How to make a Armor with Special Abilities:
3.5 DnD Rules pg 216 DM
Not unlike Weapons, Armors and shields can have special Abilities and Magical bonus. As with the Weapons, you have to make the Armor/shield Master craft with at least a +1 Magical bonus, you can only have a Magical Bonus of +5, and an effective Bonus of +10. To make the Shield/Armor Master craft add 150 to the base cost of Shield/Armor. But unlike Weapon, some Abilities just have a cost but does not add to the Effective bonus.
Item Base Price Item Base Price
Armor +1 1,000 Shield +1 1,000
Armor +2 4,000 Shield +2 4,000
Armor +3 9,000 Shield +3 9,000
Armor +4 16,000 Shield +4 16,000
Armor +5 25,000 Shield +5 25,000
Armor +6 36,000 Shield +6 36,000
Armor +7 49,000 Shield +7 49,000
Armor +8 64,000 Shield +8 64,000
Armor +9 81,000 Shield +9 81,000
Armor +10 100,000 Shield +10 100,000
BOOK OF
EXALTED DEEDS (3.5)
ANGELIC
This armor
or shield is adorned with feather-like patterns and other heavenly motifs. The
armor or shield increases the wearer’s enhancement bonus to AC by +1 against
attacks from evil creatures. It also grants its user a +4 sacred bonus on
saving throws against spells with the evil descriptor. An evil creature that
dons the armor or uses the shield does not gain its benefits.
Moderate
abjuration; CL 9th; Craft Magic Arms and Armor, dispel evil, Phieran’s resolve,
creator must be good; Price +2 bonus.
EMPYREAL
This
exquisitely crafted armor or shield, favored by celestial champions of good, is
often set with precious gems and adorned with images of powerful archons,
eladrins, or guardinals. The wearer can transfer all or part of its enhancement
bonus to a sacred bonus on saving throws. The wearer decides to make the
transfer on his turn, and the choice remains in effect until his next turn. Any
evil creature wearing empyreal armor or holding an empyreal shield is sickened (–2
penalty on attack rolls, saving throws, ability checks, and skill checks) for
as long as the armor is worn or the shield is held (no saving throw).
Moderate
abjuration and necromancy [good]; CL 9th; Craft Magic Arms and Armor,
resistance, shield of faith, sicken evil; Price +2 bonus.
EXALTED
The wearer
of this pristine armor, if good, takes only half of the extra damage dealt by
an unholy weapon (+1d6 instead of +2d6) and gains the benefits of a constant
protection from evil spell. Furthermore,
the armor negates the vile damage dealt by avile melee, ranged, or natural
weapon (described in the Book of Vile Darkness).
Moderate
abjuration; CL 9th; Craft Magic Arms and Armor, protection from evil, creator
must be good; Price +3 bonus.
SACRED
A suit of
armor or a shield with this quality assists only wearers who have the ability
to turn or rebuke undead. Sacred armor or a sacred shield increases the owner’s
effective level for the turning check by +2. Armor and shields with this
ability are always specific to a deity and predominantly feature the god’s holy
symbol.
Moderate
conjuration; CL 8th; Craft Magic Arms and Armor, ability to turn or rebuke
undead; Price +2 bonus.
SOULFIRE
This armor’s
wearer is immune to all death spells, magical death effects, and energy drain,
and any negative energy effects (such as from chill touch or inflict spells).
Moderate
abjuration; CL 7th; Craft Magic Arms and Armor, death ward; Price +4 bonus.
TWILIGHT
This suit of
armor, favored by eladrin spellcasters, becomes semi-incorporeal and
translucent when donned. It also possesses a faint sunset-colored sheen. The
twilight armor reduces the chance of arcane spell failure by –10%.
Faint
abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus.
CHAMPIONS
OF RUIN (3.5)
GNASHING
Armor with
this property bites at a foe that grapples you.
Lore: A
character who makes a DC 20 Knowledge (history) check knows that the first suit
of gnashing armor was created by the human cleric Ferstal, a worshiper of
Tiamat. Her suit of gnashing full plate featured carvings of dragon heads.
Description:
This armor has images of many different faces carved into it. The visages show
expressions of vicious cruelty. One bares its clenched teeth in a snarl;
another’s mouth is open as if to bite. In most cultures, gnashing armor is
crafted to look like the region’s main terrors: devils, demons, mythological creatures,
or popular local or regional villains. For instance, gnashing armor made by
humans living in the Nelanther Isles would show scarred and vicious reavers or fearsome
ogres.
Activation:
A suit of gnashing armor automatically bites any opponent that is grappling the
wearer.
Effect: When
the wearer of a suit of gnashing armor is grappling, the carvings of faces
animate and begin to bite, striving to tear at the opponent. The suit deals 1d6
points of damage to each grappling foe. The damage is considered piercing,
slashing, and bludgeoning.
Aura/Caster
Level: Strong transmutation; CL 11th. Construction: Craft Magic Arms and Armor,
animate objects, variable gp, variable XP, variable days (depending on the armor
being improved). Weight: —. Price: +1 bonus.
HIDEOUS
A suit of
armor or a shield with this property helps you intimidate your enemies.
Description:
Armors or shields with this property are embellished with scalps, skulls,
bones, dried viscera, and other countless horrors. This armor emits a faint
odor of rancid meat and a faint illusory miasma of flies. The flies give off a
buzzing sound seem to taste the embellishments of flesh and bone.
Activation:
Armor or a shield with the hideous special ability automatically grants its
wearer its bonus.
Effect:
Hideous armor provides a +5 competence bonus on Intimidate checks and a –2
penalty on Diplomacy checks. Aura/Caster Level: Faint conjuration; CL 4th.
Construction:
Craft Magic Arms and Armor, creator must have 5 ranks of Intimidate, +1,875 gp,
+150 XP, +4 days (add to the cost of the armor being improved).
Variants:
Two more powerful versions of the hideous special ability are sometimes used.
The improved
version grants a +10 competence bonus on Intimidate checks, costs +7,500 gp,
+600 XP, +15 days and has a market price of +15,000 gp.
The greater
special ability grants a +15 competence bonus on Intimidate checks, costs
+16,875 gp, +1,350 XP, +34 days and has a market price of +33,750 gp. Weight:
—. Price: +3,750 gp.
OCULAR
A suit of
armor or a shield with this property grants allaround vision.
Lore: A DC
25 Knowledge (religion) check yields the fact that long ago, a small cult of
humanoids living in Skullport venerated the Great Mother and her progeny. These
beholder worshipers endeavored to create a variety of items to make them more
like their idols.
Description:
Armor and shields with this property feature multiple small eyes on stalks. At
any one moment, some of the eyes are open and some are closed.
Activation:
Armor or a shield with the ocular ability automatically grants its wearer its
bonus.
Effect: This
property grants the wearer all-around vision, making her exceptionally alert. The
many eyes provide a +4 competence bonus on Spot and Search checks, and the
wearer can’t be flanked. A blindness spell cast on the wearer negates this
property.
Aura/Caster
Level: Strong abjuration; CL 15th. Construction: Craft Magic Arms and Armor,
arcane eye, variable gp, variable XP, variable days (depending on the armor
being improved). Weight: —. Price: +2 bonus.
WARY
A suit of
armor or a shield with this property improves your rogue-like ability to be
responsive to flanking enemies.
Description:
Armors or shields with this property tend to be nondescript.
Prerequisite:
Improved uncanny dodge ability. Activation: Armor or a shield with the wary
ability only functions if its wearer has improved uncanny dodge.
Effect: This
armor property increases your effective rogue level by four with regard to
being flanked.
Aura/Caster
Level: Faint transmutation; CL 5th. Construction: Craft Magic Arms and Armor,
cat’s grace, +2,500 gp, +200 XP, +5 days (add to the cost of the armor being
improved). Weight: —. Price: +5,000 gp.
CITYSCAPE
(3.5)
SENTINEL
Price:
+15,120 gp Caster Level: 7th Aura: Moderate; (DC 13) divination Activation:
Standard (command)
This shield
almost gleams, polished as it is to a mirror-like sheen. The sentinel ability
is almost always added to shields, though it is technically possible to add it
to the helm or breastplate of a suit of armor. Each sentinel shield (or armor)
is irrevocably tied to a small mirror, which was created as part of the process
at the same time as the shield itself. As a standard action, the bearer of the
shield can cause an image of whatever the shield is facing to appear in the mirror,
not unlike a scrying spell. The person with the mirror sees everything in a
120-foot cone in front of the shield (or less if the ambient light reduces
visibility below 120 feet). This effect is blocked by any effect that blocks
scrying. The connection can be severed as a move action. This ability can be
activated three times per day for up to 7 minutes at a time.
If either
part of the pair—the shield and the mirror—is destroyed, this ability is lost.
Prerequisites:
Craft Magic Arms and Armor, scrying. Cost to Create: 7,560 gp, 605 XP.
COMPLETE
ADVENTURER (3.5)
BEASTSKIN
First
created by powerful druids, armor with this special ability is particularly
useful to characters of that sort. Whenever you use the wild shape class
feature while wearing a suit of armor with the beastskin property, you can
expend an additional daily use of your wild shape ability to cause the armor to
be transformed with you. When used in this manner, the beastskin armor becomes
a suit of armor fitted for your new form rather than simply merging with your
body. The armor continues to grant its armor bonus, applying the appropriate
armor check penalty, slowing your movement rate, and otherwise functioning as a
suit of armor fitted to the new form. The armor’s weight increases or decreases
to match your new size (and shape, if you assume a quadrupedal form) and therefore
might affect your carrying capacity differently than it does in your natural
form. If in your natural form you are proficient with the type of armor to
which the beastskin quality has been supplied, then you are proficient with the
beastskin armor when you are transformed, regardless of what shape you take. This
special ability can be applied only to armor, not to shields.
Strong
transmutation; CL 13th; Craft Magic Arms and Armor, ironwood; Price +2 bonus.
FOCUSED
A focused
shield helps you anticipate your enemy’s movesin battle, helps you see through
feints and similar moves, and provides enhanced benefits when you are facing
only one creature. A focused shield grants a +10 circumstance bonus on your Sense
Motive check that opposes a Bluff check made to feint. In addition, any time
when you are threatened by only one creature, the shield bonus to your AC
provided by a focused shield improves by 1. This special ability can be applied
only to shields, not to armor.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, shield; Price +1 bonus.
COMPLETE
ARCANE (3.5)
DEATH WARD
Once per
day, someone wearing armor enhanced by this special ability who is struck with
a death effect (death spells, magical death effects, energy drain, and any
negative energy effects such as those from inflict spells or chill touch) can
ignore the effect.
Moderate
necromancy; CL 7th; Craft Magic Arms and Armor, death ward; Price +1 bonus.
MAGIC-EATING
This type of
armor is normally decorated with spirals and fanged mouths. It functions like
armor of spell resistance with spell resistance 13, except that any spell that
targets the wearer and fails to overcome the armor’s spell resistance is
consumed by the armor, giving the wearer 1d8 temporary hit points to a maximum
of 8 temporary hit points at any time (no matter how many spells the armor
consumes). Temporary hit points gained in this fashion last for up to 1 hour.
Strong
transmutation; CL 16th; Craft Magic Arms and Armor, limited wish, spell
resistance; Price +3 bonus.
PROOF AGAINST TRANSMUTATION
A character
wearing this armor is impervious to any transmutation effect that would alter
his form, including polymorph and petrification effects, as well as disintegration
(disintegrate can still reduce the wearer to –10 hit points, but doesn’t turn
his remains to dust). The wearer can choose to allow specific spells to bypass
the armor’s protection (so as to cast transmutation spells on himself, for
example, or to receive the benefit of polymorph or enlarge person from an
allied spellcaster).
Strong
abjuration; CL 12th; Craft Magic Arms and Armor, spell immunity; Price +5
bonus.
COMPLETE
WARRIOR (3.5)
ANTI-IMPACT
Armor with
the anti-impact quality is designed to cushion the blow from massive blunt
traumas. Anti-impact armor doesn’t give extra protection against weapon damage
(beyond its AC bonus), but bludgeoning damage that affects all or most of the
entire body (such as constriction and falling damage) is halved.
Faint
Abjuration; CL 4th; Craft Magic Arms and Armor, feather fall; Price +2,000 gp.
AXEBLOCK
This armor
is magically enhanced to turn away slashing weapons such as axes and most
swords. The wearer gains damage reduction 5/bludgeoning or piercing. If a
single shield or suit of armor has two of the three blocking armor qualities
(axeblock, hammerblock, and spearblock), it grants its owner just 5 points of
damage reduction by whatever damage type appears twice. For example, a +1 chain
shirt with the axeblock (DR 5/bludgeoning or piercing) and hammerblock (DR 5/piercing
or slashing) special abilities only provides DR 5/piercing.
Moderate abjuration;
CL 11th; Craft Magic Arms and Armor, polymorph any object; Price +2 bonus.
HAMMERBLOCK
Armor with
this quality functions the same as axeblock armor, except that it provides
damage reduction of 5/piercing or slashing.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, polymorph any object; Price +2
bonus.
SPEARBLOCK
Armor with
this quality functions the same as axeblock armor, except that it provides
damage reduction of 5/bludgeoning or slashing.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, polymorph any object; Price +2
bonus.
DRAGONS OF
FAERÛN (3.5)
COMMAND
A suit of
armor or a shield with this special ability bestows a dignified and commanding
aura upon its owner. The wearer gains a +2 competence bonus on al l Charisma based
checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly
troops within 360 feet of the user become braver than normal (for example, more
willing than normal to follow a leader into battle against dangerous foes). Since
the effect arises in great part from the distinctiveness of the armor, if the
wearer hides or conceals himself in anyway, the command effect does not
function.
Strong
enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price +3
bonus.
FEARSOME
This suit of
armor or shield creates an aura of fear around the wearer (as the fear spell,
CL 7th). This aura affects all opponents within 40 feet of the wearer. The
armor or shield appears completely normal, except to those who fail their
saves. Those afflicted see a creature from their worst nightmares in place of
the wearer.
Moderate
necromancy; CL 7th; Craft Magic Arms and Armor, fear; Price +2 bonus.
DROW OF THE
UNDERDARK (3.5)
DARK
Price:
+8,000 gp Property: Armor Caster Level: 8th Aura: Moderate; (DC 19)
illusion Activation: —
This armor
has a dull appearance. It does not reflect light, and it maintains its color
regardless of lighting conditions. Dark armor is specially crafted to blend in
with its surroundings when viewed with darkvision. You gain a +5 circumstance
bonus on Hide checks made to conceal yourself from creatures with darkvision. In
addition (when fighting such creatures), you gain concealment. You lose these
benefits whenever you are in an area of bright light.
Prerequisite:
Craft Magic Arms and Armor, invisibility. Cost to Create: 4,000 gp, 320 XP, 8
days.
FEARSOME
Price:
+5,000 gp Property: Armor Caster Level: 3rd Aura: Faint; (DC 16)
necromancy Activation: —
This foul
armor has a sinister appearance. It is dark, almost black, and covered with
sharp barbs and spikes. Fearsome armor functions as if it has armor spikes (PH
124) if the armor doesn’t have this feature already. In addition, when wearing
this armor, you gain a +5 enhancement bonus on Intimidate checks, and you can demoralize
opponents (PH 76) as a move action instead of a standard action.
Prerequisite:
Craft Magic Arms and Armor. Cost to Create: 2,500 gp, 200 XP, 5 days.
SPIDER BOON
Price:
+9,000 gp Property: Armor Caster Level: 8th Aura: Moderate; (DC 20)
transmutation Activation: Swift (command)
This armor
is etched with spiderweb patterns. It is slightly slippery to the touch. Spider
boon armor allows you to navigate through the sticky strands of webbing. You
gain a +4 enhancement bonus on Climb and Escape Artist checks. Also, the webs
of monstrous spiders or spiderkin (such as ettercaps) cannot affect you. Three
times per day, you can increase the enhancement bonus on Climb checks to +8 and
gain a climb speed equal to your base land speed. When under this effect, you
can take 10 on Climb checks even if rushed or threatened. This function lasts
for 8 rounds. Prerequisite: Craft Magic Arms and Armor, freedom of movement,
spider climb, drow. Cost to Create: 4,500 gp, 360 XP, 9 days.
SPIDER BOUND
Price:
+2,500 gp (buckler), +5,000 gp (light shield), +10,000 gp (heavy shield),
+15,000 gp (tower shield)
Property:
Shield Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation:
Standard (command)
This shield
resembles a large spider. The small rubies used for its eyes burn with a
hellish light. Once per day, you can speak a command word to cause your shield
to transform into a fiendish spider. The spider’s size depends on the type of
shield, as shown on the following table. The spider follows your mental
commands. It remains for 10 rounds or until reduced to 0 hit points, at which
point it instantly reverts back to a shield. While the spider is activated, you
lose your shield bonus to AC.
Prerequisite:
Craft Magic Arms and Armor, summon monster I (buckler), summon monster II
(light shield), summon monster IV (heavy shield), summon monster VI (tower
shield), drow. Cost to Create: 1,250 gp, 100 XP, 3 days (buckler); 2,500 gp, 200
XP, 5 days (light shield); 5,000 gp, 400 XP, 10 days (heavy shield); 7,500 gp,
600 XP, 15 days (tower shield).
DUNGEON
MASTER’S GUIDE 1 3.5 (3.5)
ACID RESISTANCE
A suit of
armor or a shield with this property 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).
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000
gp.
ACID RESISTANCE, IMPROVED
As acid
resistance, except it absorbs the first 20 points of acid damage per attack.
Moderate
abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000
gp.
ACID RESISTANCE, GREATER
As acid
resistance, except it absorbs the first 30 points of acid damage per attack.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000
gp.
ANIMATED
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. A character with an animated shield still
takes any penalties associated with shield use, such as armor check penalty, arcane
spell failure chance, and nonproficiency.
Strong
transmutation; CL 12th; Craft Magic Arms and Armor, animate objects; Price +2
bonus.
ARROW CATCHING
A shield
with this ability attracts ranged weapons to it. It has a deflection bonus of
+1 against 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 relative 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 AC bonus are not diverted to the wearer (but the
shield’s increased AC bonus still applies against these weapons). The wielder can
activate or deactivate this ability with a command word.
Moderate
abjuration; CL 8th; Craft Magic Arms and Armor, entropic shield; Price +1
bonus.
ARROW DEFLECTION
This shield
protects the wielder as if he had the Deflect Arrows feat. Once per round when
he would normally be struck by a ranged weapon, he can make a DC 20 Reflex
save. If the ranged weapon has an enhancement bonus, the DC increases by that
amount. If he succeeds, the shield deflects the weapon. He 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
Melf’s acid arrows, can’t be deflected.
Faint
abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price +2 bonus.
BASHING
A shield
with this special ability is designed to perform a shield bash. A bashing
shield deals damage as if it were a weapon of two size categories larger (a
Medium light shield thus deals 1d6 points of damage and a Medium heavy shield
deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only
light and heavy shields can have this ability).
Moderate
transmutation; CL 8th; Craft Magic Arms and Armor, bull’s strength; Price +1
bonus.
BLINDING
A shield
with this ability flashes with a brilliant light up to twice per day upon
command of the wielder. Anyone within 20 feet except the wielder must make a DC
14 Reflex save or be blinded for 1d4 rounds.
Moderate
evocation; CL 7th; Craft Magic Arms and Armor, searing light; Price +1 bonus.
COLD RESISTANCE
A suit of
armor or a shield with this property normally has a bluish, icy hue or is
adorned with furs and shaggy pelts. The armor absorbs the first 10 points of
cold damage per attack that the wearer would normally take (similar to the resist
energy spell).
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000
gp.
COLD RESISTANCE, IMPROVED
As cold
resistance, except it absorbs the first 20 points of cold damage per attack.
Moderate
abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000
gp.
COLD RESISTANCE, GREATER
As cold
resistance, except it absorbs the first 30 points of cold damage per attack.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000
gp.
ELECTRICITY RESISTANCE
A suit of
armor or a shield with this property normally has a bluish hue and often bears
a storm or lightning motif. The armor absorbs the first 10 points of
electricity damage per attack that the wearer would normally take (similar to the
resist energy spell).
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000
gp.
ELECTRICITY RESISTANCE, IMPROVED
As
electricity resistance, except it absorbs the first 20 points of electricity
damage per attack.
Moderate
abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000
gp.
ELECTRICITY RESISTANCE, GREATER
As
electricity resistance, except it absorbs the first 30 points
of
electricity damage per attack.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000
gp.
ETHEREALNESS
On command,
this ability allows the wearer of the armor to become ethereal (as the ethereal
jaunt spell) once per day. The character can remain ethereal for as long as
desired, but once he returns to normal, he cannot become ethereal again that
day.
Strong
transmutation; CL 13th; Craft Magic Arms and Armor, ethereal jaunt; Price
+49,000 gp.
FIRE RESISTANCE
A suit of
armor with this ability 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).
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000
gp.
FIRE RESISTANCE, IMPROVED
As fire
resistance, except it absorbs the first 20 points of fire damage per attack.
Moderate
abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000
gp.
FIRE RESISTANCE, GREATER
As fire
resistance, except it absorbs the first 30 points of fire damage per attack.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000
gp.
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.
Strong
abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price
varies (see above).
Light 25% +1 Bonus
Moderate
75% +3 Bonus
Heavy 100% +5 Bonus
GHOST TOUCH
This armor
or shield seems almost translucent. Both its enhancement bonus and its armor
bonus count against the attacks of incorporeal creatures. 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.
Strong
transmutation; CL 15th; Craft Magic Arms and Armor, etherealness; Price +3
bonus.
GLAMERED
A suit of
armor with this ability 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.
Moderate
illusion; CL 10th; Craft Magic Arms and Armor, disguise self; Price +2,700 gp.
INVULNERABILITY
This suit of
armor grants the wearer damage reduction of 5/magic.
Strong
abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Magic
Arms and Armor, stoneskin, wish or miracle; Price +3 bonus.
REFLECTING
This shield
seems like a mirror. Its surface is completely reflective. Once per day, it can
be called on to reflect a spell back at its caster exactly like the spell
turning spell.
Strong abjuration;
CL 14th; Craft Magic Arms and Armor, spell turning; Price +5 bonus.
SHADOW
This armor
is jet black and blurs the wearer whenever she tries to hide, granting a +5
competence bonus on Hide checks. (The armor’s armor check penalty still applies
normally).
Faint
illusion; CL 5th; Craft Magic Arms and Armor, invisibility; Price +3,750 gp.
SHADOW, IMPROVED
As shadow,
except it grants a +10 competence bonus on Hide checks.
Moderate
illusion; CL 10th; Craft Magic Arms and Armor, invisibility; Price +15,000 gp.
SHADOW, GREATERAs shadow, except it
grants a +15 competence bonus on
Hide checks.
Moderate
illusion; CL 15th; Craft Magic Arms and Armor, invisibility; Price +33,750 gp.
SILENT MOVES
This armor
is well oiled and magically constructed so that it not only makes little sound,
but it dampens sound around it. It provides a +5 competence bonus on its
wearer’s Move Silently checks. (The armor’s armor check penalty still applies
normally).
Faint
illusion; CL 5th; Craft Magic Arms and Armor, silence; Price +3,750 gp.
SILENT MOVES, IMPROVED
As silent
moves, except it grants a +10 competence bonus on Move Silently checks.
Moderate
illusion; CL 10th; Craft Magic Arms and Armor, silence; Price +15,000 gp.
SILENT MOVES, GREATER
As silent
moves, except it grants a +15 competence bonus on Move Silently checks.
Moderate
illusion; CL 15th; Craft Magic Arms and Armor, silence; Price +33,750 gp.
SLICK
Slick armor
seems coated at all times with a slightly greasy oil. It provides a +5
competence bonus on its wearer’s Escape Artist checks. (The armor’s armor check
penalty still applies normally).
Faint
conjuration; CL 4th; Craft Magic Arms and Armor, grease; Price +3,750 gp.
SLICK, IMPROVED
As slick,
except it grants a +10 competence bonus on Escape Artist checks.
Moderate
conjuration; CL 10th; Craft Magic Arms and Armor, grease; Price +15,000 gp.
SLICK, GREATER
As slick,
except it grants a +15 competence bonus on Escape Artist checks.
Moderate
conjuration; CL 15th; Craft Magic Arms and Armor, grease; Price +33,750 gp.
SONIC RESISTANCE
A suit of
armor or a shield with this property normally has a glistening appearance. The
armor absorbs the first 10 points of sonic damage per attack that the wearer
would normally take (similar to the resist energy spell).
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000
gp.
SONIC RESISTANCE, IMPROVED
As sonic
resistance, except it absorbs the first 20 points of sonic damage per attack.
Moderate
abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000
gp.
SONIC RESISTANCE, GREATER
As sonic
resistance, except it absorbs the first 30 points of sonic damage per attack.
Moderate
abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000
gp.
SPELL RESISTANCE
This property
grants the armor’s wearer spell resistance while the armor is worn. The spell
resistance can be 13, 15, 17, or 19, depending on the armor.
Strong
abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2
bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).
UNDEAD CONTROLLING
The wearer
of a suit of armor or a shield with this propertymay control up to 26 HD of
undead per day, as the control undead spell. At dawn each day, the wearer loses
control of any undead still under his sway. Armor or a shield with this ability
appears to be made of bone; this feature is entirely decorative and has no
other effect on the armor.
Strong
necromancy; CL 13th; Craft Magic Arms and Armor, control undead; Price +49,000
gp.
WILD
The wearer
of a suit of armor or a shield with this ability preserves his armor bonus (and
any enhancement bonus) while in a wild shape. Armor and shields with this
ability usually appear to be made covered in leaf patterns. While the wearer is
in a wild shape, the armor cannot be seen.
Moderate
transmutation; CL 9th; Craft Magic Arms and Armor, baleful polymorph; Price +3
bonus.
DUNGEON
MASTER’S GUIDE 2 (3.5)
ENERGY DEFENSE [SYNERGY]
This special
ability enhances armor that already provides potent protection against a
certain type of energy. Specifically, any energy against which the armor would normally
provide protection is redirected to give the wearer additional defensive
capabilities against more mundane attacks.
Description:
Energy defense armor bears a motif similar to that of energy resistance armor. However,
certain elements of the armor—such as flanges, spikes, and other
decorations—indicate that it has some offensive capabilities as well. Upon
activation, the energy defense ability wreathes the wearer’s body in the
element from which its energy resistance property already provides protection. Creatures
that attack the wearer in melee are struck by leaping darts of energy that
dance from the armor’s surface to their weapons. Prerequisite: The energy defense
ability can be added only to armor or a shield that already has the energy
resistance, improved energy resistance, or greater energy resistance special
ability.
Activation:
The wearer activates the energy defense ability as an immediate action in response
to an attack that deals energy damage of the type that her armor already
resists. Thus, if a spell or effect that deals acid damage targets the wearer
of acid resistance armor that has the energy defense ability, she can take an
immediate action to generate an acid shield around herself. When such an attack
occurs, the wearer chooses whether or not to activate the ability, and she can
choose to activate it even if she is flat-footed or unaware of the source of
the attack. She can also choose to activate it as a standard action in preparation
for an attack, if desired. (See page 237 for the definition of an immediate
action). The wearer cannot activate the energy defense property in response to
an attack that deals no damage of the type that the armor could normally
resist.
Effect: The
energy defense ability increases the armor’s energy resistance by 2. Thus, acid
resistance armor that normally grants resistance to acid 10 now grants
resistance to acid 12. In addition, any creature that damages the wearer with a
natural or manufactured melee weapon deals normal damage and also takes 1d6+10
points of energy damage of the type from which the armor provides protection. Thus,
in response to an attack that dealt acid damage, the wearer would be wreathed
in acidic energy, and any creature that hit her with a natural or melee weapon
would deal normal damage, but also take 1d6+10 points of acid damage. Attacks
with weapons that have exceptional reach are exempt from this damage. The
energy defense effect is usable once per day, regardless of its method of
activation. The effect lasts for 10 rounds or until the wearer dismisses it
(though doing so wastes any unused duration). Once the effect ends, it is not
available again for 24 hours.
Aura/Caster
Level: Moderate abjuration and evocation; CL 10th. Construction: Craft Magic
Arms and Armor, fire shield, resist energy. Price: +3 bonus.
ENERGY IMMUNITY
This armor
renders the wearer impervious to a specific type of energy damage determined on
activation. Because the armor can be activated in response to such an attack,
it minimizes the wearer’s risk of taking energy damage of any sort.
Description:
Armor with the energy immunity special ability is decorated in elemental
motifs. No particular element is favored in the design; waves, flames, rock
formations, and billows of wind are all represented equally. When the energy
immunity ability is activated, the wearer feels a rush of its power. The exact
nature of the effect depends upon which kind of energy the wearer has invoked
its protection against. He feels a rush of warmth if the armor is protecting
him from cold damage, or a chill wind if it is protecting him against fire. A
metallic tang fills his mouth and nostrils if electricity protection is in
force, and an acrid tang fills the air around him if acid protection has been
activated. Activation: The wearer can activate the energy immunity ability as
an immediate action in response to an attack that deals energy damage. When
such an attack occurs, he chooses whether or not to activate the ability and
can activate it even if he is flatfooted or unaware of the source of the
attack. He can also activate the armor as a standard action in preparation for
an attack he knows is coming. (See page 237 for the definition of an immediate
action).
Effect: This
armor functions normally until its energy immunity ability is activated. At
that point, the wearer gains immunity to damage from his choice of the
following energy types: acid, cold, electricity, or fire. Once the choice has
been made, it cannot be changed until the ability is activated again. The
energy immunity effect is usable once per day, regardless of its method of
activation. The effect lasts for 13 minutes or until the wearer dismisses it. Once
the effect expires or is dismissed, it is not available again for 24 hours.
Aura/Caster
Level: Moderate abjuration; CL 13th. Construction: Craft Magic Arms and Armor,
protection from energy. Price: +3 bonus.
FORTIFYING DEFENSE [SYNERGY]
Fortification,
already one of the most powerful armor special abilities, becomes even more
intriguing with the addition of the fortifying defense synergy ability. This
power builds off the fortification quality by crippling an enemy’s ability to
deal damage—even against targets other than the wearer.
Description:
Fortifying defense armor is built to make the wearer look like an impregnable
fortress of defense. Even light armor with this special ability looks sturdier than
normal. When armor with the fortifying defense ability negates a critical hit
or sneak attack, it seems to grow around the wearer. In contrast, the creature
that made the critical hit or sneak attack against the wearer seems to wilt, as
if the armor’s increasing bulk were sapping its strength. Prerequisite: The
fortifying defense ability can be added only to armor or a shield that already
has the light, moderate, or heavy fortification special ability.
Activation:
When the armor negates the extra damage from a critical hit or sneak attack as
a result of its fortification ability, the fortifying defense ability activates
automatically. No action on the wearer’s part is required. Thus, the ability
activates 25% of the time for light fortification armor, 50% of the time for
moderate fortification armor, and 100% of the time for heavy fortification
armor.
Effect: The
creature whose extra damage was negated by the armor’s fortification ability
must immediately make a DC 20 Will save. Failure means the armor saps some of
the creature’s natural combat prowess, negating its ability to deal extra
damage with a critical hit or sneak attack against any target for 1d4 rounds. The
creature still deals normal damage with its weapons or natural attacks, but any
threat is treated as a normal hit— that is, no roll to confirm the critical hit
is permitted. Likewise, the affected creature cannot deal sneak attack damage
for the duration of the effect, although it deals normal damage for such
attacks.
Aura/Caster
Level: Strong abjuration; CL 15th. Construction: Craft Magic Arms and Armor,
limited wish or miracle. Price: +3 bonus (light fortification armor), +4 bonus (moderate
fortification armor), or +5 bonus (heavy fortification armor).
SLIPPERY AURA [SYNERGY]
Slippery
aura armor expands on the slippery mind special ability, granting its potent
effects to the wearer’s allies for a short time each day.
Description:
Armor with this ability features several decorative studs that radiate outward
from the surface. Runes of escape surround each stud, as if the armor’s power might
also affect creatures around the wearer. When the slippery aura is active,
these studs seem to twinkle softly, and the runes rotate slowly around the base
of each one.
Prerequisite:
The slippery aura ability can be added only to armor or a shield that already
has the slippery mind special ability (see below).
Activation:
Activating the slippery aura is a standard action.
Effect: When
the slippery aura is activated, each ally within a 10-foot-radius gains the
slippery mind ability that slippery mind armor normally provides only to the
wearer. Thus, any ally within the area who fails a saving throw against an
enchantment spell or effect can attempt a second save 1 round later at the same
DC. If he fails the second save, the armor grants no further retries. This
special ability has no effect on an ally who already possesses the slippery
mind class ability. The ability is usable once per day. The effect lasts for 10
minutes, or until the wearer dismisses it (though doing so wastes any unused
duration). Once the effect ends, it is not available again for 24 hours.
Aura/Caster
Level: Strong abjuration; CL 15th. Construction: Craft Magic Arms and Armor,
mind blank, +22,500 gp, +1,800 XP, +45 days. Price: +45,000 gp.
SLIPPERY MIND
A creature
wearing armor with this ability wriggles free of potent enchantment effects
more easily than normal.
Description:
Armor with this special ability is engraved with symbols and runes representing
negation or escape. It looks like the crafter designed it specifically to aid
the wearer in escaping snares of some sort. When the ability activates, these
runes and glyphs flash with a dull, white light. Dwarf smiths create most of
the armor with this ability, but they prefer not to advertise its exact power
to creatures that use enchantment attacks. Thus, they tend to leave the symbols
of negation that decorate the armor’s surface somewhat vague.
Activation:
This armor special ability activates automatically the round after the wearer
fails a saving throw against an enchantment spell or effect. No action on the
wearer’s part is required.
Effect: If
the wearer fails a saving throw against an enchantment spell or effect, she can
attempt a second save 1 round later at the same DC. If the wearer fails the
second save, the armor grants no further retries. This special ability has no
effect on a creature that already possesses the slippery mind class ability.
Aura/Caster
Level: Strong abjuration; CL 15th. Construction: Craft Magic Arms and Armor,
mind blank, +22,500 gp, +1,800 XP, +45 days. Price: +45,000 gp.
SPELL TRAPPING [SYNERGY]
When an
opponent’s magical attack fails to overcome this armor’s innate spell
resistance, the incoming effect is stored within the armor until the wearer
chooses to unleash it at a foe.
Description:
This armor features the familiar symbols of warding that decorate spell
resistance armor. These particular runes, however, also seem to indicate a redirection
of power—almost as if the armor could channel or direct magical energy in some
way. Spell trapping armor (or a spell trapping shield) is slightly tacky to the
touch, almost as if a fine paste covered its surface. Touching it leaves no
residue on the fingers, but no amount of cleaning removes the film. In fact,
because of its slightly sticky quality, spell trapping armor is difficult to
clean at all. Prerequisite: The spell trapping ability can be added only to armor
or a shield that already has the spell resistance quality.
Activation:
The increase in spell resistance provided by the spell trapping ability is
constantly active. Trapping a spell that fails to overcome the armor’s spell resistance,
however, requires an immediate action on the wearer’s part. (See page 237 for
the definition of an immediate action). Releasing a stored spell is a standard
action that provokes attacks of opportunity. The wearer cannot activate the
spell trapping ability if a spell fails to overcome spell resistance he has
from another source, such as race or some other item.
Effect: The
spell trapping ability increases the armor’s spell resistance by 2. Thus, armor
with spell resistance 15 now grants the wearer spell resistance 17. In
addition, when a spell of 5th level or lower that targets the wearer fails to
overcome the armor’s spell resistance, the wearer can make an immediate action
to trap it within the armor. This ability is usable only once per day,
regardless of the level of spell trapped. The armor can hold one spell of up to
5th level at a time; the wearer can dismiss a stored spell as a standard action
to make room for another one. The stored spell is preserved as originally cast
in every way, and the wearer can release it at any time. Since the wearer
cannot voluntarily fail a check to overcome spell resistance, attempts to store
a spell by casting it directly into the armor are risky at best.
Aura/Caster
Level: Strong abjuration and evocation; CL 15th. Construction: Craft Magic Arms
and Armor, spell resistance, imbue with spell ability. Price: +5 bonus.
DUNGEONSCAPE
(3.5)
DURABLE
To protect
their valuable magic armor, many fighters add this special ability to guard
against familiar dungeon hazards.
Description:
Durable armor is coated with special substances that repel caustic attacks. The
surface of the armor is slick to the touch, indicating the special magical and
alchemical treatments applied during its manufacture.
Prerequisite:
Only metal armors can have this special ability. Activation: The effects of
durable armor automatically come into effect when needed. No action on the
wearer’s part is required.
Effect:
Durable armor has immunity to special attacks that would cause it to dissolve
or rust, including the effects of rusting grasp (PH 273) and the touch of black
puddings, gray oozes, and rust monsters. Durable armor takes no damage from
green slime or from acid, though it does not extend this protection to the wearer.
Aura/Caster
Level: Moderate abjuration; CL 7th. Construction: Craft Magic Arms and Armor,
protection from energy. Price: 500 gp.
RESTFUL
Armor with
the restful special ability allows a warrior to sleep peacefully, knowing that
he will be prepared if trouble finds him during the night. Description: Armor
of any type can be constructed to have this special ability, though medium and
heavy armors are the most common choices. Restful armor always seems designed
for maximum comfort, with additional padding and softened fastenings. When you
sleep in restful armor, a dimly glowing circle of blue runes encircles your
head, emitting peaceful thoughts. Activation: The restful ability activities
when you fall asleep wearing the armor. No other action on your part is
required. Effect: Sleeping in restful armor does not cause you to become
fatigued, even if the armor is medium or heavy. Further, you can make Listen
checks with a penalty of only –5 while sleeping in the armor. If you make a
successful Listen check while sleeping, you can choose to wake up or to remain
asleep, depending on the noise you hear.
Aura/Caster
Level: Faint abjuration; CL 5th. Construction: Craft Magic Arms and Armor,
sleep, lullaby. Price: 500 gp.
SWARMGUARD
Any armor
with this special ability protects its wearer from the hundreds of bites or
stings that result from being overrun by a swarm of creatures.
Description:
Swarmguard armor is precisely crafted with a bare minimum of gaps between
pieces. Delicate script is engraved around each seam that is absolutely
necessary, warding it against intrusion by the tiniest of vermin. When exposed
to a swarm attack, the script glows bright red, blocking creatures that try to
penetrate the armor’s defenses.
Activation:
The swarmguard ability activates automatically when a creature of the swarm
subtype enters your space. No action on your part is required. Effect: You gain
damage reduction 5/– to the swarm attack ability of any creature of the swarm
subtype. You gain a bonus on Fortitude saving throws and on Concentration
checks to resist a swarm’s distraction ability (MM316). This bonus is equal to
the armor bonus of the armor you are wearing.
Aura/Caster
Level: Moderate abjuration; CL 7th. Construction: Craft Magic Arms and Armor,
repel vermin. Price: +1 bonus.
EXPANDED
PSIONICS HANDBOOK (3.5)
APORTER
As a
standard action, a suit of aporter armor or an aporter shield transports the
wearer and her equipment to any spot within 800 feet that she can visualize or
specify, as the psionic dimension door power. The armor or shield can transport
the wearer in this fashion twice per day.
Moderate
psychoportation; ML 10th; Craft Psionic Arms and Armor, psionic dimension door;
Price +40,320 gp.
AVERTER
On command,
up to three times per day, any creature to whom the wearer presents an averter
shield must succeed on a DC 14 Will save or be overcome by a powerful aversion
to the wielder (actually the shield), and will not approach within 30 feet. This
is a mind-affecting compulsion effect, as the aversion power.
Faint
telepathy; ML 5th; Craft Psionic Arms and Armor, aversion; Price +12,960 gp.
ECTOPLASMIC
As a
standard action, ectoplasmic armor converts itself, its wearer, and all the
wearer’s equipment into ectoplasmic form for up to 5 minutes once per day, as
the power of the same name. In this semisolid state, the wearer gains damage
reduction 10/psionics.
Faint
psychometabolism; ML 5th; Craft Psionic Arms and Armor, ectoplasmic form; Price
+10,800 gp.
FLOATING
This kind of
armor is psionically buoyant in water or a similar liquid, negating the normal
penalty for wearing armor when making Swim checks. Additionally, it grants a +4
circumstance bonus on Swim checks.
Faint
psychoportation; ML 4th; Craft Psionic Arms and Armor, float; Price +4,000 gp.
GLEAMING
This kind of
armor is usually made of crystal, though it doesn’t have to be. Gleams and
flashes from the armor give the wearer and his armor a “fuzzy” appearance,
granting the wearer concealment.
Faint
metacreativity; ML 5th; Craft Psionic Arms and Armor, concealing amorpha; Price
+3 bonus.
HEARTENING
This kind of
shield grants the wearer up to 5 temporary hit points per day on command. These
temporary hit points fade after 4 minutes. The wearer can activate this power
as an immediate action at any time.
Faint
psychometabolism; ML 4th; Craft Psionic Arms and Armor, vigor; Price +720 gp.
LANDING
A suit of
armor with this capability allows the wearer to ignore any damage dealt by the
first 60 feet of a fall. Regardless of the height of a fall, the wearer always
lands on her feet.
Faint
psychoportation; ML 4th; Craft Psionic Arms and Armor, catfall; Price +4,000
gp.
LINKED
This kind of
armor or shield allows the wearer to form a telepathic bond with other wearers
of linked armor or shields within 10 miles. This ability is otherwise similar
to the mindlink power.
Moderate
telepathy; ML 6th; Craft Psionic Arms and Armor, mindlink; Price +6,000 gp.
MANIFESTER
This kind of
shield generates 3 power points once per day that the wearer can use when
manifesting a power he knows. These power points must all be used on the same
power. As usual, a psionic character cannot pay a power’s cost with power
points from more than one source, so the power points in the shield must be
used for discrete manifestations.
Moderate clairsentience;
ML 6th; Craft Psionic Arms and Armor, knowledge of any 2nd-level power; Price
+10,800 gp.
MINDARMOR
This kind of
armor or shield grants the wearer a +3 insight bonus on Will saving throws to
resist all mind-affecting and/or compulsion powers.
Faint
psychokinesis; ML 5th; Craft Psionic Arms and Armor, empty mind; Price +24,000
gp.
PHASING
The wearer
of this kind of armor can move through wooden, plaster, or stone walls, but not
other materials. The wearer can call on this special ability as a standard action.
When the phasing ability is active, the wearer can pass through a wall or some
other kind of appropriate object for a total distance of 60 feet per day (see
below), breaking this distance up into several smaller passages or one long
one, as desired. A wearer who exceeds this daily distance limit while inside solid
material is ejected from the material at the point of entry, ending up prone in
front of the now-impassable barrier. Phasing through a wall that separates two
adjacent squares on the grid counts as 5 feet of distance. Phasing through a
wall or barrier of any greater thickness counts as a distance equal to the
barrier’s thickness plus 5 feet; for example, phasing through a 10-foot-thick
stone wall counts as 15 feet of distance.
Strong
psychoportation; ML 13th; Craft Psionic Arms and Armor, psionic phase door;
Price +65,520 gp.
POWER RESISTANCE
This kind of
armor or shield grants the wearer power resistance while it is worn. The power
resistance can be 13, 15, 17, or 19, depending on the amount that was built
into the armor or shield.
Moderate
clairsentience; ML 9th; Craft Psionic Arms and Armor, power resistance; Price
+2 bonus (PR 13); +3 bonus (PR 15); +4 bonus (PR 17); or +5 bonus (PR 19).
QUICKNESS
This kind of
armor increases the wearer’s speed by 5 feet. Thus, a character whose normal
speed in armor is 20 feet moves 25 feet in armor of quickness.
Faint
psychoportation; ML 4th; Craft Psionic Arms and Armor, burst; Price +1 bonus.
RADIANT
The wearer
of this kind of armor gains resistance 10 against energy attacks (acid, cold,
electricity, fire, or sonic). The armor absorbs the first 10 points of damage
dealt by any such attack, and this absorption causes it to radiate light for a
number of rounds equal to the points of damage absorbed. This light is
sufficient to illuminate a 60-foot-radius area. If the armor absorbs more
damage while it is radiating light, the newer radiant effect overlaps (does not
stack with) the effect that was already in place. For example, if the armor
absorbs 4 points of damage from one attack and another 6 points from an attack
2 rounds later, the armor radiates light for a total of 8 consecutive rounds. Likewise,
if the armor absorbs 10 points of damage from one attack and another 5 points
from an attack 2 rounds later, the armor radiates light for a total of 10
consecutive rounds.
Moderate
psychokinesis; ML 9th; Craft Psionic Arms and Armor; energy adaptation; Price
+4 bonus.
RANGED
The wielder
of a ranged shield can throw it in combat, with a range increment of 30 feet. While
in the air, the shield is treated in all ways as a ranged weapon and cannot be
blocked or grabbed except by those with appropriate feats. No matter the size
of the wielder, a buckler or light shield deals 1d6 points of damage and a
heavy one 1d8 points. (A tower shield cannot be created with this special
ability). The wielder’s Strength modifier and the shield’s enhancement bonus
add to the base damage. A ranged shield flies through the air back to the
creature that threw it. It returns to the wielder just before the creature’s
next turn (and is therefore ready to use again in that turn). Catching a ranged
shield when it comes back is a free action. If the wielder can’t catch it, or
if the wielder has moved since throwing it, the shield drops to the ground in
the square from which it was thrown.
Faint
psychokinesis; ML 5th; Craft Psionic Arms and Armor, far hand; Price +1 bonus.
SEEING
This kind of
armor grants a wider than normal field of vision, so that opponents flanking
the wearer gain only a +1 bonus on their attack rolls instead of +2 (rogues
still get their full sneak attack damage because the wearer is still flanked). The
wearer gains a +1 enhancement bonus on Spot checks but takes a –2 penalty on
saves against gaze attacks.
Faint
clairsentience; ML 5th; Craft Psionic Arms and Armor, ubiquitous vision; Price
+6,000 gp.
TIME BUTTRESS
This kind of
shield gives the wielder a chance to avoid telling blows by using time itself
as a shield. Once per day, the wielder can use timeless body as though manifesting
the power.
Strong
psychoportation; ML 17th; Craft Psionic Arms and Armor, timeless body; Price +5
bonus.
VANISHING
On command,
this suit of armor or shield renders its wearer and all the wearer’s equipment
invisible to the minds of others, as if he had manifested the power cloud mind.
The wearer can use this ability twice per day.
Faint
psychokinesis; ML 5th; Craft Psionic Arms and Armor, cloud mind; Price +3
bonus.
WALL
As a
standard action once per day, the wielder can drop this kind of shield at his
feet and command a wall of ectoplasm (as the power) to come into being, with
the shield as the point of origin for the effect. This effect forms a wall
whose area is up to twelve 10-foot squares
or a sphere or hemisphere with a radius of up to 12 feet. The wall dissipates
after 7 minutes, or sooner if the wielder of the shield reclaims it (thus
dismissing the effect).
Strong
metacreativity; ML 12th; Craft Psionic Arms and Armor, wall of ectoplasm; Price
+20,160 gp.
HEROES OF
BATTLE (3.5)
EASY TRAVELING
A suit of
easy traveling armor makes overland movement simpler to its wearer. The wearer
can carry up to a medium load as if it were a light load (ignoring the maximum
Dexterity bonus, check penalty, and reduced speed normally incurred by a medium
load). This applies only to the load carried by the character, not to any
reduction in speed caused by the armor itself. In addition, the wearer is able
to walk for up to 10 hours in a day before having to make Constitution checks
to avoid taking nonlethal damage (see page 164 of the Player’s Handbook).
Faint
transmutation; CL 5th; Craft Magic Arms and Armor, bear’s endurance; Price
+1,500 gp.
HERALDIC CRESTS
A heraldic
crest is a special magical property that can be placed on any light, heavy, or
tower shield with a +1 or higher enhancement bonus. Each heraldic crest grants
a minor benefit to the shield’s bearer so long as the bearer meets one of the
following criteria.
• Has the
Leadership feat; or
• Has one or
more commander auras (see page 75); or
• Has been
specially granted the right to use the heraldic crest by a lord, high priest,
or similar ruler. The DM is the final arbiter as to whether any character meets
this prerequisite. Each shield bearing a heraldic crest has a more potent ability
that can be used once per day. Any character who meets at least one of the
prerequisites can activate the magical power of the shield’s heraldic crest as
a free action. Unless otherwise noted, the power affects the shield’s bearer
only. No shield can bear more than one heraldic crest. If a shield with a
heraldic crest is imbued with a second crest, the first crest vanishes.
Crafting a Heraldic Crest
In addition
to the normal prerequisites for crafting a magic item, the creator of a
heraldic crest must meet at least one of the prerequisites given above for
activating the crest’s special power.
COURAGE
This symbol
depicts a pouncing lion. The bearer gains a +1 morale bonus on initiative
checks. Once per day, on command, the shield casts aid on the bearer.
Faint
enchantment; CL 5th; Craft Magic Arms and Armor, aid; Price 4,000 gp.
FEROCITY
This
heraldic crest depicts a charging boar. If the bearer has the rage class
feature, its duration is extended by 1 round. Once per day, on command, the
shield casts rage on the bearer (as the spell, with a duration of 5 rounds).
Faint
enchantment; CL 5th; Craft Magic Arms and Armor, rage; Price 6,000 gp.
GLORY
This crest
is emblazoned with a red sun rising above a golden field. The bearer gains a +1
morale bonus on melee weapon damage rolls. Once per day, on command, the shield
casts heroism on the bearer (as the spell, with a duration of 5 minutes).
Faint
enchantment; CL 5th; Craft Magic Arms and Armor, heroism; Price 11,000 gp.
HONOR
This emblem
depicts a noble stag. The bearer gains a +1 morale bonus on saves against
chaotic spells. Once per day, on command, the shield casts order’s wrath, centered
on the bearer.
Moderate
evocation; CL 8th; Craft Magic Arms and Armor, order’s wrath; Price 12,000 gp.
INSIGHT
This crest
shows a soaring owl. The bearer gains a +2 enhancement bonus on Spot checks. Once
per day, on command, the shield casts see invisibility on the bearer.
Faint
divination; CL 3rd; Craft Magic Arms and Armor, see invisibility; Price 5,000
gp.
VALIANT DEFENSE
This crest
shows a stone tower. The bearer gains a +1 deflection bonus to AC at all times.
Once per day, on command, the shield casts shield other on a designated
creature within 30 feet of the bearer (treat this as if the bearer were the
caster of the spell). While this effect is active, the bearer loses the
deflection bonus granted by the shield.
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, shield other; Price 6,000 gp.
RETALIATION
A suit of
armor with this special ability strikes back at foes who hit hard in melee. Each
time the wearer takes 10 or more points of damage from a single melee attack,
the armor deals 1d6 points of damage to the attacker. If the wearer is dropped
to below 0 hit points by a melee attack, the armor strikes the attacker for 3d6
points of damage. The damage from retaliation armor is treated as magic for the
purpose of overcoming damage reduction.
Strong
evocation; CL 9th; Craft Magic Arms and Armor, symbol of pain; Price +3 bonus.
LIBRIS
MORTIS (3.5)
ECTOPLASMIC FEEDBACK
A suit of
armor with this property creates a backlash of positive energy when its wearer
is hit by an incorporeal melee touch attack. This deals 1d6 points of damage to
the attacking creature (no save). The armor’s property has no effect on corporeal
creatures.
Faint
abjuration; CL 5th; Craft Magic Arms and Armor, ectoplasmic feedback; Price
+8,000 gp.
GHOST WARD
A suit of
armor or shield with this property allows its wearer to add the armor or
shield’s enhancement bonus (but not its armor or shield bonus) to his Armor
Class against incorporeal touch attacks (but not against other touch attacks).
Faint
abjuration; CL 5th; Craft Magic Arms and Armor, mage armor; Price +1 bonus.
MAGIC OF
INCARNUM (3.5)
SOULBOUND ARMOR OR SHIELD
A soulbound
suit of armor or shield allows its wearer to invest essentia to improve his
Armor Class.
Description:
Soulbound armor and shields have no special appearance except when essentia is
invested in them, at which point they take on a faint blue sheen.
Prerequisite:
Anyone can wear a soulbound shield or suit of soulbound armor, though only
those with an essentia pool can take advantage of its full benefit.
Activation:
Investing essentia in or reallocating essential invested in a soulbound shield
or suit of armor is part of the swift action required to invest or reallocate
essentia.
Effect: A
soulbound shield or suit of armor serves as a receptacle for the wearer’s
essentia much like a soulmeld. Every point of essentia invested in the shield
or armor increases its enhancement bonus to Armor Class by 1, up to a maximum
of +5. Soulbound armor and shields have an essentia capacity. Lesser soulbound
armor or shields have a maximum essentia capacity of 2, while greater soulbound
armor or shields have a maximum essentia capacity of 4. The maximum value of
essentia that can be invested in the armor or shield is equal to this capacity
or the character’s normal essentia capacity (see Table 2–1: Essentia Capacity),
whichever is less.
Chakra Bind:
Soulbound shields and suits of armor grant bonuses when they are bound to
chakras as described below.
Arms: If you
bind a soulbound shield to your arms chakra ,you gain a +4 insight bonus on
checks or rolls made to avoid being bull rushed or overrun, or to avoid the
shield being sundered.
Soul: If you
bind soulbound armor to your soul chakra, you gain a +4 insight bonus on saves
made against the attacks of creatures whose alignments are opposed to yours in
any way. For example, a lawful good character would gain this bonus against the
spells, spell-like abilities, and supernatural attacks of chaotic or evil
creatures, while a neutral good character would gain the bonus only against the
attacks of evil creatures. Neutral characters gain no benefit from this chakra
bind.
Aura and
Caster Level: Moderate abjuration (lesser) or strong abjuration (greater); CL
6th (lesser) or 18th (greater). Construction: Craft Magic Arms and Armor, magic
vestment, essentia pool 2 (lesser) or 4 (greater).
MINIATURES
HANDBOOK (3.5)
PAIRED
A shield
with this special ability is ringed by a series of scales that lock into a mesh
when brought in contact with an ally’s shield that possesses the same ability. The
wielder of a paired shield gains a +1 enhancement bonus to Armor Class for
every adjacent ally also wielding a paired shield.
Faint
abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus
PLANAR
HANDBOOK (3.5)
AMPHIBIOUS
This armor,
often decorated with a wave motif, enables a character to breathe water. The
wearer also gains a +5 competence bonus on Swim checks.
Faint
transmutation; CL 5th; Craft Magic Arms and Armor, water breathing; Price
+21,000 gp.
FIRE WARDING
This armor
negates the wearer’s vulnerability to fire. For example, a frost giant wearing
this armor takes only normal damage from fire.
Moderate
abjuration; CL 5th; Craft Magic Arms and Armor, protection from energy, creator
must have the cold subtype; Price +24,000 gp.
FROST WARDING
This armor
negates the wearer’s cold vulnerability. For example, a fire giant wearing this
armor takes only normal damage from cold.
Moderate
abjuration; CL 5th; Craft Magic Arms and Armor, protection from energy, creator
must have the fire subtype; Price +24,000 gp.
HAMATULA BARBS
Any creature
striking the wearer of this armor with a handheld weapon or a natural weapon
takes 1d8 points of slashing and piercing damage from the armor’s barbs. This
damage does not apply to attackers using reach weapons, such as longspears. The
wearer is not harmed by the armor’s barbs.
Faint
transmutation; CL 3rd; Craft Magic Arms and Armor, hamatula barbs; Price +2
bonus.
PLANAR TOLERANCE
A suit of
armor or a shield with this ability negates the natural effects of all planes
as if the wearer were affected by a planar tolerance spell.
Strong
abjuration; CL 8th; Craft Magic Arms and Armor, planar tolerance; Price +25,000
gp.
SLIMY
A suit of
armor or a shield with this property always appears tacky, as if in covered in
partially dried, gooey red jelly. Up to three times per day, the wearer can
speak a command word to coat himself with the effect of a babau slime spell (see
page 95).
Faint
transmutation; CL 5th; Craft Magic Arms and Armor, babau slime; Price 16,200
gp.
STYPTIC
The wearer
of a suit of armor with this property does not suffer ongoing blood loss such
as from dying or infernal wounds (see the infernal wound spell, page 99). The
wounds will automatically close, preventing further hit point loss and
stabilizing a dying character. In addition, the wearer has a 25% chance of
being unaffected by a blood-draining attack that depletes Constitution, such as
a vampire’s or stirge’s blood drain ability or the effect of a wounding weapon.
Faint
transmutation; CL 7th; Craft Magic Arms and Armor, creator must have 10 ranks
in Heal; Price +2 bonus.
PLAYER’S
GUIDE TO FAERÛN (3.5)
DEATH WARD
This armor’s
magic confers a death ward effect on the wearer once per day for a duration of
7 minutes. The protection automatically takes effect the first time the wearer
is exposed to a negative energy or death effect in the course of a day. This armor
property replaces both the death ward and the negative energy protection
special abilities described in Magic of Faerûn.
Moderate
necromancy; CL 7th; Craft Magic Arms and Armor, death ward; Price +2 bonus.
PLAYER’S
HANDBOOK 2 (3.5)
TWILIGHT
This armor
special ability, which first appeared in the Book of Exalted Deeds supplement,
is of particular use to duskblades. Such armor becomes translucent when donned
and possesses a faint sunset-colored sheen. Twilight armor reduces the chance
of arcane spell failure by 10%.
Faint
abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus.
RACES OF
THE WILD (3.5)
WOODWALK
Armor with
this special ability allows the wearer to enter a tree and exit from another
tree as if under the effect of tree stride, but only if he has the woodland
stride ability. Using this ability is a free action, but the wearer can use it only
three times each day (that is, he can enter one tree and exit from another one
on three occasions in 24 hours). Woodwalk armor is a favorite among elf and
raptoran
druids and
rangers.
Moderate
transmutation; CL 9th; Craft Magic Arms and Armor, tree stride; Price +9,000
gp.
SANDSTORM
(3.5)
COOL
This special
ability can be placed only on a suit of armor. The suit’s wearer does not take
the normal –4 penalty on Fortitude saves to resist the effects of hot
environments.
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, endure elements; Price +2,400
gp.
DESSICATION RESISTANCE
This special
ability can be placed only on a suit of armor. The armor absorbs the first 10
points of dessication damage per attack that the wearer would normally take.
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, protection from dessication;
Price +9,000 gp.
SCORPION CARAPACE
This special
ability can be placed only on a suit of armor. A favorite of many desert
fighters, this suit of armor contains the essence of and has a visual
resemblance to a desert scorpion. The wearer gains the benefit of the
Scorpion’s Resolve and Scorpion’s Sense feats (see page 53).
Moderate transmutation;
CL 9th; Craft Magic Arms and Armor, Scorpion’s Resolve and Scorpion’s Sense or resistance,
and creator must be 12th level; Price +32,000 gp.
SHINING
SOUTH (3.5)
ANCHORING
A character
wearing a suit of armor or a shield with this property is difficult to move
from his position during a fight. The wearer gains a +5 enhancement bonus on
the appropriate ability checks to resist bull rush, overrun, and trip attacks.
Faint
transmutation; CL 5th; Craft Magic Arms and Armor, bull’s strength; Price +3,750
gp.
ANCHORING, GREATER
As
anchoring, except it grants a +10 enhancement bonus on the appropriate ability
checks against bull rush, overrun,and trip attacks.
Moderate
transmutation; CL 10th; Craft Magic Arms and Armor, bull’s strength; Price
+15,000 gp.
BLINKING
On command,
a character wearing armor with this property can blink back and forth from the
Material Plane and the Ethereal Plane (as the blink spell). This ability can be
activated once per day and lasts for 1 minute.
Faint
transmutation; CL 10th; Craft Magic Arms and Armor, blink; Price +15,000 gp.
BLURRING
The form of
a creature wearing this type of armor or shield shifts and wavers. This
distortion grants the wearer concealment (20% miss chance). Those who cannot
see the wearer may ignore the effect, as can someone under the effect of true
seeing.
Faint
illusion; CL 3rd; Craft Arms and Armor, blur; Price +36,000 gp.
COMFORT
Armor with
this property allows its wearer to ignore the effects of intense natural heat
or cold. The character can exist comfortably in conditions between –50 and 140
degrees Fahrenheit without having to make Fortitude saves (as described on
pages 302 and 303 of the Dungeon Master’s Guide). The character’s other
equipment is likewise protected.
Faint
abjuration; CL 5th; Craft Magic Arms and Armor, endure elements; Price +5,000
gp.
FREEDOM
A character
wearing armor with this property can act as if continually under the effect of
a freedom of movement spell.
Moderate
abjuration; CL 7th; Craft Magic Arms and Armor, freedom of movement; Price
+60,000 gp.
HEALING
When someone
wearing armor with this property is rendered disabled or dying from injuries,
the armor heals 20 points of damage automatically (the wearer does not need to
activate the property). This ability functions once per day.
Moderate
evocation; CL 11th; Craft Magic Arms and Armor, contingency, cure moderate
wounds; Price +32,000 gp.
HEALTH
A character
wearing a suit of armor or a shield with this property is immune to all types
of diseases, whether natural or supernatural.
Faint
conjuration; CL 5th; Craft Magic Arms and Armor, remove disease; Price +11,250
gp.
MASKING
A suit of
armor or a shield with this ability protects its wearer and his gear from
divination spells and items (such as crystal balls). If a divination is
attempted on the wearer, the caster of the divination must succeed on a DC 20
caster level check.
Faint
abjuration; CL 5th; Craft Magic Arms and Armor, nondetection; Price +45,000 gp.
MENACING
Armor or
shields with this property allow their users to terrify foes. Three times per
day, on command, the wearer becomes frightening, forcing any opponent within 30
feet and with fewer HD than she possesses to make a Will saving throw (DC 10 +
1/2 the wearer’s HD + her Cha modifier). Those who fail become panicked for 10
rounds and cower if cornered. Those who make the saving throw are shaken for 1
round, but are immune to further uses of this ability from the same menacing
armor for 24 hours.
Moderate
necromancy; CL 9th; Craft Magic Arms and Armor, Selective Spell, fear; Price
+60,000 gp.
MIRROR IMAGE
On command,
three times per day, a suit of armor or a shield with this property allows the
user create images of himself such as those created by the mirror image spell. The
ability creates six images that last for 6 minutes or until they are struck,
whichever comes first.
Moderate
illusion; CL 6th; Craft Magic Arms and Armor, mirror image; Price +20,000 gp.
PROOF AGAINST ENCHANTMENTS
A character
wearing a suit of armor or a shield that possesses this property gains immunity
to the first three enchantment spells that would otherwise affect him each day.
Moderate
abjuration; CL 9th; Craft Magic Arms and Armor, break enchantment; Price
+50,000 gp.
SAILING
The wearer
of armor with this quality automatically succeeds on Balance checks (up to DC
20) while on board a ship. Though its weight does not change, the armor itself
is slightly buoyant, granting the wearer a +5 circumstance bonus on Swim
checks.
Moderate
transmutation; CL 6th; Craft Magic Arms and Armor, sea legs, creator must have
5 ranks in the Swim skill; Price +20,000 gp.
SANCTUARY
Three times
per day, on command, a character wearing armor or a shield with this property
is protected as if by a sanctuary spell (Will DC 11 negates). The effect lasts
for 1 minute.
Moderate
abjuration; CL 10th; Craft Magic Arms and Armor, sanctuary; Price +1 bonus.
VERMIN CONTROLLING
The wearer
of a suit of armor or a shield with this property may control up to 26 HD of
vermin per day, similar to the undead controlling property (see the Dungeon
Master’s Guide for more details). At dawn each day, the wearer loses control of
the vermin still under his sway. Armor or shields with this ability appear to
be made of segmented body parts (such as an arachnid or an insect); this feature
is entirely decorative and has no other effect on the armor.
Strong
enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price
+49,000 gp.
STORMWRACK
(3.5)
BUOYANT
This special
ability can be placed only on a suit of armor. Buoyant armor looks no different
from a normal suit, but it is much lighter. It weighs only half as much as
normal, and its armor check penalty is not doubled for Swim checks. The armor
is no less awkward to wear, however, so medium and heavy armors still slow the
wearer.
Moderate
transmutation; CL 7th; Craft Magic Arms and Armor, freedom of movement; Price
+1 bonus.
DEEP
This special
ability can be placed only on a suit of armor. A suit of deep armor is a dull
black color. The wearer gains the ability to breathe water and is immune to
damage from cold water and to pressure in extreme depths of water. Additionally,
he gains darkvision out to 60 feet.
Moderate
transmutation; CL 9th; Craft Magic Arms and Armor, transformation of the deeps;
Price +22,500 gp.
GILLED
This special
ability can be placed only on a suit of armor. Gilled armor has a decorative
fluted border around the neck. A water-breathing wearer of gilled armor can
breathe and speak freely in air.
Moderate
transmutation; CL 5th; Craft Magic Arms and Armor, air breathing; Price +7,500
gp.
NACREOUS
A shield or
suit of nacreous armor has a pearlescent sheen. The wearer has improved
protection from piercing weapons, gaining an additional +2 bonus to AC against
such attacks.
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, mage armor; Price +1 bonus.
UNDERDARK
(3.5)
DROWCRAFT
Drowcraft
armors were once common, but they have fallen out of everyday use in many drow
cities. Drowcraft armor provides a +2 deflection bonus to Armor Class if the
wearer is in an earth node or area of faerzress. Outside these areas, the
deflection bonus is lost, but the armor otherwise functions normally.Drowcraft
armor that is exposed to sunlight must make aDC 8 Fortitude save or dissolve
utterly.A new save at the same DC is required for each day ofexposure.Covered
armor and armor exposed to indirect light (such as indoors) are still
vulnerable to this effect, but a drowcraft armor can be kept safe indefinitely
inside a lead-lined case. A drowcraft armor treated with darkoil (see Special
Items, above) is immune to the effects of sunlight.
Strong
abjuration; CL 12th; Craft Magic Arms and Armor, contingency, disintegrate,
drow; Price +1 bonus.
Halfweight:
All halfweight armors are exceptionally crafted works of art that use psionic circuitry,
exceptional materials, and unbelievable articulation engineering to reduce the
weight of normal armor to half its listed weight. A halfweight armor is treated
as light armor in every way, except that the protection it provides is not
affected. Thus, +1 halfweight breastplate is light armor and can be used without
penalty by someone who has proficiency only with light armor.
Moderate
transmutation; CL 8th; Craft Magic Arms and Armor or Craft Psionic Arms and
Armor, psionic creature; Price +3 bonus (+2 bonus if used on illithidwrought
armor).
ILLITHIDWROUGHT
Illithidwrought
armors are common enough within the confines of illithid-controlled areas, but
they are little known in the world beyond. Such armors sometimes seem to have
minds of their own, moving and shifting almost imperceptibly, even when not
worn. An
illithidwrought armor grants any wearer a +1 insight bonus to Armor Class. This
bonus rises to +2 for a psionic creature.
Moderate
divination; CL 8th; Craft Magic Arms and Armor or Craft Psionic Arms and Armor,
psionic creature; Price +2 bonus.
MALLEABLE
Malleable
armor allows its wearer to move naturally in the cramped quarters of caves and
tunnels. The wearer of malleable armor
ignores the speed reduction for hampered movement when moving in a narrow
space(an area smaller than but at least one-half of the wearer’s space) or a
low space (an area shorter than but at least onehalf of the wearer’s height). The
wearer also retains his Dexterity bonus (if any) to his Armor Class. If the
space is both narrow and low, the wearer functions as if only one of those
conditions applied.
Moderate
transmutation; CL 7th; Craft Magic Arms and Armor, Tunnelrunner feat; Price +1
bonus.
STARVER
Armor
created with this special ability is so named because more than a few mind
flayers have lost tentacles to its slashing blades. Such armor incorporates a
special defense against creatures that attempt to grab or swallow the wearer. When
an enemy attempts a grapple check against the wearer, razor-sharp blades spring
out in all directions, dealing 2d6 points of slashing damage to the grappling creature.
The blades instantly retract if the wearer is released; otherwise, they
continue to deal 2d6 points of damage to the grappling creature each round on
the wearer’s turn. They also deal damage against any creature that has swallowed
the wearer.
Should the
wearer die, the blades become inert.
Moderate
transmutation; CL 7th; Craft Magic Arms and Armor; Price +2 bonus.
XORN MOVEMENT
This
property grants the wearer the benefit of the xorn movement spell (see Chapter
4) for 9 rounds per day. This duration need not be used all at once.
Moderate
transmutation; CL 9th; Craft Magic Arms and Armor, xorn movement; Price 36,000
gp more than the armor’s normal price.
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