Reactive III (Armor Magic Property): Difference between revisions

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| Description|Reactive III armor is apparently mundane at first glance, but any closer examination will reveal that it is frankly impossible for any material armor to be so closely and perfectly fitted to the wearer and still be real.  And yet, reactive armor is completely, impossibly, real.  Indeed, it is actually considerably less bulky, intrusive, and cumbersome than any armor possibly could be.
| Description|Reactive III armor is apparently mundane at first glance, but any closer examination will reveal that it is frankly impossible for any material armor to be so closely and perfectly fitted to the wearer and still be real.  And yet, reactive armor is completely, impossibly, real.  Indeed, it is actually considerably less bulky, intrusive, and cumbersome than any armor possibly could be.


Reactive armor removes the armor check penalties of any armor it is applied to, completely removes Maximum Dexterity allowed, and lowers the Arcane Spell Failure chance by 10%.  If applied to Medium or Heavy armor, Reactive armor no longer reduces your movement speed, either.
Reactive armor completely removes the armor check penalties of any armor it is applied to, completely removes the dexterity penalty to AC, and lowers the Arcane Spell Failure chance by 10%.  If applied to Medium or Heavy armor, Reactive armor no longer reduces your movement speed, either.
 
Indeed, reactive armor actively enhances the strength, dexterity, and imposing appearance of the wearer, such that instead of an armor check penalty, reactive III armor grants a bonus of +3 to all skills (except those that require you to be trained, if the wearer is, indeed, untrained) used by the wearer that depend upon Str, Dex, or Chr.  This bonus to skills is the enhancement rank of the ability, which is the cost modifier minus 4.  For this level of bonus, the skill modifier is +3.


In addition, reactive III armor is so potent it raises the wearer's base move in all forms of movement you possess by 15 feet per round.  This is a permanent effect, and as such the armor must be worn for 24 hours before the bonus applies.
Indeed, reactive armor actively enhances the strength, dexterity, and imposing appearance of the wearer, such that instead of an armor check penalty, ''Reactive III'' armor grants a +3 [[enhancement bonus]] to all skills performed by the wearer that depend upon STR, DEX, or CHA.
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In addition, reactive armor is so potent it raises the wearer's base move in all forms of movement you possess by 15 feet per round.  This is a permanent effect, and as such the armor must be worn for 24 hours before the bonus applies.
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| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Adds +3 to skills, +15 feet movement.
| ShortDesc|Removes all armor penalties, adds +3 to many skills, adds +15 feet movement.
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Latest revision as of 18:11, 22 December 2020

Reactive III (Armor Magic Property)

Enchant Cost: +4

Reactive III armor is apparently mundane at first glance, but any closer examination will reveal that it is frankly impossible for any material armor to be so closely and perfectly fitted to the wearer and still be real. And yet, reactive armor is completely, impossibly, real. Indeed, it is actually considerably less bulky, intrusive, and cumbersome than any armor possibly could be.

Reactive armor completely removes the armor check penalties of any armor it is applied to, completely removes the dexterity penalty to AC, and lowers the Arcane Spell Failure chance by 10%. If applied to Medium or Heavy armor, Reactive armor no longer reduces your movement speed, either.

Indeed, reactive armor actively enhances the strength, dexterity, and imposing appearance of the wearer, such that instead of an armor check penalty, Reactive III armor grants a +3 enhancement bonus to all skills performed by the wearer that depend upon STR, DEX, or CHA.

In addition, reactive armor is so potent it raises the wearer's base move in all forms of movement you possess by 15 feet per round. This is a permanent effect, and as such the armor must be worn for 24 hours before the bonus applies.

Creation: Creator (Feat), Bailiwick Check (DC 37), a pale remnant (tier 2), and an item symbolic of the enchantment.