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3.5 Armor Enhancements

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Ability Shield

You add one of your mental ability score as a shield bonus to your Armor Class (up to +7) with some limits. This
shield bonus only apply for the first attack in a round plus one additional attack per point of enhancement bonus the
armor possess. If the armor has 5 or more enhancement bonus then it apply to all attacks made against you in a
round. This shield bonus to AC don't not stack with other items or ability allow you to add ability score to AC.
Moderate Abjuration; CL 1st; Craft Magic Arms and Armor, shield; Price: +1.
Adorable
"I can't hurt him. It's... it's so cuuuute!"
Your armor transforms into something adorable and cute-looking. Hard iron appears as soft fur, deadly spikes look
like brightly colored feathers, and other glamorous options. Adorable armor is guaranteed to make anyone appear
cute no matter what. Non-evil creatures attacking a creature with adorable armor take a -2 morale penalty on attacks.
The user of the armor also gains a +1 competence bonus on Bluff, Diplomacy, and Gather Information checks, and a
-2 penalty on Intimidate checks.
Adorable may be taken multiple times, the bonuses (and penalties) stacking with itself.
Faint Enchantment; CL 5th; Craft Magic Arms and Armor, charm monster; Price: +1.
Antifreeze
Antifreeze items have thin tracings down their sides filled with a pale blue-green liquid. No matter where they seem
to be, the item never seems to ice up in any degree of freezing conditions. An antifreeze weapon, armor, or shield is
immune to the effects of cold damage and protects its wielder from extreme cold damage when used. It shields the
user as if they were under endure elements (cold only).
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, endure elements, resist energy; Price: 500 gp.
Antistrain
Gain protection against spellstrained levels. Every time you gain non-permanent spellstrained levels, decrease the
amount you gain by two to a minimum of zero.
Faint; CL 5; Craft Magic Arms and Armor, Arcane Bane; Price: +1.
Compression
A compression item can well compress itself into a small item such as a ring or a belt. When applying the
compression enhancement to a item choose a body slot, the item gain an essentially weightless alternate form of
your choosing occupying that body slot. While in it alternate form the item look like a magical trinket of the
creator's choosing upon enhancing, a suit of armor could for example look like a wrist watch or a ring. While in it
alternate form the item do not grant any of it normal benefits, it is essentially inactive. Switching between alternate
form require a move or swift action.
You automatically pass any Sleight of Hand checks when attempting to hide a weapon in it alternate form unless the
opposing party is able to identify it as a compression weapon, even then you receive a +5 bonus on your Sleight of
Hand check.
The drawback is that the item also count as occupying both it original body slot and the alternate form body slot
unless it was made into an held item, but then it can only switch to it original form when held which is not as
convenient. If the same body slot is occupied by another magic item when attempting to switch between the forms
of the compression item then the attempt fail and the item remain in it current form.
Moderate transmutation; CL 10; Craft Magic Arms and Armor, shrink item; Price: +1,000.
Compression Matrix
A compression matrix armor you to store your entire inventory in a single item. Compression matrix can only be
added to an item with the compression enhancement. With 10 minute of preparation it is possible to assign any
number of worn items to a particular compression matrix, each of those items essentially gain the compression
enhancement (even if they normally couldn't get it) however they are all stored in the slot as the item with
compression matrix.
By example Herake the fighter has a +1 Compression Matrix full-plate armor, it alternate form is a pair of steel
bracers (occupying the hands slot). He assign both his rings, his boots and his headband to his compression matrix.
Whenever he use the alternate form of his full-plate armor all the assigned item also fuse with the steel bracers and
return when he switch it back to a full-plate.
It is possible to have multiple item with compression matrix on your person, however an item with compression
matrix cannot be assigned to another compression matrix. This does however allow someone to have many items on
the go.
Moderate transmutation; CL 10; Craft magic arms and armor, shrink item; Price: +1.
Coolant
Coolant items have thin tracing down their sides filled with a deep grey-blue liquid. No matter where they seem to
be, their item never seems to grow overly warm or glow from heat in any amount of hot conditions. A coolant
weapon, armor, or shield is immune to the effects of heat damage and protect its wielder from extreme heat damage
when used. It shields the user as if they were under endure elements (heat only).
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, endure elements, resist energy; Price: 500 gp.
Corrosion Nix
Corrosion Nix: This enhancement completely protects the warded object against rust (magical or otherwise),
including the attack of a rust monster as well as being immune to acid damage. This enhancement may be placed
upon armor, shields and weapons.

Moderate Transmutation; CL 7th; Craft Magic Arms and Armor, rusting grasp; Price: 500 gp.
Dauntless
Wearing this armor offers some scant protection against attacks that target the mind.
This suit of armor appears more regal and imposing than others of its type. Just looking at it is inspiring.
While wearing armor with this prop-erty, you gain a +1 resistance bonus on Will saving throws.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, Owl's Wisdom, resistance; Price: 500 gp.
Dauntless, Greater [Synergy]
Wearing this armor offers significant protection against attacks that target the mind.
As Dauntless, except you gain a +5 resistance bonus on Will saving throws.
Synergy Prerequisite: Dauntless, Improved
Strong transmutation; CL 15th; Craft Magic Arms and Armor, Owl's Wisdom, resistance; Price: 8000 gp.
Dauntless, Improved [Synergy]
Wearing this armor offers solid protection against attacks that target the mind.
As Dauntless, except you gain a +3 resistance bonus on Will saving throws.
Synergy Prerequisite: Dauntless
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, Owl's Wisdom, resistance; Price: 4000 gp.
Defiant
An enchantment that evens the odds. Defiant armor, shields and weaponry react to the number of present enemies
versus the number of present allies, buffing the user accordingly. At the beginning of the encounter, you choose one
effect for the item to bestow upon you that encounter; Attempting to change the effect again during the encounter
takes a DC 15 Will save. Each time after that, the DC increases by 5.
For reference, X is equal to the number of designated foes present in this encounter, minus the number of allies.
Foes are those who have attempted to harm you in the past 24 hours; Anything that would break an Invisibility spell
causes them to count as an enemy. Allies are those who have harmed designated foes, or helped to defend you
against attacks from foes. Y is equal to half of X, rounded up. Z is equal to one-quarter of X, rounded up.
Armor/Shield[edit]
• Damage Reduction: The item grants DR X/-.
• Deflection: The item grants Y as a Deflection bonus to AC.
• Spellward: The item grants you Spell Dampening Y.
• Revitilization: The item grants Fasting Healing Z.
Weapon[edit]
• Striking: The weapon deals +X damage on-hit.
• Surestrike: The weapon gains a +Y bonus on attack rolls.
• Spellblast: The weapon causes spells you cast to deal +Y damage per target.
• Wardpiercing: The weapon allows you to ignore an amount of Spell Dampening equal to Z.

Strong Abjuration; CL 10; Craft Magic Arms and Armor, Defiance; Price: +2.
Durable
This suit of armor grants DR 2/adamantine. This enhancement can be added multiple times, each time increasing the
DR/adamantine by 2 each time.
Moderate Transmutation; CL 7th; Craft Wondrous Item, stoneskin; Price +1.
Energy Shield
An armor enchanted with this ability grants its bearer a given number (X) of temporary hits points every few (Y)
rounds. These temporary hit points are lost before the wearer's actual hit points take damage.

A Note on Balance and Cost

The cost of this item was calculated using the Character Wealth by Level table given in the Dungeon
Master's Guide and with secondary consideration to the suggestion that a character not be able to
spend more than 1/3 of their wealth on a single item. Campaigns which do not adhere to these
guidelines may have differing results upon incorporation of this item.

Notes:
• A shield may not take more than 5 rounds to recharge.
• A shield recharges at the beginning of the user's turn if an appropriate number of rounds have passed.
• A shield confers no special immunity to grappling or status effects, though it does protect the bearer from
other types of damage, such as from energy sources.
The cost of this enhancement depends on the shield's deflective power and how quickly it regenerates once
overwhelmed.
The formula for determining shield value is as follows: X * (1/Y). To determine price this figure is first divided by
5, then squared, then multiplied by 1000. A table is given below for quick consultation.
Energy Shield Costs

Shield Value Cost

5 1000

10 4000

15 9000

20 16000
25 25000

30 36000

35 49000

40 64000

45 81000

50 100000

55 121000

60 144000

65 169000

70 196000

75 225000

80 256000

85 289000

90 324000

95 361000

100 400000

• Shield Value 5-20: Faint abjuration, aid, mage armor, or shield.


• Shield Value 25-50: Moderate abjuration; stoneskin.
• Shield Value 55-95: Strong abjuration; repel metal or stone.
• Shield Value 100+: Overwhelming abjuration.
Foreceplate
Forceplate armor and shields shimmers and seems translucent, as if it were made of glass. The material becomes
part force effect similar to bracers of armor. Your armor or shield has no max dexterity, no armor check penalty, no
arcane spell failure, and no weight. Its armor bonus applies to touch attacks. If it is a tower shield, it loses the -2
penalty to attack rolls. Forceplate armor counts as both its original type of armor and as non-armor whenever
beneficial, allowing classes such as the monk for benefit from its effects.
Strong Conjuration; CL 20th; Craft Magic Arms and Armor, mage armor; Price: +5.
Formfitting
Form fitting armor and shields have their armor check penalty lowered, flexing perfectly in time with your own
body. The armor appears to flex and take the form of the body held underneath. The armor check penalty is lowered
by 1 point for every 500 gp spent (minimum 0 armor check penalty).
For example, a suit of masterwork full plate (-5 ACP) can be reduced to 0 ACP for the cost of 2500 gp (5 x 500 gp).
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, alter self; Price: 500 gp per bonus.
Full speed equipment
Full speed equipment removes the penalty to your speed when worn by a proficient character. Other effects that may
slow a character down still apply as normal. A character must be proficient with the item to benefit from this
enhancement.
• Medium Armor or Shield: +1 Enhancement.
• Heavy Armor: +1 Enhancement +2,000 gp.
Example: A full speed breastplate worn by a medium human fighter while carrying a light load moves at 30 feet
instead of 20 feet.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor and either expeditious retreat or bull's strength; Price:
+1 with an additional +2,000 gp for heavy armor.
Glass Shield
High risk high reward, a glass shield armor grant formidable protection at the cost of making any actual hit
devastating. While wearing a glass shield armor you gain a deflection bonus to your AC equal to one half of your
armor's armor bonus. However any attacks that hit you are critical threats, the critical multiplier is increased by 1
point and the creature gain a +4 bonus to confirm the critical hit. If you are hit with a natural 20 it is a confirmed
critical hit instead and the critical multiplier is increased by 2 points.
While wearing glass shield armor you lose all fortification and immunity to critical hit.
Moderate Abjuration; CL 9th; Craft magic arms and armor, mage armor; Price: +1.
Gravity Resistant
Gravity Resistant armor seems to be unusually lightweight for its build, and is easier to carry. Wearing it makes you
seem to resist the pull of gravity easier. Gravity Resistant armor or shields have a vague purple sheen coating them,
and when tossed seem to drift longer than they should, as well as fall slower than normal. Armor or shields with this
enchantment have their weight cut by 25% and are considered one size category smaller (such as heavy armor
becoming medium armor or tower shields becoming heavy shields) for purpose of proficiency and other effects
based on type of armor or shield. Armor users (but not shields) also reduce a number of dice of damage equal to the
enchantment bonus of the item off of any fall damage. For example a +3 gravity resistant breastplate would prevent
3d6 worth of damage.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, levitate; Price: +1.
Graze[edit]
When an attack misses your AC by 5 or less, you may make a 5 foot step as a non-action action. This does not count
towards your 5 ft steps you are allowed, nor prevent you from taking other move actions.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, expeditious retreat; Price: +1.
Helpless Guile[edit]
Armor with this enchantment makes it hard for weak-willed foes to attack you. Whenever a foe attempts to attack
you, whether with a weapon or with a targeted spell, they must make a DC 13 Will save or be unable to complete the
action, loosing that part of their turn.
The save DC is increased by a number equal to the armor's Enchantment Bonus, but also lessened by an amount
equal to the armor's base AC bonus - This is because the magic of the armor reinforces the enchantment, but because
the enchantment relies on making you look helpless, intimidating armor makes you seem more threatening and thus
hinders the magic (And as such, +1 Leather armor of Helpless Guile is much better than +4 Full Plate of Helpless
Guile).
Having a weapon drawn also reduces the save DC by a number equal to the weapon's average damage - Thus a +1
Dagger (Average damage = 3) would reduces the DC by 3, or a Greatsword (Average = 7) would likewise reduce
the daylights out of the DC.
Whenever you take a harmful action (Such as attacking, using an offensive spell, and so forth), the effect of this
enchantment is broken until you have spent one minute performing harmless actions or no actions. The wearer can
otherwise act normally, and use nonattack spells and abilities, but anything that would break the Invisibility spell
also breaks the protection of this armor.
Note that foes can also use nonattack spells against you, and this enchantment confers no protection against area
attacks you happen to get caught in. Furthermore, they can attack you indirectly, such as summoning a creature to
attack you - But of course, the creature would then suffer the effects of the armor's enchantment.
Creatures immune to charm, compulsion, Enchantment or mind-affecting effects are immune to this enchantment;
And creatures with resistance to abilities from the Enchantment school may apply their resistance to this
enchantment as well (Thus, Elves would be able to apply their +2 bonus on Will saves against Enchantment).
Moderate Enchantment and Abjuration; CL 8; Craft Magic Arms and Armor, Sanctuary OR Armor of Helplessness;
Price: +2 bonus.
Hyperpoised[edit]
Your armor is indomitable, no matter the injury you do not flinch. An armor with the Hyperpoised grant the user the
Hyper Armor ability and count you armor as heavy armor for the purpose of damage reduction granted by material.
Strong Transmutation; CL 15th; Craft Magic Arms and Armor, totemic power; Price: +4.
Insulated
Insulated items have thin copper wiring down their sides ending in rubber caps and endpoints. Even if struck by a
massive pulse of electromagnetic energy, insulated items seem unaffected. An insulated weapon, armor, or shield is
immune to the effects of electrical damage and is treated as non-magnetic and non-metallic for the purposes of spells
and other effects (but not against rust). For example, repel metal or stone has no effect on an insulated item.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, resist energy; Price: 500 gp.
Invulnerable[edit]
This is homebrew, you might be looking for the joke of an enhancement that is Invulnerability.
This suit of armor reduces all hit point damage by 5 before applying other effects such as damage reduction or
energy resistance. It works against physical damage as well as energy damage, even force damage.
Moderate Evocation; CL 11th; Craft Wondrous Item, shield other, wall of force; Price +3.
Juking
Once per encounter those wearing juking armor can dodge as an immediate action, gaining a +4 dodge bonus to AC
and Reflex saves and the benefits of improved evasion (regardless of armor category) until the end of your next turn.
If you already have evasion or improved evasion you can use it at all times in heavy armor, encumbered, or even if
you are rendered immobile.
Faint Illusion; CL 5th; Craft Magic Arms and Armor, displacement; Price: +2.
Luminous
On command, a luminous item glows like a candle, dimly illuminating a 5 foot square, or as brightly as a torch,
shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) or commanded off, shedding no
light at all. When shedding bright light, this illumination counters darkness spells of an equal or lower level (as a
2nd level spell), suppressing both effects when their areas overlap.
Magical items that already shed light because of their initial enchantment may even be commanded to suppress their
glow with this enchantment.
Faint Evocation (Light); CL 3rd; Craft Magic Arms and Armor, continual flame; Price: 100 gp.
Material Composite[edit]
A piece of armor, shield or weapon enhanced with material composite effectively gains benefits as if it were made
from an additional material. The armor, shield or weapon gains all benefits from being made of the chosen material
plus it original material. At your choice you may also apply an additional item template instead of a material.
In order to apply material composite to a piece of equipment you must supply enough material to make the item out
of it, costing the half the price as if you normally made the piece of equipment out of the chosen material. Unlike a
normal magical enhancement, material composite is an extraordinary effect. You may only apply the material
composite enhancement once on a particular item.
Faint transmutation; CL 11th; Craft Magic Arms and Armor; Price: +1 plus appropriate material cost.
Mirage[edit]
Cause your armor to appear as a different kind of armor.
Armor with the mirage enhancement can appear as any type of armor in any style the wearer desires. Though it still
appears as armor sized for a creature of the wearer's size, the wearer chooses the shape, color, fine details, materials,
etc. The armor retains all its properties (including weight) while miraged. Only a true seeing spell or similar magic
reveals the true nature of the armor while miraged.
faint illusion; CL 3rd; Craft Magic Arms HYPERLINK "/wiki/Craft_Magic_Arms_and_Armor" HYPERLINK
"/wiki/Craft_Magic_Arms_and_Armor" HYPERLINK "/wiki/Craft_Magic_Arms_and_Armor"& HYPERLINK
"/wiki/Craft_Magic_Arms_and_Armor" HYPERLINK "/wiki/Craft_Magic_Arms_and_Armor" HYPERLINK
"/wiki/Craft_Magic_Arms_and_Armor" Armor, disguise self; Price: 500 gp.
Nimble equipment
Nimble equipment comes with a cost in equivalent enhancement value plus an additional flat cost depending on the
armor type. Shields that incur a Max Dex value are treated as medium armor for this purpose. An item can only have
an increase up to +5 to Max Dex from this enhancement.
• Light Armor: +1 Enhancement and +1,000 gp per +1 increase in Max Dex bonus.
• Medium Armor or Shield: +2 Enhancement +1,000 gp per +1 increase in Max Dex bonus.
• Heavy Armor: +3 Enhancement +1,000 gp per +1 increase in Max Dex bonus.
Example: A +1 nimble (4) full plate armor increases the armor's Maximum Dexterity bonus to +5 and costs 20,000
for the enchanting (16,000 for the base +4 equivalent and 4,000 gp for the total +4 to Max Dex increase).
Faint Transmutation; CL 5th; Craft Magic Arms and Armor and either freedom of movement or cat's grace; Price:
+1, +2, or +3 with an additional +1,000 per +1 Max Dex.
Noble Perfumed Regalia[edit]
Command attention and presence with this enhancement. Wearing noble perfumed regalia grants the wearer the
effects of regal presence, allowing the sanctuary effect to be used 3/day without the need of the signet component. It
always remains clean and repairs itself if damaged (1 hp/round). A unique gentle scent (custom to each noble
perfumed regalia) of incense and perfume exudes from it, granting an observer a +4 bonus on checks made to
identify the wearer (such as seeing through a disguise or tracking by scent).
This item is typically made from a noble's outfit or royal outfit, but if made from a different set of clothes or armor it
must have an additional 75 gp worth of gems, adornments or additional mundane material costs added to it.
Faint Enchantment; CL 1st; Craft Magic Arms and Armor, regal presence; Price: 1,800 gp.
Nullstrain
Gain protection against spellstrained. You are immune to non-permanent spellstrained levels.
Moderate; CL 12; Craft Magic Arms and Armor, Arcane Bane; Price: +3.
Phantom Weight[edit]
A phantom weight armor or shield count as heavier or lighter when appropriate. The enhanced armor or shield's
weight category count as being the most advantageous possible for effects such as material, class features and such.
By example a +1 phantom weight adamantine chain shirt would give you damage reduction as if it was heavy
armor.
Phantom weight do not change the proficiency needed to wear an armor or wield a shield nor change any statistic of
the armor or shield itself.
Faint transmutation; CL 5; Craft Magic Arms and Armor,; Price: +1.
Refitting[edit]
This halfling's breastplate is too small, but you slip it on anyway for comedic sake. To your surprise, it stretches to
human proportions.
Refitting armor changes size to fit its wearer, as well as providing a deterrent against thieves. When a suit of
refitting armor is donned it will automatically adjust to the new size (but not new shape if the wielder no longer has
the same basic body type). It can grow in size to make removing the armor easier, decreasing the donning time by
one category (light armor is donned as a shield, a move action). In addition ownership can be claimed after wearing
the armor for 24 hours. If previously owned by another, the original owner can set a trap for the armor to constrict
when donned by someone they haven't excluded. If this happens the armor shrinks, and the poor victim is entangled
until they remove the armor, which takes twice as long as normal. This is a magical enhancement that can be added
by a wizard or magical armor crafter to any suit, magical or mundane.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, alter self; Price: 5000 gp.
Sacrificial Bloodhide[edit]
A sacrificial bloodhide armor is an occult enhancement that employs the power of blood to transform your armor
into a second skin. When you intentionally injure yourself with a weapon while wearing sacrificial bloodhide armor,
it binds itself to your skin violently and becomes more like armored scales with deadly spines, and whose plates and
fabric flex and breathe as you do. You need a piercing or slashing weapon to activate your enhanced armor, or a
weapon equipped with a blood pin hilt.
As an attack action you injure yourself with your weapon, not dealing your normal damage but instead dealing
instant bleedout. In return for 1 minute the armor loses its Maximum Dexterity (if any) and reduces your armor
check penalty and arcane spell failure to 0. Your armor is considered natural armor in this form when beneficial.
You gain armor spikes on your armor which you are proficient with. If you already have armor spikes, the damage
die goes up by one size. The armor spikes have the same enhancement bonus as your armor, if any. Because the
armor has fused to your skin, removing the armor in this state is impossible.
If you have the blood pin hilt, activating your armor for this is a free action.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, alter self; Price: +1.
Sacrificial Lifelock[edit]
A sacrificial lifelock armor is an occult enhancement that employs the power of blood to empower your armor with
protection. When you intentionally injure yourself with a weapon while wearing sacrificial lifelock armor, it obtains
a armor buff that protects you against the forces of undeath. Lifelocked armor is covered in your own blood, which
seems to actively refresh itself without end. You need a piercing or slashing weapon to activate your enhanced
armor, or a weapon equipped with a blood pin hilt.
As an attack action you injure yourself with your weapon, not dealing your normal damage but instead dealing
instant bleedout. In return for 1 minute the armor renders you immune to Death effects, and gives you negative
energy resistance equal to your HD + 10. If you are struck with an attack that drains blood (such as a vampire's bite
or a Wounding weapon) you can negate a single attack as an immediate action. However, this immediately ends the
lifelock effect.
If you have the blood pin hilt, activating your armor for this is a free action.
Moderate Abjuration; CL 7th; Craft Magic Arms and Armor, death ward; Price: +2.
Sacrificial Swiftskin[edit]
A sacrificial swiftskin armor is an occult enhancement that employs the power of blood to increase your reaction
speed and reflexes at the cost of your life. When you intentionally injure yourself with a weapon while wearing
sacrificial swiftskin armor, it wraps tightly about you and accelerates your movements. You need a piercing or
slashing weapon to activate your enhanced armor, or a weapon equipped with a blood pin hilt.
As an attack action you injure yourself with your weapon, not dealing your normal damage but instead dealing
instant bleedout. In return for 1 minute you gain an additional move action each round, your place in initiative
increases by +4 starting on your next round, and you gain a +4 to Reflex saves. You can use a move action to
shudder rapidly in place, giving yourself a 20% miss chance. This is not bypassed by true seeing as it is the result of
sheer speed. Lastly, you can make one mental ability check or skill check (such as Spot or Knowledge) as a free
action each round.
If you have the blood pin hilt, activating your armor for this is a free action.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, haste; Price: +2.
Sanctified[edit]
When wearing a sanctified armor you treat hellfire damage as regular fire damage, vile damage as normal damage,
divine and unholy damage as regular damage (such as flame strike dealing only fire damage).
A sanctified shield instead grant resistance to divine, hellfire, unholy and vile damage. The resistance depend on the
shield size, a buckler grant resistance 1, a light shield 5, a heavy shield 10 and a tower shield 15.
If you wear both a sanctified armor and shield, apply the resistance before converting the damage to it normal type,
possibly adding both any innate resistance and the resistance granted by your shield (by example both the resistance
bonus of your shield and any fire resistance you have would apply to hellfire)
Sanctified armor and shield count as a holy symbol and emanate a 10 ft. radius hallow effect (altough you cannot
attach spell to it). The range increase to 30 ft. if you have both a sanctified armor and shield. An evil creature that
wear a sanctified weapon or shield is constantly staggered.
Strong Evocation and Good; CL 12; craft magic arms and armor, hallow; Price: +3.
Secure[edit]
Secure items deny their use to all but specific users. Advanced secure items can even deal punitive measures to
ensure compliance.
A secure weapon only recognizes its administrator (typically the owner) and up to 10 other creatures as valid
creatures to use the item. For any non-valid user, the item's magical properties are suppressed and useless.
Administrators can assign or deny use with a command word, or transfer administrator status to another. When
denying access illusory projections, warnings, or sounds may be admitted explaining the loss of function.
A disable device check of DC 25, or a UMD check of 30, can bypass the secure function and treat you as if you
were a valid user.
For an additional +6000 gp, the secure weapon can be assigned a punitive countermeasure. Treat the item as a
Spellstoring weapon, able to hold any spell of any level. Once loaded with a spell, it goes off if a creature denied use
of a secure item holds it for longer than 1 round. At the beginning of the next round the spell is cast, focused solely
on the user (even if it would otherwise target multiple creatures or an area).
Alternatively for +60,000 gp, the punitive measure can go off each round an endless number of times instead of just
once, until a new spell has been placed in the weapon. Spells with expensive material or XP components cannot be
used in this manner.
This is unique as it can be applied to any magic item, and not just weapons, armor, or shields.
Moderate Evocation; CL 10th; Craft Wondrous Item, Craft Magic Arms and Armor, arcane lock, contingency;
Price: 2000 gp, 8000 (punitive), or 62,000 gp (unlimited punitive).
Self-Donning[edit]
Any armor enhanced with this special property becomes incredibly easy to don. Maybe it slips on as easily as a T-
shirt, or it opens up so you can step into it, or perhaps it simply flies onto you Iron-Man style upon speaking a
command word. Either way, one could say it almost dons itself.
Regardless of the weight class or the original don speed of the armor, donning or taking off a self-donning armor
requires one full-round action and requires no outside help.
The price for this enhancement is 100 gp for light armor, 300 gp for medium armor, and 500 gp for heavy armor.
For armors that require more than 4 minutes to don, the price of this enhancement is 100 gp per minute required to
don the armor naturally.
This special quality has no effect on armors that don quicker than a full-round action normally.
Faint abjuration; CL 1st; Craft Magic Arms and Armor, mage armor, swift; Price: Varies, see above.
Shapecloth[edit]
This enhancement behave as the glamered enhancement but only change the clothing it applied to into another of the
same kind. It can change the color of the material as well as it shape but the amount of material largely remain the
same, additionally it may not change what kind of fabric the item is made from. By example a shapecloth top hat
could be transform into a fedora, a melon hat or even a baseball cap but not into an helmet.
Unlike glamered this is a transmutation effect and may only be applied to armor made of fabric. It can be used as a
masterwork tool of disguise.
Faint Transmutation; CL 1st; Craft Magic Arms and Armor, mending, prestidigitation; Price: +175.
Spell Invulnerability[edit]
Armor of spell invulnerability projects a protective ward that prevents any 1st-level spells and spell-like effects from
affecting its wearer. Aside from the spell level cap and the range of Personal, this spell functions exactly like a globe
of invulnerability.
This armor quality can be applied to armor multiple times. For every application of spell invulnerability, the
maximum spell level that is excluded increases by 1. An armor with 3 instances of spell invulnerability protects fully
against spells up to level 3.
Varied abjuration; CL 7th (+3 CL for every application after the first); Craft Magic Arms and Armor, lesser globe of
invulnerability; Price: +1 plus the level of spells that will be excluded × 10,000 gp .
Spellshield
This armor has several runes upon it. When struck with a spell, an enlarged ghostly version of the armor shimmers
in pale green light and blocks the effect.
Spellshield armor and shields grant its user spell resistance equal to their character level + 6, or SR 13, whichever is
greater. If you have lesser spellshield, the cost is only +2.
Strong Abjuration; CL 13; Craft Magic Arms and Armor, spell resistance; Price: +3.
Spellshield,Greater
This armor has several runes upon it. When struck with a spell, an enlarged ghostly version of the armor shimmers
in pale purple light and blocks the effect.
Greater spellshield armor and shields grant its user spell resistance equal to their character level + 11, or SR 17,
whichever is greater.. If you have lesser spellshield, the cost is only +4, and if you have spellshield, the cost is only
+2.
Strong Abjuration; CL 17; Craft Magic Arms and Armor, spell resistance; Price: +5.
Spellshield,Lesser
This armor has several runes upon it. When struck with a spell, an enlarged ghostly version of the armor shimmers
in pale red light and blocks the effect.
Lesser spellshield armor and shields grant its user spell resistance equal to their character level +1, or SR 9,
whichever is greater.
Moderate Abjuration; CL 9; Craft Magic Arms and Armor, spell resistance; Price: +1.
Steelwood[edit]
For some reason the ironwood spell isn't permanent. Then someone figured out how to do it. This enhancement can
be applied to any wooden weapon, armor, or shield. It has the properties of ironwood. It can be carved into a
metallic sheen (with a wood coloring) or left textured like normal wood.
Moderate Transmutation; CL 11th; Craft Magic Arms and Armor, ironwood; Price: 1500 gp.
Swapmetal[edit]
Swapmetal armors, shields, or weapons can switch a normal item to adamantine, silver, or other materials...
provided you've spent the funds for the material itself.
Once a armor, shield, or weapon has swapmetal applied, you can feed the weapon material such as adamantine,
silver, or other materials. As a move action, you can shift the material of your weapon to any other you have fed to
the armor, shield, or weapon. You still spend the appropriate amount of money for the material. In spite of the name,
you are not restricted to metal, just to any valid material.
For example, a +2 flaming cold iron longsword could be fed adamantine and drystone (3000 and 2000g
respectively). As a move action you can make it a +2 flaming adamantine longsword or +2 flaming drystone
longsword.
If you have Quick Draw you may switch as a free action.
Strong Transmutation; CL 15; Craft Magic Arms and Armor, polymorph any object ; Price: 5000 gp.
TRON Light
When willed by the wearer/wielder as a non-action once per round, TRON light armor and weapons may glow like a
candle, dimly illuminating a 5 foot square or be willed off, shedding no light at all. Only sections, lines or segments
of TRON light armor and weapons typically glow, rather than the entire item. The color of the light is chosen when
the enchantment is added. Extra color options may be added for an additional 25 gp each.
Faint Evocation (Light); CL 1st; Craft Magic Arms and Armor, light; Price: 50 gp.
Titan[edit]
A titan armor is extremely bulky and powerful. It can only be added to heavy armor. When a titan armor is worn it
essentially make the wearer one size category larger, although the ability score bonuses granted by the size increase
(but not penalties) are halved. When wearing titan armor you can wield a weapon of your original size category as if
it hardness was one lower (so wielding a two-handed weapon as a one-handed) without penalty. Sadly the armor
stay one size category larger, making it difficult to fit through tight passages and increasing it weight by a factor of 8
and double it armor check penalty.
Strong Transmutation; CL 15th; Craft Magic Arms and Armor, enlarge monster Price: +4.
Unblemished
Unblemished armor protects the body from wounds which would cause bleeding, mutilation, and other grievous
injuries. Those who wear unblemished armor appear without any wounds or blood loss even if they are gravely
wounded. At least if they die, they will die beautiful. Unblemished armor always appears clean and polished no
matter how much it has been through.
Those who wear unblemished armor are immune to bleed damage (that is, any continuous damage such as the
infernal wound ability of the beared devil), Constitution damage which stems from blood loss, and mutiliation of the
body including the severing of limbs and body parts (rendering them immune to the vorpal weapon enhancement).
In addition users automatically stabilize if dying and wearing unblemished armor.
Strong Conjuration; CL 13th; Craft Magic Arms and Armor, regenerate; Price: +1.
Weightless
Your item has no weight. The weight of your armor is 0lb. Armor check penalty, spell failure chance, and maximum
dexterity bonus values are unchanged. The only exception is that the armor check penalty for swim is not doubled,
as it normally is. The item is only weightless while attended.
This enhancement may be placed on any masterwork item. If it is an armor or shield. this is a +1 enhancement.
Otherwise, it costs 1000gp and uses the Craft Wondrous Item feat.
Faint transmutation; CL 1; Craft Magic Arms and Armor or Craft Wondrous Item; Price: +1 or 1000gp. Weightless
Object

Armor Crystals
Crystal of Armor Mobility[edit]
The crystal snaps into place and the weight of the armor lifts off you, enabling you to evade and tumble as if it were
a lighter type of armor.
Least
The armor category is decreased by one step, to a minimum of light. You still need the original category's armor
proficiency to not face non-proficiency penalties.
Lesser
As per the least version, but you only need proficiency in the new weight. The armor check penalty is cut in half for
all skills except Move Silently.
Greater
As per the least version, but the armor category is decreased by two steps, to a minimum of light. The armor check
penalty is ignored for all skills except Move Silently.
Moderate transmutation; CL 5th; Craft Wondrous Item, cat's grace; Price 2500 gp (Least), 5000 gp (Lesser), 25,000
gp (Greater).
Crystal of Disguises

Price (Item Level): 900gp (least); or 2,700gp (lesser); or 6,000gp (greater) (4th; or 7th; or 11th)

Body Slot: - (armour crystal)

Caster Level: 5th

Aura: Moderate (DC 19) illusion and transmutation

Activation: Swift (mental)

Weight: –

This prism shines different colors as the angle changes. It's complex cut makes it seem to have more facets than it
really has.
Least
You may adjust the minor details of your armor at whim, changing its color, its texture, and what it appears to be
composed of. You cannot add or subtract major sections of armor and it behaves as normal armor otherwise, but
makes for a good disguise. When used in a disguise, it grants +3 to your disguise check.
Lesser
Armor bearing this crystal gains the effects of a glamered enhancement, and you may have the armor take the
appearance of anything from a normal suit of clothing, to full plate. This is an illusion, as it remains its original
armor and you continue to take the armor check penalty as normal. When used in a disguise, it grants a +6 to your
disguise check.
Greater
In addition to the lesser properties, you may choose to actually change your armor to any other sort of armor, from
mere cloth to full plate. It remains composed of the same material as your original armor (although it may appear to
be a different material), even when made into something the material could not be (an adamantine full plate turned
into hide still counts as adamantine). You assume all the changes to armor bonus, armor check penalty, and other
properties of the new armor as well as proficiency. When used in this matter it is not an illusion, and spells such as
true seeing do not detect the armor's true nature. The bonus to disguise checks rises to +12.
Prerequisites: Craft Magic Arms and Armor, minor image, alter self
Cost to Create: 450 gp, 36 XP, 1 day (least); or 1,350 gp, 108 XP, 2 days (lesser); or 3,000 gp, 240 XP, 3 days
(greater)
Crystal of Nimbleness[edit]
The crystal snaps into place and the joints of the armor seem to float without touching. When you move your arm,
the armor moves with you.
Least
The maximum dex bonus of your armor increases by 1.
Lesser
As per the least version, but the maximum dex bonus increases by 2 instead, and the armor check penalty is reduced
by 2. You can now tumble in medium armor.
Greater
This version works as per the lesser crystal, but the maximum dex bonus is increased by 3 instead and the armor
check penalty is reduced by 4. You can tumble in heavy armor.
Moderate transmutation; CL 5th; Craft Wondrous Item, cat's grace; Price 1,500 gp (Least), 4,000 gp (Lesser), 9,000
gp (Greater).
Crystal of Spellwarding[edit]
For those who fight mages and other spellcasters, this crystal can be an invaluable addition.
Least
If you are targeted by a hostile spell, spell-like, or supernatural ability, you may delay the onset of its effects for one
round. This must be decided before making a saving throw if one is allowed.
Lesser
As per the least version, and if the armor this crystal is equipped to has armor spikes you may make an attack with
them as an immediate action when targeted by a hostile spell or supernatural ability to bat the spell away. The
effective AC that the attack needs to meet or beat is equal to 10 + the caster level of the spell + the caster's primary
spellcasting ability modifier + 1/2 the spell's level, rounded up. Should you succeed, you suffer no effects from the
spell whatsoever.
Greater
This version works as per the lesser crystal, but you may choose instead to reflect the spell upon its originator rather
than simply negating it when you beat the above AC as per spell turning.
Aura: Faint (DC 17) evocation Price: 3,000 gp (Least), 12,000 gp (Lesser), 30,000 gp (Greater)
Truecenter Crystal

Price: 1,000 gp (Least), 4,000 gp (Lesser), 10,000 gp (Greater)

Caster Level: 7

Aura: Faint abjuration

Activation: —

Weight: —

This crystal is well balanced, cut evenly on all sides and able to balance on an edge. When attached to your shield,
you feel stable and calm even as you tumble through attacks.
Least
An armor or shield with this crystal attached gives its user a +1 initiator level for the purposes of using (not
learning) maneuvers. The user also gains a +2 enhancement bonus on tumble checks.
Lesser
As the least crystal and you become immune to the prone condition.
Greater
As the lesser crystal and you become immune to the uncentered condition.
Prerequisites: Craft Magic Arms and Armor, Must know 3rd level martial maneuvers,.
Cost to Create: 500 gp (least), 2,000 gp (lesser), 5,000 gp (greater), 40 EXP (least), 160 EXP (lesser), 400 EXP
(greater) 1 day (least), 4 days (lesser), 10 days (greater).

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