3.5 Armor Enhancements
3.5 Armor Enhancements
3.5 Armor Enhancements
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.
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
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
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)
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
Caster Level: 7
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).