Speical Abilites for Armor and Shields

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.



No comments:

Post a Comment