EPIC ARMOR AND SHIELD SPECIAL ABILITY DESCRIPTIONS
Acid Warding: The
armor absorbs the first 50 points of acid
damage per round that the wearer would normally take (similar to the
resist energy spell).
Cold Warding: The
armor absorbs the first 50 points of cold
damage per round that the wearer would normally take (similar to the
resist energy spell).
Exceptional Arrow Deflection: This
shield functions like a
shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex
saving throw (DC 20). If the ranged attack has an enhancement bonus (or a
spell level), the DC increases by that amount. If he or she succeeds, the
shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.
Fire Warding: The
armor absorbs the first 50 points of fire
damage per round that the wearer would normally take (similar to the
resist energy spell).
Caster Level: 19th (10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic);
Prerequisites: Craft Magic Arms and Armor,
Craft Epic Magic Arms and Armor,
stoneskin, wish, or
miracle; Market Price:+4 bonus (10/magic),+5 bonus (15/magic),+6 bonus (5/epic),+7 bonus (10/epic).
Great Reflection: Any time its bearer of this
shield is targeted with a spell, it automatically reflects the spell back at the caster (as the
spell turning spell). The wearer can lower or raise this effect as a
free action (thus allowing beneficial spells in as desired).
Infinite Arrow Deflection: This
shield functions like a
shield of arrow deflection, though it can deflect any number of projectiles or thrown
weapons each round. Any time the bearer would normally be struck by a ranged weapon, he or she can make a Reflex
saving throw (DC 20). If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he or she succeeds, the
shield deflects the weapon. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged
weapons, such as boulders hurled by giants or ranged spells
, can't be deflected.
Lightning Warding: The
armor absorbs the first 50 points of lightning
damage per round that the wearer would normally take (similar to the
resist energy spell).
Negating: Immediately after the wearer of this
armor is hit with a
magic weapon, the
armor casts
greater dispelling on the weapon. (In the case of projectile
weapons, the
armor casts
greater dispelling on the
weapon that fired the projectile if it is in range. If it is out of range, the
armor does nothing.) No
weapon can be affected by the
armor more than once per day (regardless of the success of the dispel check).
Sonic Warding: The
armor absorbs the first 50 points of sonic
damage per round that the wearer would normally take (similar to the
resist energy spell).
Table: Specific Epic Magic Armor and Shields