
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Purchase DC Modifier: +2.
Fortification: This suit of
armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a
critical hit or sneak attack is scored on the wearer, there is a chance that the
critical hit or sneak attack is negated and
damage is instead rolled normally:
Fortification Type
|
Chance for Normal Damage
|
Purchase DC Modifier
|
Light |
25%
|
+1
|
Moderate |
75%
|
+2
|
Heavy |
100%
|
+3
|
Ghost Touch: This
armor or shield seems almost translucent. Both its enhancement bonus and its
armor bonus count against the attacks of incorporeal creatures. Further, it can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the
armor or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Purchase DC Modifier: +2.
Glamered (
armor only): A suit of
armor with this capability appears normal. Upon command, the
armor changes shape and form to assume the appearance of a normal set of
clothing. The
armor retains all its properties (including weight) when
glamered. Only a
true seeing spell or similar magic reveals the true nature of the
armor when disguised.
Purchase DC Modifier: +1.
Shadow (
armor only)
: This type of
armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks (essentially a bonus for an extremely favorable condition). This bonus does not stack with obscuring or
blinding-based Hide check bonuses. (The
armor's
armor check penalty still applies normally.)
Purchase DC Modifier: +1.
Silent Moves (
armor only): This
armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It adds a +10 competence bonus on its wearer's Move Silently checks. (The
armor's
armor check penalty still applies normally.)
Purchase DC Modifier: +1.
Slick (
armor only):
Slick armor seems coated at all times with a slightly greasy oil. It adds a +5 competence bonus on its wearer's Escape Artist checks. (The
armor's
armor check penalty still applies normally.)
Purchase DC Modifier: +1.
Sonic Resistance: A suit of
armor or a shield with this enchantment normally has a glistening appearance. The
armor absorbs the first 10 points of sonic/concussion
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Purchase DC Modifier: +2.
Spell Resistance
|
Purchase DC Modifier
|
15
|
+1
|
19
|
+2
|
23
|
+3
|
Sponsorship: This suit of
armor or a shield is emblazoned with corporate logos, emblems, and advertisements. The
armor gains no special benefits but is cheaper to purchase.
Purchase DC Modifier: -2.