Magic Armor and Shields

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Magical armors and weapons allowed in the game


Magical Armor Abilities
Armor Ability Price Modifier
Poison Resistant 2250
Glamered 2700
Jousting 3750
Shadow 3750
Slick 3750
Expedious 4000
Comfort 5000
Creeping 5000
Rallying 5000
Adhesive 7000
Radiant 7500
Delving 10000
Shadow, Improved 15000
Slick, Improved 15000
Energy Resistance 18000
Martyring 18000
Determination 30000
Shadow, Greater 33750
Slick, Greater 33750
Energy Resistance, Improved 42000
Etherealness 49000
Undead Controlling 49000
Energy Resistance, Greater 66000
Benevolent 1+ bonus
Balanced 1+ bonus
Bitter 1+ bonus
Bolstering 1+ bonus
Brawling 3+ bonus
Champion 1+ bonus
Deathless 1+ bonus
Defiant 1+ bonus
Grinding 1+ bonus
Impervious 1+ bonus
Stanching 1+ bonus
Spell Resistance (13) 2+ bonus
Ghost Touch 3+ bonus
Invulnerability 3+ bonus
Spell Resistance (15) 3+ bonus
Titanic 3+ bonus
Wild 3+ bonus
Spell Resistance (17) 4+ bonus
Spell Resistance (19) 5+ bonus
Fortification Varies
Shield Special Abilities
Shield Special Ability Price Modifer
Adhesive 7000
Animated 2+ bonus
Arrow Catching 1+ bonus
Arrow Deflection 2+ bonus
Bashing 1+ bonus
Bitter 1+ bonus
Bolstering 1+ bonus
Blinding 1+ bonus
Clangorous 1+ bonus
Defiant 1+ bonus
Determination 30000
Energy Resistance 18000
Energy Resistance, Greater 66000
Energy Resistance, Improved 42000
Fortification Varies
Ghost Touch 3+ bonus
Glamered 2700
Grinding 1+ bonus
Impervious 1+ bonus
Poison Resistant 2250
Radiant 7500
Rallying 5000
Reflecting 5+ bonus
Reflecting 5+ bonus
Undead Controlling 49000
Wild 3+ bonus
Specific Armors
Specific Armors Market Price
Adamantine Breastplate 10200
Armor of Insults 16175
Banded Mail of Luck 18900
Breastplate of Command 25400
Breastplate of Vanishing 52000
Buccaneer's Breastplate 23850
Catskin Leather 18910
Celestial Armor 22400
Daystar Half-Plate 81250
Demon Armor 52260
Dwarven Plate 16500
Elven Chain 5150
Enchanted Eelskin 11160
Equestrian Plate 10650
Folding Plate 12650
Forsaken Banded Mail 25400
Hamatula Plate 44215
Invincible Armor 137650
Mistmail 2250
Mithral Full Plate of Speed 26500
Mithral Shirt 1100
Morlock Hide 8910
Murderer's Backcloth 12405
Plate Armor of the Deep 24650
Rhino Hide 5165
Scarab Breastplate 32350
Spirit-Bonded Plate 3300
Warden of the Woods 29350
Specific Shields
Specific Shields Market Price
Absorbing Shield 50170
Avalanche Shield 19170
Battlement Shield 16180
Belligerent Shield 36170
Burglar's Buckler 4655
Caster's Shield 3,153 + Special
Caster's Shield, Greater 10153
Collapsable Tower 8170
Darkwood Buckler 203
Darkwood Shield 257
Dragonslayer's Shield 7170
Elysian Shield 52620
Force Tower 46030
Fortress Shield 19180
Lion's Shield 9170
Living Steel Heavy Shield 120
Mithral Heavy Shield 1020
Quick Block Buckler 36155
Spell Ward Tower Shield 25180
Spined Shield 5580
Volcanic Shield 14170
Winged Shield 17257
Wyrmslayer Shield 20170


Magic Armor and Shield Special Ability Descriptions

Animated: As a move action, an animated shield can be loosed to defend its wilder on its own. For the following 4 rounds, the shield grants its bonus to the one who loosed it and then dropped. While animated, the shield provides its shield bonus and the bonuses from all of the other shield special abilities it possesses, but it cannot take actions on its own, such as those provided by the bashing and blinding abilities. It can, however, use special abilities that do not require an action to function, such as arrow deflection and reflecting. While animated, a shield shares the same space as the activating character and accompanies the character who activated it, even if the character moves by magical means. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and non-proficiency. If the wielder who loosed it has an unoccupied hand, she can grasp it to end its animation as a free action. Once a shield has been retrieved, it cannot be animated again for at least 4 rounds. This property cannot be added to a tower shield.

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 deflection 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 (or piece of ammunition) 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 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. Except for the wielder, anyone within 20 feet 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.

Energy Resistance: A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy 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.

Energy Resistance, Improved: As energy resistance, except it absorbs the first 20 points of energy damage per attack.

Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.

Energy Resistance, Greater: As energy resistance, except it absorbs the first 30 points of energy 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.

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.

Fortification Type Chance for Normal Damage Base Price Modifier Light 25% +1 bonus Moderate 50% +3 bonus Heavy 75% +5 bonus Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above).

Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's 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: Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. 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 5/magic. Strong abjuration and 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 highly polished 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 blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.

Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility, silence; Price +3,750 gp.

Shadow, Improved: As shadow, except it grants a +10 competence bonus on Stealth checks.

Moderate illusion; CL 10th; Craft Magic Arms and Armor, invisibility, silence; Price +15,000 gp.

Shadow, Greater: As shadow, except it grants a +15 competence bonus on Stealth checks.

Strong illusion; CL 15th; Craft Magic Arms and Armor, invisibility, 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.

Strong conjuration; CL 15th; Craft Magic Arms and Armor, grease; Price +33,750 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: Undead controlling armor or shields often have skeletal or other grisly decorations or flourishes to their decor. They let the user 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 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.

Specific Armors

ADAMANTINE BREASTPLATE

Aura no aura (nonmagical); CL

Slot armor; Price 10,200 gp; Weight 30 lbs.

DESCRIPTION

This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/—.


BANDED MAIL OF LUCK

Aura strong enchantment; CL 12th

Slot armor; Price 18,900 gp; Weight 35 lbs.

DESCRIPTION

Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, bless; Cost 9,650 gp


BREASTPLATE OF COMMAND

Aura strong enchantment; CL 15th

Slot armor; Price 25,400 gp; Weight 30 lbs.

DESCRIPTION

This +2 breastplate bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill 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, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, mass charm monster; Cost 12,875 gp


CELESTIAL ARMOR

Aura faint transmutation [good]; CL 5th

Slot armor; Price 22,400 gp; Weight 20 lbs.

DESCRIPTION

This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, fly, creator must be good; Cost 11,350 gp


DEMON ARMOR

Aura strong necromancy [evil]; CL 13th

Slot armor; Price 52,260 gp; Weight 50 lbs.

DESCRIPTION

This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The “claws” are built into the armor's vambraces and gauntlets, and cannot be disarmed.

A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, contagion; Cost 26,955 gp


DWARVEN PLATE Aura no aura (nonmagical); CL — Slot armor; Price 16,500 gp; Weight 50 lbs. DESCRIPTION This full plate is made of adamantine, giving its wearer damage reduction of 3/—.

DRAGONHIDE PLATE Aura no aura (nonmagical); CL — Slot armor; Price 3,300 gp; Weight 50 lbs. DESCRIPTION This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.

ELVEN CHAIN Aura no aura (nonmagical); CL — Slot armor; Price 5,150 gp; Weight 20 lbs. DESCRIPTION This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.

MITHRAL FULL PLATE OF SPEED Aura faint transmutation; CL 5th Slot armor; Price 26,500 gp; Weight 25 lbs. DESCRIPTION As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.

The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.

CONSTRUCTION Requirements Craft Magic Arms and Armor, haste; Cost 18,500 gp MITHRAL SHIRT Aura no aura (nonmagical); CL — Slot armor; Price 1,100 gp; Weight 10 lbs. DESCRIPTION This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.

PLATE ARMOR OF THE DEEP Aura moderate abjuration; CL 11th Slot armor; Price 24,650 gp; Weight 50 lbs. DESCRIPTION This +1 full plate is decorated with a wave and fish motif. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.

CONSTRUCTION Requirements Craft Magic Arms and Armor, freedom of movement, tongues, water breathing; Cost 13,150 gp RHINO HIDE Aura moderate transmutation; CL 9th Slot armor; Price 5,165 gp; Weight 25 lbs. DESCRIPTION This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.

CONSTRUCTION Requirements Craft Magic Arms and Armor, bull's strength; Cost 2,665 gp