Armor Magic Properties: Difference between revisions
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[[Image:Magic_Armor_1.jpg|500px|right|x]] | [[Image:Magic_Armor_1.jpg|500px|right|x]] | ||
== Introduction == | == Introduction == | ||
Magic armor properties grant the wearer special abilities while wearing the armor. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to armor. | [[Crafting Magic Armor | Magic armor]] properties grant the wearer special abilities while wearing the armor. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to armor. | ||
Those magic armor properties which provide a permanent bonus must be worn for 24 hours in order to attune to the item and get its benefits. Once attuned, the item provides the bonus any time the magic item is worn. When taken off, the magic item does not provide any bonuses but the attunement stays intact (if there are exceptions to this rule, the magic armor property will specifically state that the effect continues even if the armor is taken off). An attunement is lost if someone else wears the item for 24 hours and becomes attuned, at which point the previous attunement is disrupted. The original character can, of course, re-attune to the item with a new 24-hour attunement. | Those magic armor properties which provide a permanent bonus must be worn for 24 hours in order to attune to the item and get its benefits. Once attuned, the item provides the bonus any time the magic item is worn. When taken off, the magic item does not provide any bonuses but the attunement stays intact (if there are exceptions to this rule, the magic armor property will specifically state that the effect continues even if the armor is taken off). An attunement is lost if someone else wears the item for 24 hours and becomes attuned, at which point the previous attunement is disrupted. The original character can, of course, re-attune to the item with a new 24-hour attunement. | ||
Magic armor cannot have any magic armor properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make a suit of Studded Leather armor with the +2 magic armor property of Expeditious unless it has at least a +1 enhancement bonus | Magic armor cannot have any magic armor properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make a suit of Studded Leather armor with the +2 magic armor property of Expeditious unless it has at least a +1 enhancement bonus. No armor may be enchanted with Epic magic armor properties unless they have an Enhancement bonus of at least +6. | ||
'''Important Note:''' If a character has more than one item equipped which provides magic armor properties, only the item with the highest enhancement bonus actually provides benefits to the wearer (in the event they are the same, the wearer may choose which item functions and which is dormant). The lesser item's magic armor properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is taken off. | '''Important Note:''' If a character has more than one item equipped which provides magic armor properties, only the item with the highest enhancement bonus actually provides benefits to the wearer (in the event they are the same, the wearer may choose which item functions and which is dormant). The lesser item's magic armor properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is taken off. | ||
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== Magic Armor Costs == | == Magic Armor Costs == | ||
To determine the cost of a suit of armor, three elements must be added together: | To determine the cost of a suit of armor, three elements must be added together: | ||
* The cost of the suit of armor. | * The cost of the [[Armor and Shields | suit of armor]]. | ||
* The cost of any special materials used to create the armor (e.g. mithril, adamantine, etc.). | * The cost of any [[Dweomermetals | special materials]] used to create the armor (e.g. mithril, adamantine, etc.). | ||
* The cost of the | * The cost of the [[Crafting Magic Armor | Enhancement Bonus]] | ||
* The cost of the '''''sum''''' of the plusses of all magic properties on the armor | |||
=== Dweomermetals === | === Dweomermetals === | ||
Dweomermetals, such as mithril, argent and bloodgold, can grant the armor special qualities, as well as improved hardness and durability. The prices and special qualities of each dweomermetal are described in detail on the [[Dweomermetals]] page. | Dweomermetals, such as mithril, argent and bloodgold, can grant the armor special qualities, as well as improved hardness and durability. The prices and special qualities of each dweomermetal are described in detail on the [[Dweomermetals]] page. | ||
Dweomermetals do not alter the | Dweomermetals do not alter the enhancement bonus costs, or the magic properties cost of armor, though the cost for the dweomermetal is added to the overall cost of the armor. | ||
Note that special materials can be added to an existing suit of armor, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules | Note that special materials can be added to an existing suit of armor, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the [[Dweomermetals#Reforging_a_Dweomermetal|reforging rules]] for details. | ||
=== Campaign Level === | === Campaign Level === | ||
Heroic tier characters (characters from level 1 to level 20) can wear armor with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Armor properties applied to their armor, though there must always be at least +1 Enhancement bonus on the armor before any magic armor properties can be applied | Heroic tier characters (characters from level 1 to level 20) can wear armor with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Armor properties applied to their armor, though there must always be at least +1 Enhancement bonus on the armor before any magic armor properties can be applied. | ||
Epic tier characters (characters level 21 to level 35) can wear armor with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Armor properties applied to their armor | Epic tier characters (characters level 21 to level 35) can wear armor with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Armor properties applied to their armor. | ||
Any attempt to wear armor more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the armor (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the armor). | Any attempt to wear armor more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the armor (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the armor). | ||
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=== Upgrading and Changing Magic Armor Properties === | === Upgrading and Changing Magic Armor Properties === | ||
Magic armor properties can be removed from a suit of magic armor, replaced with altogether new properties, or upgraded to a higher version of the existing magic armor property (when applicable). The cost to do so is the difference | Magic armor properties can be removed from a suit of magic armor, replaced with altogether new properties, or upgraded to a higher version of the existing magic armor property (when applicable). The cost to do so is the difference between the cost of the sum of plusses of the old properties and cost for the sum of plusses of the new properties. However, if the sum of plusses of the properties goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic armor property swaps and upgrades takes one full day of work per change in the plus sum, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the armor while the craftsman is working on it. Some craftsmen might offer to lend or rent out a suit of armor while their customers wait, though they would expect the loaner armor to return to them in good condition. | ||
Enhancement bonuses cannot be removed from magic armor once applied, but the enhancement bonus can be increased. | Enhancement bonuses cannot be removed from magic armor once applied, but the enhancement bonus can be increased. Each +1 enhancement bonus being added requires 1 full day of work. | ||
Magic Armor which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse. | Magic Armor which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse. | ||
== +1 Armor Magic Properties == | == +1 Armor Magic Properties == | ||
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{{ArmorPropertiesTableAid|Grinding}} | {{ArmorPropertiesTableAid|Grinding}} | ||
{{ArmorPropertiesTableAid|Hosteling}} | |||
{{ArmorPropertiesTableAid|Impervious}} | {{ArmorPropertiesTableAid|Impervious}} | ||
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{{ArmorPropertiesTableAid|Expeditious}} | {{ArmorPropertiesTableAid|Expeditious}} | ||
{{ArmorPropertiesTableAid|Filmy Armor}} | |||
{{ArmorPropertiesTableAid|Glamered}} | {{ArmorPropertiesTableAid|Glamered}} | ||
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{{ArmorPropertiesTableAid|Jousting}} | {{ArmorPropertiesTableAid|Jousting}} | ||
{{ArmorPropertiesTableAid| | {{ArmorPropertiesTableAid|Reactive I}} | ||
{{ArmorPropertiesTableAid|Shady}} | |||
{{ArmorPropertiesTableAid|Slick}} | {{ArmorPropertiesTableAid|Slick}} | ||
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{{ArmorPropertiesTableAid|Fortification, Moderate}} | {{ArmorPropertiesTableAid|Fortification, Moderate}} | ||
{{ArmorPropertiesTableAid|Jousting, Improved}} | {{ArmorPropertiesTableAid|Jousting, Improved}} | ||
{{ArmorPropertiesTableAid|Radiant}} | {{ArmorPropertiesTableAid|Radiant}} | ||
{{ArmorPropertiesTableAid|Reactive II}} | |||
{{ArmorPropertiesTableAid|Scratching}} | {{ArmorPropertiesTableAid|Scratching}} | ||
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{{ArmorPropertiesTableAid|Martyring}} | {{ArmorPropertiesTableAid|Martyring}} | ||
{{ArmorPropertiesTableAid|Reactive III}} | |||
{{ArmorPropertiesTableAid|Scraping}} | {{ArmorPropertiesTableAid|Scraping}} | ||
{{ArmorPropertiesTableAid| | {{ArmorPropertiesTableAid|Shadowy}} | ||
{{ArmorPropertiesTableAid|Slick, Improved}} | {{ArmorPropertiesTableAid|Slick, Improved}} | ||
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{{ArmorPropertiesTableAid|Glorious}} | {{ArmorPropertiesTableAid|Glorious}} | ||
{{ArmorPropertiesTableAid|Invulnerability, Improved}} | {{ArmorPropertiesTableAid|Invulnerability, Improved}} | ||
{{ArmorPropertiesTableAid|Reactive | {{ArmorPropertiesTableAid|Reactive IV}} | ||
{{ArmorPropertiesTableAid| | {{ArmorPropertiesTableAid|Sacrificing}} | ||
{{ArmorPropertiesTableAid|Slick, Greater}} | {{ArmorPropertiesTableAid|Slick, Greater}} | ||
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{{ArmorPropertiesTableAid|Adhesive, True}} | {{ArmorPropertiesTableAid|Adhesive, True}} | ||
{{ArmorPropertiesTableAid|Adumbral}} | |||
{{ArmorPropertiesTableAid|Delving, Greater}} | {{ArmorPropertiesTableAid|Delving, Greater}} | ||
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{{ArmorPropertiesTableAid|Jousting, True}} | {{ArmorPropertiesTableAid|Jousting, True}} | ||
{{ArmorPropertiesTableAid|Reactive | {{ArmorPropertiesTableAid|Reactive V}} | ||
{{ArmorPropertiesTableAid|Spell Storing, Capacious}} | {{ArmorPropertiesTableAid|Spell Storing, Capacious}} | ||
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{{ArmorPropertiesTableAid|Giving}} | {{ArmorPropertiesTableAid|Giving}} | ||
{{ArmorPropertiesTableAid|Slick, Absolute}} | {{ArmorPropertiesTableAid|Slick, Absolute}} | ||
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{{ArmorPropertiesTableAid|Stanching, True}} | {{ArmorPropertiesTableAid|Stanching, True}} | ||
{{ArmorPropertiesTableAid|Windborn}} | {{ArmorPropertiesTableAid|Windborn}} | ||
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{{ArmorPropertiesTableAid|Aeolian}} | {{ArmorPropertiesTableAid|Aeolian}} | ||
{{ArmorPropertiesTableAid|Chiaroscuric}} | |||
{{ArmorPropertiesTableAid|Diving, Perfect}} | {{ArmorPropertiesTableAid|Diving, Perfect}} | ||
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{{ArmorPropertiesTableAid|Jousting, Perfect}} | {{ArmorPropertiesTableAid|Jousting, Perfect}} | ||
{{ArmorPropertiesTableAid|Spell Storing, Amazing}} | {{ArmorPropertiesTableAid|Spell Storing, Amazing}} | ||
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{{ArmorPropertiesTableAid|Expeditious, Mighty}} | {{ArmorPropertiesTableAid|Expeditious, Mighty}} | ||
{{ArmorPropertiesTableAid|Gossamer Armor}} | |||
{{ArmorPropertiesTableAid|Illustrious}} | {{ArmorPropertiesTableAid|Illustrious}} | ||
{{ArmorPropertiesTableAid|Invulnerability, True}} | {{ArmorPropertiesTableAid|Invulnerability, True}} | ||
{{ArmorPropertiesTableAid|Saintly}} | {{ArmorPropertiesTableAid|Saintly}} | ||
{{ArmorPropertiesTableAid|Spell Storing, Perfect}} | {{ArmorPropertiesTableAid|Spell Storing, Perfect}} |
Latest revision as of 18:05, 22 December 2020
Introduction
Magic armor properties grant the wearer special abilities while wearing the armor. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to armor.
Those magic armor properties which provide a permanent bonus must be worn for 24 hours in order to attune to the item and get its benefits. Once attuned, the item provides the bonus any time the magic item is worn. When taken off, the magic item does not provide any bonuses but the attunement stays intact (if there are exceptions to this rule, the magic armor property will specifically state that the effect continues even if the armor is taken off). An attunement is lost if someone else wears the item for 24 hours and becomes attuned, at which point the previous attunement is disrupted. The original character can, of course, re-attune to the item with a new 24-hour attunement.
Magic armor cannot have any magic armor properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make a suit of Studded Leather armor with the +2 magic armor property of Expeditious unless it has at least a +1 enhancement bonus. No armor may be enchanted with Epic magic armor properties unless they have an Enhancement bonus of at least +6.
Important Note: If a character has more than one item equipped which provides magic armor properties, only the item with the highest enhancement bonus actually provides benefits to the wearer (in the event they are the same, the wearer may choose which item functions and which is dormant). The lesser item's magic armor properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is taken off.
Magic Armor Costs
To determine the cost of a suit of armor, three elements must be added together:
- The cost of the suit of armor.
- The cost of any special materials used to create the armor (e.g. mithril, adamantine, etc.).
- The cost of the Enhancement Bonus
- The cost of the sum of the plusses of all magic properties on the armor
Dweomermetals
Dweomermetals, such as mithril, argent and bloodgold, can grant the armor special qualities, as well as improved hardness and durability. The prices and special qualities of each dweomermetal are described in detail on the Dweomermetals page.
Dweomermetals do not alter the enhancement bonus costs, or the magic properties cost of armor, though the cost for the dweomermetal is added to the overall cost of the armor.
Note that special materials can be added to an existing suit of armor, or an existing dweomermetal can be removed entirely, or removed and replaced with a different dweomermetal. See the reforging rules for details.
Campaign Level
Heroic tier characters (characters from level 1 to level 20) can wear armor with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Armor properties applied to their armor, though there must always be at least +1 Enhancement bonus on the armor before any magic armor properties can be applied.
Epic tier characters (characters level 21 to level 35) can wear armor with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Armor properties applied to their armor.
Any attempt to wear armor more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the armor (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the armor).
At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the armor may be enchanted in any way the characters can afford.
Upgrading and Changing Magic Armor Properties
Magic armor properties can be removed from a suit of magic armor, replaced with altogether new properties, or upgraded to a higher version of the existing magic armor property (when applicable). The cost to do so is the difference between the cost of the sum of plusses of the old properties and cost for the sum of plusses of the new properties. However, if the sum of plusses of the properties goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic armor property swaps and upgrades takes one full day of work per change in the plus sum, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the armor while the craftsman is working on it. Some craftsmen might offer to lend or rent out a suit of armor while their customers wait, though they would expect the loaner armor to return to them in good condition.
Enhancement bonuses cannot be removed from magic armor once applied, but the enhancement bonus can be increased. Each +1 enhancement bonus being added requires 1 full day of work.
Magic Armor which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse.
+1 Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Benevolent | Increase Aid Another bonus to armor by +2. | +1 |
Bitter | This armor is yucky, making bite-grapples and swallow attacks more difficult | +1 |
Deathless | Gain ER 10/positive and ER 10/negative, and ignore one point of Essence Suppression or Essence Omission per day. | +1 |
Fortification, Light | Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. | +1 |
Grinding | Enemies grappling you take damage | +1 |
Hosteling | Store mounts, familiars, and/or animal companions safely within your armor | +1 |
Impervious | The armor is much harder to destroy | +1 |
Spell Storing | Stores a single spell of up to 3rd level, which can be used as a free action. | +1 |
Stanching | Reduce bleed effects by the armor's enhancement bonus | +1 |
+2 Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Ceaseless | Gain ER 20/positive and ER 20/negative, and ignore one point of Essence Suppression or Essence Omission per encounter. | +2 |
Expeditious | Gain brief bursts of incredible movement. | +2 |
Filmy Armor | The armor's wearer is immune to being Flat-footed and gains ER 25/force. | +2 |
Glamered | Change your armor to appear as clothing | +2 |
Invulnerability, Lesser | Gain Damage Resistance (DR) versus common physical damage types. | +2 |
Jousting | Gain a +5 bonus on Ride skill checks | +2 |
Reactive I | Removes all armor penalties, adds +1 to many skills, adds +5 feet movement. | +2 |
Shady | Activate a shadowy form once per day to reduce the damage of attacks. | +2 |
Slick | Gain a +3 on Escape Artist skill checks | +2 |
Spell Resistance, Minor | Wearer gains spell resistance | +2 |
Spell Storing, Abundant | Stores up to two spells of up to 3rd level, which can be used as a free action. | +2 |
+3 Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Adhesive | Wearer gains a Lesser Climb speed of 20 feet, and bonuses to some Maneuver Offense checks. | +3 |
Arcanist | Lowers the spell failure chance by fifteen percent. | +3 |
Delving | Wearer gains a Burrowing speed of 10 feet | +3 |
Determination | Armor restores wearer to their bloodied value of hit points when they are reduced to 0 or fewer hit points | +3 |
Diving | Wearer gains a Lesser Swim speed of 20 feet and can breathe underwater | +3 |
Fortification, Moderate | Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. | +3 |
Jousting, Improved | Gain a +5 bonus on Ride skill checks and access to a Jousting Pool | +3 |
Radiant | Armor gives off light on command and can reveal nearby concealed or invisible creatures | +3 |
Reactive II | Removes all armor penalties, adds +2 to many skills, adds +10 feet movement. | +3 |
Scratching | Enemies grappling you take damage | +3 |
Spell Resistance, Lesser | Wearer gains spell resistance | +3 |
Spell Storing, Improved | Stores a single spell of up to 5th level, which can be used as a free action. | +3 |
Stanching, Improved | Reduce bleed effects by the armor's enhancement bonus and gain Cure Light Wounds once per day. | +3 |
Titanic | Gain some of the benefits of being one size category larger | +3 |
+4 Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Adhesive, Improved | Wearer gains a Lesser Climb speed of 40 feet, and bonuses to some Maneuver Offense checks. | +4 |
Colossal | Gain some of the benefits of being one size category larger, carry huge amounts of weight. | +4 |
Delving, Improved | Wearer gains a Tunneling speed of 30 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. | +4 |
Diving, Improved | Wearer gains a Lesser Swim speed of 50 feet and can breathe underwater | +4 |
Expeditious, Improved | Gain brief bursts of incredible movement. | +4 |
Innkeepers | Armor functions as a secure and comfortable retreat. | +4 |
Invulnerability, Common | Gain Damage Resistance (DR) versus common physical damage types. | +4 |
Jousting, Greater | Gain a +5 bonus on Ride skill checks and access to a 9d6 Jousting Pool | +4 |
Martyring | Heal your allies when you get critically hit | +4 |
Reactive III | Removes all armor penalties, adds +3 to many skills, adds +15 feet movement. | +4 |
Scraping | Enemies grappling you take corrosion (physical, uncommon) damage | +4 |
Shadowy | Activate a shadowy form once per encounter to reduce the damage of attacks. | +4 |
Slick, Improved | Once per day, escape from a grapple | +4 |
Spell Resistance, Improved | Wearer gains spell resistance | +4 |
Spell Storing, Ample | Stores up to two spells of up to 4th level, which can be used as a free action. | +4 |
Unending | Gain ER 35/positive and ER 35/negative, and ignore one point of Essence Suppression or Essence Omission per round. | +4 |
Zephyr | Wearer gains a lesser flight speed of 30 feet | +4 |
+5 Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Adhesive, Greater | Wearer gains a Lesser Climb speed of 60 feet, and bonuses to some Maneuver Offense checks. | +5 |
Diving, Greater | Wearer gains a Greater Swim speed of 60 feet and can breathe underwater | +5 |
Fortification, Heavy | Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. | +5 |
Gigantic | Gain some of the benefits of being one size category larger, carry huge amounts of weight. | +5 |
Glorious | Armor gives off light on command, can emit a damaging light (energy, uncommon) aura, or can reveal nearby concealed or invisible creatures | +5 |
Invulnerability, Improved | Gain Damage Resistance (DR) versus common physical damage types. | +5 |
Reactive IV | Removes all armor penalties, adds +4 to many skills, adds +20 feet movement. | +5 |
Sacrificing | Heal your allies when you get critically hit | +5 |
Slick, Greater | Wearer cannot be grappled | +5 |
Spell Resistance, Greater | Wearer gains spell resistance | +5 |
Spell Storing, Greater | Stores a single spell of up to 7th level, which can be used as a free action. | +5 |
Sprightly | Wearer gains a lesser flight speed of 120 feet | +5 |
Stanching, Greater | Reduce bleed effects by the armor's enhancement bonus and gain curing when injured or bloodied. | +5 |
Tavernous | Armor functions as a secure and comfortable retreat to an inhabited and useful pocket universe. | +5 |
+6 Epic Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Adhesive, True | Wearer gains a Greater Climb speed of 60 feet, and bonuses to some Maneuver Offense checks. | +6 (epic) |
Adumbral | Activate a shadowy form to reduce the damage of attacks. | +6 (epic) |
Delving, Greater | Wearer gains a Tunneling speed of 60 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. | +6 (epic) |
Diving, True | Wearer gains a Greater Swim speed of 90 feet and can breathe underwater | +6 (epic) |
Dimensional | Once per encounter (or once per minute) the wearer may use Dimension Door | +6 (epic) |
Expeditious, Greater | Gain brief bursts of incredible movement. | +6 (epic) |
Everlasting | Gain ER 55/positive and ER 55/negative, and ignore one point of Essence Suppression or Essence Omission per attack. | +6 (epic) |
Force Armor | Wearer is immune to being Flat-footed, more easily resists touch attacks, and gain ER 50/force. | +6 (epic) |
Grating | Enemies grappling or moving you take corrosion (physical, uncommon) damage | +6 (epic) |
Invulnerability, Strong | Gain Damage Resistance (DR) versus common physical damage types. | +6 (epic) |
Jousting, True | Gain a +5 bonus on Ride skill checks and access to a 15d6+30 Jousting Pool | +6 (epic) |
Reactive V | Removes all armor penalties, adds +5 to many skills, adds +30 feet movement. | +6 (epic) |
Spell Storing, Capacious | Stores up to three spells of up to 6th level, which can be used as a free action. | +6 (epic) |
+7 Epic Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Capitoline | Armor functions as a secure and comfortable retreat to an inhabited and useful pocket universe, including even merchants. | +7 (epic) |
Celestial | Armor gives off light on command, can emit a damaging light (energy, uncommon) aura, or can reveal nearby concealed or invisible creatures | +7 (epic) |
Delving, True | Wearer gains an Earth Glide speed of 60 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. | +7 (epic) |
Expeditious, Perfected | Gain brief bursts of incredible movement. | +7 (epic) |
Immense | Become one size category larger while wearing this armor, gain the benefits of being even larger than that, and carry huge amounts of weight. | +7 (epic) |
Fortification, Absolute | Gain limited, stacking, Damage Reduction that only protects against critical hits or precision damage. | +7 (epic) |
Giving | Heal your allies when you get critically hit | +7 (epic) |
Slick, Absolute | Slide to nearby squares as a swift action. | +7 (epic) |
Spell Storing, True | Stores a single spell of up to 9th level, which can be used as a free action. | +7 (epic) |
Stanching, True | Reduce bleed effects by the armor's enhancement bonus and gain curing when injured or bloodied. | +7 (epic) |
Windborn | Wearer gains a greater flight speed of 90 feet, and faster Overland Travel. | +7 (epic) |
+8 Epic Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Adhesive, Perfect | Wearer gains a Greater Climb speed of 100 feet, and bonuses to some Maneuver Offense checks. | +8 (epic) |
Aeolian | Wearer gains a greater flight speed of 120 feet, and much faster Overland Travel. | +8 (epic) |
Chiaroscuric | Activate a shaky, shadowy form to reduce the damage of attacks. | +8 (epic) |
Diving, Perfect | Wearer gains a Greater Swim speed of 150 feet and can breathe underwater | +8 (epic) |
Expeditious, Absolute | Gain brief bursts of incredible movement. | +8 (epic) |
Eroding | Enemies grappling or moving you take squamous (physical, rare) damage | +8 (epic) |
Imperishable | Gain 60 ER against positive (energy, uncommon) and negative (energy, uncommon) damage, and a 100% chance to ignore three points of Essence Suppression, Essence Omission, or Essence Destruction. | +8 (epic) |
Invulnerability, Greater | Gain Damage Resistance (DR) versus common physical damage types. | +8 (epic) |
Jousting, Perfect | Gain a +5 bonus on Ride skill checks and access to a 30d6+180 Jousting Pool | +8 (epic) |
Spell Storing, Amazing | Stores up to three spells of up to 8th level, which can be used as a free action. | +8 (epic) |
Worldly | Armor functions as a secure and comfortable retreat to an inhabited and useful pocket universe, including even merchants. | +8 (epic) |
+9 Epic Armor Magic Properties
Magic Item Name | Description | Cost |
---|---|---|
Brobdingnagian | Become one size category larger while wearing this armor, gain the benefits of being even larger than that, and carry REALLY huge amounts of weight. | +9 (epic) |
Changeless | The wearer is immune to ability damage, essence damage, and fatigue. | +9 (epic) |
Delving, Perfect | Wearer gains an Earth Glide speed of 120 feet, is surrounded by breathable air, immune to poisons and diseases, and gains bonuses against Environmental Effects. | +9 (epic) |
Expeditious, Mighty | Gain many brief bursts of incredible movement. | +9 (epic) |
Gossamer Armor | Wearer is immune to Flat-footed, Wobbly, and Helpless, more easily resists touch attacks, and gains ER 90/force. | +9 (epic) |
Illustrious | Armor gives off light on command, can emit a damaging light (energy, uncommon) aura, or can reveal nearby concealed or invisible creatures | +9 (epic) |
Invulnerability, True | Gain Damage Resistance (DR) versus Common physical damage types. | +9 (epic) |
Saintly | Heal your allies when you get critically hit | +9 (epic) |
Spell Storing, Perfect | Stores up to five spells of up to 9th level, which can be used as a free action. | +9 (epic) |
Stanching, Perfect | Reduce bleed effects by the armor's enhancement bonus and gain curing when injured or bloodied. | +9 (epic) |
Traveler | Grants Dimension Door as move actions and Shades, 1/encounter. | +9 (epic) |