ARMOR and SHIELD, Magic, Descriptions in Aertrea | World Anvil
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ARMOR and SHIELD, Magic, Descriptions


Armor & Shield Descriptions



Acidic

Price: +4000 g[ Property: Armor or shield Caster Level: 6th Price: +1 bonus Property: Armor or shield Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: —

This item has a slick-looking, greenish sheen, and a light, acrid-smelling mist constantly rises from its surface.
A thin film of acid continuously covers the surface of this armor or shield, which is not damaged by this effect. An acidic suit of armor or shield deals 2d4 points of acid damage per full round of contact to each opponent grappling you, and to any object that remains in direct contact with it (except objects you are holding) for that amount of time. However, the acid deals no damage to creatures or objects that remain in contact with it for less than a full round, such as when a creature makes a melee attack against you.
Prerequisites: Craft Magic Arms and Armor, Melf’s acid arrow.    

ADAMANT

  Price +1000 gp Aura moderate conjuration; CL 9th,
Once per day as a swift action, the wearer can harden armor possessing this special ability to the strength of adamantine, giving it DR 3/— for 9 rounds. The adamant special ability can be placed on only heavy armor.
Feats Craft Magic Arms and Armor; Spells mage armor, major creation    

ADVANCING

  Price +5000 gp; Aura faint necromancy; CL 5th
Restriction: This ability can be applied only to heavy armor.
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet.
Cost +5000 gps; Feats Craft Magic Arms and Armor  

AGILITY

Price: +500 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This suit of armor appears more streamlined and elegant than others of its type. It has a smoothly worked surface and no spikes or other accoutrements. While wearing armor that has this property, you gain a +1 resistance bonus on Reflex saving throws.
Prerequisites: Craft Magic Arms and When wearing armor or a shield that has Armor, cat’s grace, resistance. this property, you are diffi cult to move Cost to Create: 250 gp, 20 XP,  

Agility, Greater

Price: +8,000 gp Property: Armor Caster Level: 15th Aura: Strong; (DC 22) Activation: — Synergy Prerequisite: Agility, Improved
As agility, except the armor grants a +5 resistance bonus on Reflex saving throws.

Agility, Improved

Enhancement Price: +4,000 gp Property: Armor Caster Level: 9th Aura: Moderate; (DC 19) Activation: — Synergy Prerequisite: Agility
As agility, except the armor grants a +3 resistance bonus on Reflex saving throws.
Cost to Create: 2,000 gp, 160 XP, 4 day(s).

AMORPHOUS

Price +4,500 gp; Slot none; CL 8th; Weight —; Aura moderate transmutation
Armor with this special ability grants its wearer a +5 competence bonus on Escape Artist checks and to CMD against grapple combat maneuvers. Additionally, once per day on command, the wearer (along with any gear she is wearing) can take the form of viscous liquid that can pass through any space through which thick mud could reasonably flow. While using this ability, the wearer’s speed is reduced by 10 feet, and she can take only move actions. The wearer can take this form for 1 minute or until she spends a move action to return to her normal form. Amorphous armor must be made primarily of leather, fabric, or another flexible, organic material.
Cost 2,250 gp; Feats Craft Magic Arms and Armor; Spells fluid form  

Anchoring

Enhancement Price: +5000 gp Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) Transmutation Activation: —
Several images of stylized anchors cover this strangely dense-looking armor. When wearing armor or a shield that has this property, you are difficult to move from your position during a fight. You gain a +5 enhancement bonus on any ability check to resist a bull rush, overrun, or trip attack.
 

Anchoring, Greater

Price: +10000 Property: Armor or shield Caster Level: 10th Aura: Moderate; (DC 20) Transmutation Activation: — Synergy Prerequisite: Anchoring A single stylized anchor covers the chest of this hulking armor.
This armor functions as anchoring armor, except that it grants a +10 enhancement bonus on ability checks against bull rush, overrun, and trip attacks.



Animated

Aura strong transmutation; CL 12th; Weight —; Price +2 Bonus
As a move action, an animated shield can be loosed to defend its wielder on its own. For the following 4 rounds, the shield grants its bonus to the one who loosed it and then drops. 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 nonproficiency. 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 special ability cannot be added to a tower shield.
Feats Craft Magic Arms and Armor; Spells animate objects; Cost +2 bonus

ARROW CATCHING


PRICE: +1 bonus AURA moderate abjuration CL 8th WEIGHT —
A shield with this ability attracts ranged weapon attacks 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.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, entropic shield

ARROW DEFLECTION

+2 BONUS AURA faint abjuration CL 5th WEIGHT —
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.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, shield
 

APORTER

Price: +20,000 gp Cost to Create: 2,000 gp, 160 XP, 4 days. Property: Armor or shield Caster Level: 10th Aura: Faint; (DC 17) conjuration Activation: —
When it is activated, a suit of armor or Shield transports you and your equipment to any spot within 800 feet that you can visualize or specify, as the dimension door spell. The aporter property functions two times per day. Prerequisites: Craft Magic Arms and Armor, dimension door. Cost to Create: 10,000 gp, 800 XP, 20 days.  

AVERTER

Price: +13,000 gp Property: Shield Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: Standard (mental)
This finely wrought black shield emanates an aura of barely contained menace.
When you activate an averter shield, all enemies who can see it must succeed on DC 14 Will saves or be overcome by a powerful aversion to the shield. For the next 3 rounds, affected creatures do not approach within 30 feet of you. This effect is a mind affecting compulsion ability. The averter property functions three times per day.
Prerequisites: Craft Magic Arms and Armor, suggestion or aversion. HOUSE RULE: the wielder may add their CHA to the save DC. Cost to Create: 6,500 gp, 520 XP, 13 days.

AXEBLOCK

Price: +2 bonus Property: Armor or shield Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — The surface of this item appears serrated, sporting hundreds of tiny, knifelike edges.
An axeblock shield or suit of armor magically turns away slashing weapons, such as axes and most swords. While wearing armor or carrying a shield that has this property, you gain damage reduction 5/ bludgeoning or piercing.
Prerequisites: Craft Magic Arms and Armor, stoneskin. Cost to Create: Varies.

BALANCE

Price: +3,750 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: —
This elegant armor appears streamlined yet sturdy. Its surface is decorated with precise, perfectly symmetrical, geometric designs. While wearing armor that has this property, you gain a +5 competence bonus on Balance checks.
Prerequisites: Craft Magic Arms and Armor, balancing lorecall (SC 23). Cost to Create: 1,875 gp, 150 XP, 4 days.

BALANCE, GREATER

[SYNERGY] Price: +18,750 gp Caster Level: 15th Aura: Strong; (DC 22) abjuration Synergy Prerequisite: Improved balance
As the balance property, except the armor grants a +15 competence bonus on Balance checks.
Cost to Create: 9,375 gp, 750 XP, 19 days.

BALANCE, IMPROVED

[SYNERGY] Price: +11,250 gp Caster Level: 10th Aura: Moderate; (DC 20) abjuration Synergy Prerequisite: Balance
As the balance property, except the armor grants a +10 competence bonus on Balance checks.
Cost to Create: 5,625 gp, 450 XP, 12 days.

BANE BLIND

Price: +15,000 gp Property: Armor Caster Level: 7th Aura: Moderate; (DC 18) illusion Activation: Swift (mental)
This armor is patterned with muted colors, textures, and shading. On its chest piece is an image of a beholder with its eyes closed.
Originally designed for rangers and bounty hunters, bane blind armor affects a specific type or subtype of creature. Three times per day while wearing this armor, you can render yourself imperceptible to creatures of the designated type or subtype. Such creatures cannot detect your presence using any nonmagical sensory method (including scent, hearing, tremorsense, blindsense, and the like). This effect lasts for 10 rounds or until you attack (as defined for the purpose of the invisibility spell; PH 245).
To randomly determine the armor’s designated creature, roll d% and consult the following table. On a result of Humanoid or Outsider, the DM chooses the specifi c subtype that this armor affects. d% Creature Type (Subtype)
  • 01–06 Aberration
  • 07–13 Animal
  • 14–16 Construct
  • 17–26 Dragon
  • 27–29 Elemental
  • 30–32 Fey
  • 33–42 Giant
  • 43–54 Humanoid
  • 55–60 Magical beast
  • 61–65 Monstrous humanoid
  • 66–68 Ooze
  • 69–71 Outsider, chaotic
  • 72–74 Outsider, lawful
  • 75–81 Outsider, evil
  • 82–83 Outsider, good
  • 84–86 Plant
  • 87–95 Undead
  • 96–100 Vermin
Prerequisites: Craft Magic Arms and Armor, greater invisibility. Cost to Create: 7,500 gp, 600 XP, 15 days.

BEASTSKIN

Price: +2 bonus Property: Armor Caster Level: 13th Aura: Strong; (DC 21) transmutation Activation: —
This armor is lightly patterned with lines resembling fur, scales, and feathers. Its coloration continuously shifts among muted tones of brown, green, and gray.
First created by powerful druids, armor that has this property is particularly useful to characters of that class. Whenever you use wild shape, you can expend one additional daily use of that ability to transform your beastskin armor along with you, rather than simply allowing it to merge with your body. When you do so, the armor transforms into a suit of armor of the same type, fitted for your new form. The armor’s weight changes to match your new size (and shape, if you assume a form with a different body shape). If you are proficient with your suit of beastskin armor in your natural form, then you are proficient with the transformed version as well, regardless of what shape you take.
Prerequisites: Craft Magic Arms and Armor, ironwood. Cost to Create: Varies.

BALANCED

+5000 gp AURA faint transmutation CL 5th WEIGHT —
This armor pushes back against anything that threatens to knock its wearer to the ground. The wearer gains a +4 bonus to his Combat Maneuver Defense against combat maneuvers made to overrun or trip and on Acrobatics check made to maintain balance. Dropping prone while wearing balanced armor is a move action instead of a free action. The balanced ability can be applied to light or medium armors, but not heavy armors or shields.
CONSTRUCTION REQUIREMENTS COST +5000 gp Craft Magic Arms and Armor, cat’s grace

BASHING

+1 bonus, shields only AURA moderate transmutation CL 8th WEIGHT —
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.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, bull’s strength

BLINDING

PRICE +1 BONUS AURA moderate evocation CL 7th WEIGHT —
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 successful DC 14 Reflex
save or be blinded for 1d4+1 rounds. HOUSE RULE: the wielder may add their CHA to the save DC. This shield sheds light, as the light spell, with a command word.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, searing light  

BOLSTERING PRICE

+1 BONUS AURA faint enchantment CL 5th WEIGHT — Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature’s abilities until the start of his next turn. The bolstering ability can be applied to medium armor, heavy armor, light shields, heavy shields, and tower shields, but not light armor or bucklers.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, heroism  

BRAWLING

+2 BONUS AURA faint transmutation CL 5th WEIGHT —
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer’s unarmed strikes from provoking attacks of opportunity or make the wearer’s unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor.
CONSTRUCTION REQUIREMENTS COST +3 bonus Craft Magic Arms and Armor, bull’s strength    

BLINKING

Price: +15,000 gp Property: Armor Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: Standard (command)
Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next. When you activate armor that has this property, you can “blink” back and forth between the Material Plane and the Ethereal Plane, as if affected by a blink spell. The blinking property functions once per day, and the effect lasts for 1 minute. Prerequisites: Craft Magic Arms and Armor, blink.
Cost to Create: 7,500 gp, 600 XP, 15 days.

BLUESHINE

Price: +1,500 gp Property: Metal armor Caster Level: 12th Aura: Strong; (DC 21) abjuration Activation: —
This armor glistens with a blue-black sheen, as if it were covered in oily liquid sapphire. A suit of armor imbued with this property never tarnishes and is immune to acid damage and rusting effects. While wearing blueshine armor, you gain a +2 competence bonus on Hide checks.
Prerequisites: Craft Magic Arms and Armor, Craft (alchemy) 5 ranks. Cost to Create: 750 gp, 60 XP, 2 days.  


BLURRING

Price: +15000 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) illusion Activation: Swift (command)
This armor appears indistinct, as though its edges were smeared. When you activate this armor, your appearance becomes distorted and hazy, as if you were affected by a blur spell. The blurring property functions three times per day, and the effect lasts for 5 rounds.
Prerequisites: Craft Magic Arms and Armor, blur. Cost to Create: Varies.    


BUOYANT

Price: +4,000 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This bluish metal armor seems oddly light in your hands, with a liquid sheen. This armor is buoyant in water or similar liquids. Armor that has this property does not apply an armor check penalty on your Swim checks. Additionally, it grants you a +2 competence bonus on Swim checks while you wear it.
Prerequisites: Craft Magic Arms and Armor, swim (SC 217). Cost to Create: 2,000 gp, 160 XP, 4 days.

CALLED

Price: +2,000 gp Property: Armor or shield Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command)
At fi rst glance, this armor or shield looks like any other item of its kind. Closer inspection reveals a small image of a beckoning hand inscribed on its surface. Provided that you and your called armor or shield are on the same plane, you can call it to you by speaking the proper command word, regardless of the intervening distance. If you aren’t wearing armor at the time, a suit of called armor appears on your body, as though you had donned it in the normal fashion. If you are wearing other armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call it, or in your space or a designated adjacent space if you are.
If any other creature has worn your called armor or shield since you last wore it, you can no longer call it until you wear it again. Prerequisites: Craft Magic Arms and Armor, teleport. Cost to Create: 1,000 gp, 80 XP, 2 days.
 

CREEPING

+5,000 GP AURA moderate illusion and transmutation CL 7th WEIGHT — A suit of creeping armor is made to keep the wearer’s movement covert. The armor’s armor check penalty does not apply to the wearer’s Stealth checks. Once per day, the wearer can speak a command word to grant himself a bonus on Stealth checks equal to the armor’s enhancement bonus for 1 minute. CONSTRUCTION REQUIREMENTS COST +2,500 GP Craft Magic Arms and Armor, cat’s grace, invisibility    


COMMANDER

Price: +2,000 gp Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — This item looks particularly clean and bright—in fact, it almost seems to shine with its own light. A suit of armor or shield that has this property always appears brilliant and gleaming, even in filthy or squalid conditions, though it doesn’t shed any useful light. Attempts to paint over or obscure its finish do not diminish its brightness. While wearing commander armor or carrying a commander shield, you gain a +2 competence bonus on Diplomacy checks, and each ally within 30 feet of you (not including yourself) gains a +1 morale bonus on Will saves. However, the shiny fi nish makes you so noticeable that you also take a –5 penalty on Hide checks (in addition to the normal armor check penalty). Prerequisites: Craft Magic Arms and Armor, eagle’s splendor. Cost to Create: 1,000 gp, 80 XP, 2 days.
  DAYLIGHT Price: +3,000 gp Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Swift (command) This brightly polished item bears an image of the sun and has a golden tinge. When activated, a suit of armor or a shield that has this property glows with the brilliance of a daylight spell. This effect functions for up to 30 minutes per day, but the duration need not be continuous; you can turn the effect off with a swift action. Prerequisites: Craft Magic Arms and Armor, daylight. Cost to Create: 1,500 gp, 120 XP, 3 days.  


DEATHLESS

+1 BONUS AURA moderate abjuration CL 7th WEIGHT — This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields. CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, death ward  

DEFIANT

+1 BONUS AURA moderate conjuration CL 8th WEIGHT — Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon’s excelling against certain foes. Against the designated foe, the item’s enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus

DETERMINATION

+30,000 GP AURA moderate conjuration CL 10th WEIGHT — A shield or armor with the determination special ability provides the ability to fight on even in the face of seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell. CONSTRUCTION REQUIREMENTS COST +15,000 GP Craft Magic Arms and Armor, breath of life  

DEATHWARD

Price +1, Property: armor or shield. CL: 7th, Aura: moderate, necromancy Activiation immediate. Once per day as immediate action, to ignore any death effect or negative energy effect (death spells, energy drain, inflict)  

Deepdweller

Price 12000 gp , property armor, CL 9, Aura: moderate, transmutation. You can breath water and are immune to damage from cold water and from pressure in extreme depths. Armor does not apply armor check penalty to swim checks. You can converse with any water breathing creature that has langauge. Your swim speed is doubled. Cost to create: 6000 gp, 480 xp, 12 days.  

Displacement:

price +6000, property: armor, CL: 5, aura: faint, illusion. Activation: swift commmand. Once per day activate a displacement affect for 5 rounds. Cost to create: varies.  

Dragon-dodger

Price: +1, property: light armor, CL 9th, You gain the evasion ability but only against breath weapons. Cost to create: varies, requires cat's grace.  

Easy Travel

Price: +1500 gp, property: armor, CL 5, Aura: faint, transmutation, Carry up to a medium load as if it were light. This applies only to penalties from carrying a medium load, not to the penalties from the armor itself. COst to create: 750 gp, 60 xp, 2 days.  

Ectoplasmic Feeddback

Price: +15000, Property: armor, CL 5, Aura: faint, ajburation. Any time you are hit by an incorporeal touch attack, the armor deals 2d6 points of damage to the attacker (House ruled from 1d6). Cost to create: varies.  

Ethereal

49000 gp 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. CONSTRUCTION REQUIREMENTS COST +24,500 GP Craft Magic Arms and Armor, ethereal jaunt  

EXPEDITIOUS

+4,000 GP AURA faint transmutation CL 5th WEIGHT — EXPEDITIOUS PRICE +4,000 GP Three times per day as a swift action, the wearer of expeditious armor can summon a burst of speed and gain a +10-foot enhancement bonus on all modes of movement for 1 round. This ability can be applied to any kind of armor, but not shields. CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Magic Arms and Armor, expeditious retreat  

FORTIFICATION

Light +1 bonus Moderate +3 bonus Heavy +5 bonus AURA strong abjuration CL 13th WEIGHT — 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. The chance is 25% for light fortification, 50% for moderate fortification, and 75% for heavy fortification.    

ENERGY DEFENSE

[SYNERGY] Price: +1 bonus Property: Armor or shield Caster Level: 10th Aura: Moderate; (DC 20) evocation Activation: Immediate (command) Synergy Prerequisite: Energy resistance, improved energy resistance, or greater energy resistance This item bears a stylized elemental motif. However, its flanges and spikes indicate that it has some offensive capability as well. This armor continues to give you the benefit of its prerequisite property. In addition, while wearing or using this kind of armor or shield, you can wreathe it in the type of energy specified by its energy resistance. While this effect is active, any creature that strikes you with a natural weapon, unarmed attack, or non-reach manufactured melee weapon deals normal damage but also takes 1d6+10 points of energy damage of the specified type. The energy defense property functions three times per day. The effect lasts for 5 rounds or until you dismiss it (a swift action). Prerequisites: Craft Magic Arms and Armor, fire shield, resist energy. Cost to Create: Varies.
   

ENERGY IMMUNITY

Price: +2 bonus Property: Armor or shield Caster Level: 13th Aura: Strong; (DC 21) abjuration Activation: Immediate (mental) This item is decorated with elemental motifs. No particular element is favored in the design; waves, flames, rock formations, and billows of wind are all represented equally in bright enamel. Upon activating armor or a shield that has this property, you gain immunity to damage from one energy type of your choice (acid, cold, electricity, or fire). The energy immunity property functions once per day. The effect lasts for 1 minute or until you dismiss it (a swift action). Prerequisites: Craft Magic Arms and Armor, protection from energy. Cost to Create: Varies.

 


Energy Resistance

Aura faint abjuration; CL 3rd; Weight —; Price +18,000 gp
A suit of armor or a shield with this special ability 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).
Feats Craft Magic Arms and Armor; Spells resist energy; Cost +9,000 gp

FEARSOME

Price: +15,000 gp Property: Armor or shield Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: Swift (command) This item is dark in color, and anyone viewing it sees fleeting, grotesque images on its surface. When you activate armor or a shield that has this property, you create an aura of terror in a 20-foot radius around yourself. Every creature in this area briefl y perceives a creature from its worst nightmare instead of you, becoming panicked for 1 round. On a successful DC 16 Will save, the creature is shaken for 1 round instead. HOUSE RULE: The wielder adds CHA to the save DC when using this fear ability and adds +1 to the DC for each 6 ranks of intimidate they have. The fearsome property functions three times per day. Prerequisites: Craft Magic Arms and Armor, fear. Cost to Create: 7,500 gp, 600 XP, 15 days.
 

FREEDOM

Price: +4 bonus Property: Armor Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — This armor exudes a slick of fi ne oil, giving it a scintillating sheen and a pungent scent. While wearing armor that has this property, you move and attack normally, even under circumstances that impede movement, as if affected by a freedom of movement spell. Prerequisites: Craft Magic Arms and Armor, freedom of movement. Cost to Create: Varies.
 

GHOST WARD

Price: +1 bonus Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — This item appears normal at fi rst glance, but closer examination reveals the image of a ghostly face on its surface. A suit of armor or shield that has this property allows you to add its enhancement bonus (but not its armor or shield bonus) to your Armor Class against touch attacks (including incorporeal touch attacks). Prerequisites: Craft Magic Arms and Armor, mage armor. Cost to Create: Varies.
 

GILLED

Price: +6,000 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — A decorative fluted border surrounds the neck of this scale-etched armor. A water-breathing wearer of gilled armor can breathe and speak freely in air. Prerequisites: Craft Magic Arms and Armor, air breathing (SC 8). Cost to Create: 3,000 gp, 240 XP, 6 days.
 

GHOST TOUCH

+3 BONUS AURA strong transmutation CL 15th WEIGHT — 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. CONSTRUCTION REQUIREMENTS COST +3 bonus Craft Magic Arms and Armor, etherealness    

GLAMERED

+2,700 GP AURA moderate illusion CL 10th WEIGHT — 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 it is disguised. CONSTRUCTION REQUIREMENTS COST +1,350 GP Craft Magic Arms and Armor, disguise self  

HARMONIZING

Aura moderate illusion; CL 7th; Weight —; Price +15,000 gp
Every step taken in harmonizing armor produces a symphony of sounds. The armor harmonizes with music played, lyrics sung, and words spoken by its wearer, creating a pleasant counter-melody. Its wearer gains a +5 competence bonus on Perform checks, but takes a –5 penalty on Stealth checks. The wearer can be silent only if he takes no physical actions. The armor also amplifies harmful sounds, and the wearer gains vulnerability to sonic energy damage (sonic energy attacks deal an additional 50% damage to the wearer).   If the wearer has the bardic performance class feature, the harmonizing armor causes bonuses and penalties from performances that have an audible component to continue for 1 round after the wearer ceases performing. Beginning a new bardic performance ends the effects of the previous performance immediately. This ability does not stack with the Lingering Performance feat.
The harmonizing ability can be applied to any armor, but not shields. Feats Craft Magic Arms and Armor; Spells major image or bardic performance; Cost +7,500 gp  

HAMMERBLOCK

Price: +2 bonus Property: Armor or shield Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — The surface of this item is covered with a pattern of tiny indentations. A hammerblock shield or suit of armor magically turns away bludgeoning weapons, such as maces and clubs. While wearing armor or carrying a shield that has this property, you gain damage reduction 5/piercing or slashing. Prerequisites: Craft Magic Arms and Armor, stoneskin. Cost to Create: Varies.
 

HEALING

Price: +8,000 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: Swift (command) and —; see text This armor has a faint golden sheen, and its surface is embossed with healing runes. On its breastplate is a depiction of an open eye. When activated, armor that has this property heals you of 2d8+5 points of damage. If your hit points are reduced to –1 to –9, this effect occurs automatically, without requiring any action. The healing property functions once per day. Prerequisites: Craft Magic Arms and Armor, cure moderate wounds. Cost to Create: 4,000 gp, 320 XP, 8 days.
 

HEALING, GREATER

[SYNERGY] Price: +24,000 gp Caster Level: 15th Aura: Strong; (DC 22) conjuration Synergy Prerequisite: Healing As healing armor, except that greater healing armor heals you of 3d8+15 points of damage. The greater healing property functions twice per day. Prerequisites: Craft Magic Arms and Armor, cure serious wounds. Cost to Create: 12,000 gp, 960 XP, 24 days.
 

HEARTENING

Price: +2,000 gp Property: Shield Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Immediate (mental)
This sturdy shield is reinforced with plates and rivets but is no heavier than normal. When activated, a heartening shield grants you 5 temporary hit points, which last up to 5 minutes. These temporary hit points don’t stack with temporary hit points from any other source. The heartening property functions two times per day.
Prerequisites: Craft Magic Arms and Armor, false life. Cost to Create: 1,000 gp, 80 XP, 1 day.
 

IMPERVIOUS

+1 BONUS AURA moderate transmutation CL 7th WEIGHT —
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster’s rust ability) equal to its enhancement bonus.
Craft Magic Arms and Armor, fabricate, make whole  

INVULNERABILITY

+3 BONUS AURA strong varies CL 18th WEIGHT —
This suit of armor grants the wearer damage reduction 5/ magic. Invulnerable armor emits a strong aura of abjuration (and evocation if miracle is used).
CONSTRUCTION REQUIREMENTS COST +3 bonus  

LANDING

Price: +4,000 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
Although rotund in form, this silvery armor is no more encumbering than usual for its type. A suit of armor that has this property allows you to ignore any damage dealt by the fi rst 60 feet of a fall. Regardless of how far you fall, you can always land on your feet if you so choose.
Prerequisites: Craft Magic Arms and Armor, feather fall. Cost to Create: 2,000 gp, 160 XP, 4 days.
 

LINKED

Price: +6,000 gp Property: Armor or shield Caster Level: 7th Aura: Moderate; (DC 18) divination Activation: Standard (mental)
You sense this item’s inner power more with your mind than your sight. When you activate a suit of armor or a shield that has this property, you can form a telepathic bond with any or all known wearers of other linked items within 10 miles. Wearers can communicate telepathically through the bond even if they do not share a language. No special effect or influence is established as a result of the bond.
The linked property functions three times per day, and the effect lasts for 1 hour.
Prerequisites: Craft Magic Arms and Armor, Rary’s telepathic bond or mindlink (EPH 120)Cost to Create: 3,000 gp, 240 XP, 6 days.
 

MAGIC-EATING

Price: +10,000 gp Property: Armor Caster Level: 16th Aura: Strong; (DC 23) abjuration Activation: —
Spirals and reliefs of fanged mouths cover this dull-colored armor. While wearing magic-eating armor, whenever you succeed on a saving throw against a spell that targets you, the armor heals you of 1 point of damage per level of the spell. This healing occurs after the spell takes effect.
Prerequisites: Craft Magic Arms and Armor, spell resistance.
Cost to Create: 5,000 gp, 400 XP, 10 days.

MANIFESTER

Price: +6,000 gp Property: Shield Caster Level: 6th Aura: Moderate; (DC 18) abjuration Activation: Free (mental) Faintly glowing with inner power, this shield seems to invigorate you. While using a shield that has this property, you can draw 3 power points from it to manifest a psionic power. You must use all these points on the same power, which cannot use power points from any other source. The manifester property functions once per day. Prerequisites: Craft Magic Arms and Armor, any 2nd-level psionic power. Cost to Create: 3,000 gp, 240 XP, 6 days.

MASKING

Price: +40,000 gp Property: Armor Caster Level: 10th Aura: Moderate; (DC 20) abjuration Activation: —
Tendrils of dense black smoke stream from every opening in this dark armor, obscuring all detail. Masking armor protects you and your gear from divination spells and items (such as crystal balls) as if you were constantly under the effect of a nondetection spell. Whenever a divination spell or effect is attempted against you, the caster must succeed on a DC 25 caster level check or the divination fails.
Prerequisites: Craft Magic Arms and Armor, nondetection. Cost to Create: 20,000 gp, 1,600 XP, 40 days.
   

MINDARMOR

Price: +3,000 gp Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: Immediate (mental)
Constructed of seamless and tightly bound layers, this item steadies your thoughts when worn. When activated, a suit of armor or a shield that has this property grants you a +5 bonus on Will saves to resist mind affecting spells and abilities until the start of your next turn.
The mindarmor property functions three times per day.
Prerequisites: Craft Magic Arms and Armor, heroism or empty mind (EPH 99). Cost to Create: 1,500 gp, 120 XP, 3 days.  


MIRRORED

+8000 gps AURA moderate abjuration CL 8th WEIGHT — Player’s Guide)
The polished surface of a mirrored shield gleams and shines, and can be used as an ordinary mirror. Furthermore, it aids in battling creatures with gaze attacks. If the wearer averts his eyes, he can roll the miss chance twice, selecting the better result. The wearer can deal sneak attack or other precision-based damage to the target even though it has concealment against him. This provides no benefit if the wearer closes his eyes, wears a blindfold, or otherwise can’t see the target at all. The mirrored armor or shield also adds it enhancement bonus to the wearer’s touch AC against rays. it. This special ability may only be added to metallic armor or shields.  

MOBILITY

Price: +1 bonus Property: Light armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This suit of light armor seems exceptionally slick and supple. An abstract tracery in a silvery metal decorates the limbs and torso. While wearing a suit of light armor that has this property, you gain the benefit of the Mobility feat, even if you do not meet its
prerequisite. Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: Varies.  

NIMBLENESS

Price: +1 bonus Property: Armor Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: —
This suit of armor looks much less restrictive than others of its type. A suit of armor that has this property has a maximum Dexterity bonus 1 higher than normal, and its armor check penalty is reduced by 2.
Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: Varies. raft Magic Arms and Armor, spell turning  

POISON-RESISTANT

+2,250 GP AURA moderate conjuration CL 7th WEIGHT —
A suit of armor or shield with this special ability grants the wearer a +3 resistance bonus on saving throws against poison.
CONSTRUCTION REQUIREMENTS COST +1,125 GP Craft Magic Arms and Armor, neutralize poison
     

QUICKNESS

Price: +5,000 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This silvery armor feels light and flexible to the touch. A suit of armor that has this property grants a +5-foot enhancement bonus to your land speed.
Prerequisites: Craft Magic Arms and Armor, longstrider. Cost to Create: 2,500 gp, 200 XP, 5 days.  

RADIANT

Price: +2 bonus Property: Armor Caster Level: 9th, Synergy: Lesser Radiant Aura: Moderate; (DC 19) abjuration Activation: —
This armor shimmers with a variety of hues, and it feels slick to the touch.
A suit of armor that has this property grants resistance 10 against all energy attacks (acid, cold, electricity, fi re, and sonic). When you are the subject of an energy attack, the armor also radiates light for a number of rounds equal to the points of damage absorbed (to a maximum of 10 rounds). This light is sufficient to brightly illuminate a 30-foot-radius area and casts shadowy illumination in a 60 foot-radius area.
If the armor absorbs more energy damage while it is radiating light, the first effect overlaps (does not stack with) the effect that was already in place. For example, if the armor absorbs 4 points of damage from one attack and another 6 points from an attack 2 rounds later, it radiates light for a total of 8 consecutive rounds (4 –2 + 6). Likewise, if the armor absorbs 10 points from one attack and another 5 points from an attack 2 rounds later, it radiates light for 10 consecutive rounds (because 8 rounds remain from the earlier effect, continuing past the end of the second effect’s 5
rounds). Prerequisites: Craft Magic Arms and Armor, resist energy. Cost to Create: Varies.  

RADIANT, Lesser

Price: +1 bonus Property: Armor Caster Level: 9th Aura: Moderate; (DC 19) abjuration Activation: —
This armor shimmers with a variety of hues, and it feels slick to the touch.
A suit of armor that has this property grants resistance 5 against all energy attacks (acid, cold, electricity, fire, and sonic). When you are the subject of an energy attack, the armor also radiates light for a number of rounds equal to the points of damage absorbed (to a maximum of 5 rounds). This light is sufficient to brightly illuminate a 30-foot-radius area and casts shadowy illumination in a 60 foot-radius area.
If the armor absorbs more energy damage while it is radiating light, the first effect overlaps (does not stack with) the effect that was already in place. For example, if the armor absorbs 4 points of damage from one attack and another 6 points from an attack 2 rounds later, it radiates light for a total of 8 consecutive rounds (4 –2 + 6). Likewise, if the armor absorbs 10 points from one attack and another 5 points from an attack 2 rounds later, it radiates light for 10 consecutive rounds (because 8 rounds remain from the earlier effect, continuing past the end of the second effect’s 5 rounds).
Prerequisites: Craft Magic Arms and Armor, resist energy. Cost to Create: Varies.  

RADIANT, GREATER

Price: +4 bonus Property: Armor Caster Level: 9th, Synergy: Radiant Aura: Moderate; (DC 19) abjuration Activation: —
This armor shimmers with a variety of hues, and it feels slick to the touch.
A suit of armor that has this property grants resistance 20 against all energy attacks (acid, cold, electricity, fi re, and sonic). When you are the subject of an energy attack, the armor also radiates light for a number of rounds equal to the points of damage absorbed (to a maximum of 20 rounds). This light is sufficient to brightly illuminate a 30-foot-radius area and casts shadowy illumination in a 60 foot-radius area.
If the armor absorbs more energy damage while it is radiating light, the first effect overlaps (does not stack with) the effect that was already in place. For example, if the armor absorbs 4 points of damage from one attack and another 6 points from an attack 2 rounds later, it radiates light for a total of 8 consecutive rounds (4 –2 + 6). Likewise, if the armor absorbs 10 points from one attack and another 5 points from an attack 2 rounds later, it radiates light for 10 consecutive rounds (because 8 rounds remain from the earlier effect, continuing past the end of the second effect’s 5 rounds).
Prerequisites: Craft Magic Arms and Armor, resist energy. Cost to Create: Varies.  

RALLYING

+5,000 GP AURA faint abjuration CL 5th WEIGHT —
If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin’s aura of courage, a bard’s countersong, or a cavalier’s banner ability), the morale bonus increases to +6.
CONSTRUCTION REQUIREMENTS COST +2,500 GP Craft Magic Arms and Armor, remove fear  

RAMMING

+1 BONUS AURA faint evocation CL 5th WEIGHT —
These shields are sturdily built and often bear the device of a ram or bull. When the wielder of a ramming shield makes a shield bash attack as part of a charge, the shield’s enhancement bonus to Armor Class applies to the attack and damage rolls. This doesn’t stack with any existing enhancement the shield has. If the attack hits, as a swift action the wielder can attempt a bull rush combat maneuver against that target, adding the +2 bonus for charging and the shield’s enhancement bonus to the combat maneuver check. Only shields that can make a shield bash attack can have the ramming ability.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, force punch (Ultimate Magic)  

RANGED

Price: +1 bonus Property: Shield (except a tower shields) Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This streamlined, gray metallic shield is keenly balanced and features a razor-sharp edge.
While using a ranged shield, you can throw it in combat. The thrown shield has a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon, and it cannot be blocked or grabbed except by those with appropriate feats. Regardless of your size, a ranged buckler or ranged light shield deals 1d6 points of slashing damage, and a ranged heavy shield deals 1d8 points. You add your Strength modifier and the shield’s enhancement bonus (but not its effective bonus from this or other special properties) to this base damage.
After you have thrown it, a ranged shield flies through the air back to you. returns just before your next turn (and is therefore ready to use again on that turn). You do not benefi t from its shield bonus to AC while it is not in your possession. Catching a ranged shield when it comes back is a free action. If you can’t catch it, or if you have moved since throwing it, the shield drops to the ground in the square from which it was thrown.
Prerequisites: Craft Magic Arms and Armor, hurl (SC 117) or far hand (EPH 106). Cost to Create: Varies.  

REFLECTING

+5 BONUS AURA strong abjuration CL 14th WEIGHT — This shield is as highly polished as a mirror, and its surface is completely reflective. Three times per day as a free action that the wearer can take even when it’s not her turn, it can be called on to reflect a spell back at its caster exactly like the spell turning spell. CONSTRUCTION REQUIREMENTS COST +5 bonus Craft Magic Arms and Armor, spell turning  

RIGHTEOUS

+27,000 GP AURA moderate transmutation CL 10th WEIGHT — Armor with this special ability is often engraved or enameled with religious symbols. Once per day on command, the wearer can invoke an effect, as per the spell righteous might, lasting for 10 rounds. Righteous armor is always aligned toward good (positive energy), for the effects of righteous might. Righteous armor bestows one permanent negative level on any evil creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn. CONSTRUCTION REQUIREMENTS COST +13,500 GP Craft Magic Arms and Armor, righteous might

RETALIATION

Price: +2 bonus Property: Armor Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: —
The surface of this armor roils with pent-up energy. A suit of armor that has this property strikes back at foes who hit hard in melee. While wearing retaliation armor, each time you take 10 or more points of damage from a single melee attack, the armor deals 1d6 points of damage to the attacker. If a single melee attack drops your hit points below 0, the armor strikes the attacker for 3d6 points of damage.
Damage from retaliation armor is treated as magic for the purpose of overcoming damage reduction.
Prerequisites: Craft Magic Arms and Armor, symbol of pain. Cost to Create: Varies.  

ROARING

Price: +3 bonus Property: Armor Caster Level: 13th Aura: Strong; (DC 21) divination Activation: —
The sculpted visage of a dragon adorns the chest piece of this gleaming armor. Embellishments in the shapes of claws and draconic wings accent the rest of its intimidating appearance. While you are wearing armor that has this property, you gain some protection from ranged attacks. Whenever you are hit by a nonmagical projectile that would deal 10 or fewer points of damage, you take no damage from that attack. The armor automatically turns back the projectile to strike the creature that fired it. Reroll the damage against the original attacker.
While you wear this armor, the embossed dragon head roars whenever battle is imminent, granting you a +4 competence bonus on initiative checks. You gain a +4 competence bonus on intimidating checks.
Once per day, as a swift action, you can activate a a good hope spell (CL 13).
Prerequisites: Craft Magic Arms and Armor, protection from arrows, true seeing. Cost to Create: Varies.  

SHADOW

+3,750 GP AURA faint illusion CL 5th WEIGHT — 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. CONSTRUCTION REQUIREMENTS COST +1,875 GP Craft Magic Arms and Armor, invisibility, silence  

SHADOW, GREATER

+33,750 GP AURA strong illusion CL 15th WEIGHT — As shadow, except it grants a +15 competence bonus on Hide checks. CONSTRUCTION REQUIREMENTS COST +16,875 GP Craft Magic Arms and Armor, invisibility, silence  

SHADOW, IMPROVED

+15,000 GP AURA moderate illusion CL 10th WEIGHT — As shadow, except it grants a +10 competence bonus on Stealth checks. CONSTRUCTION REQUIREMENTS COST +7,500 GP Craft Magic Arms and Armor, invisibility, silence  

SLICK

+3,750 GP AURA faint conjuration CL 4th WEIGHT — 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. CONSTRUCTION REQUIREMENTS COST +1,875 GP Craft Magic Arms and Armor, grease  

SLICK, GREATER

+33,750 GP AURA strong conjuration CL 15th WEIGHT — As slick, except it grants a +15 competence bonus on Escape Artist checks. CONSTRUCTION REQUIREMENTS COST +16,875 GP Craft Magic Arms and Armor, grease  

SLICK, IMPROVED

+15,000 GP AURA moderate conjuration CL 10th WEIGHT — CONSTRUCTION REQUIREMENTS COST variesAs slick, except it grants a +10 competence bonus on Escape Artist checks. CONSTRUCTION REQUIREMENTS COST +7,500 GP Craft Magic Arms and Armor, grease  

SPEARBLOCK

Price: +2 bonus Property: Armor or shield Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — The surface of this item appears rough, being covered with hundreds of tiny points reminiscent of spearheads. A spearblock shield or suit of armor magically turns away piercing weapons, such as spears and arrows. While wearing armor or carrying a shield that has this property, you gain damage reduction 5/bludgeoning or slashing. Prerequisites: Craft Magic Arms and Armor, stoneskin. Cost to Create: Varies.  

SPEED

Price: +6,000 gp Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (mental)
This item is decorated with silvery arabesques and seems to vibrate with restless energy. A suit of armor or shield that has this property can quicken your movements. Three times per day, you can command it to produce a haste effect on you (as the haste spell) that lasts for 1 round.
Prerequisites: Craft Magic Arms and Armor, haste. Cost to Create: 3,000 gp, 240 XP, 6 days.  

SPELL RESISTANCE

VARIES Spell resistance 15 +2 bonus Spell resistance 17 +3 bonus Spell resistance 19 +4 bonus Spell resistance 21 +5 bonus AURA strong abjuration CL 15th WEIGHT — This special ability grants the armor or shield’s wearer spell resistance while the armor or shield is worn. HOUSE RULE; the wielder may add their CHA to the SR given (to a max of SR 30) Craft Magic Arms and Armor, spell resistance  

SPELL STORING

+1 bonus
This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as an immediate action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it.
A randomly rolled suit of spell storing armor has a 50% chance to have a spell stored in it already. Spell storing armor emits a strong aura of the evocation school, plus the aura of the stored spell.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, creator must be a caster of at least 12th level    

STAMINA

Price: +500 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — This armor appears sturdier than other armor of its type. While wearing armor that has this property, you gain a +1 resistance bonus on Fortitude saving throws. Prerequisites: Craft Magic Arms and Armor, bear’s endurance, resistance. Cost to Create: 250 gp, 20 XP, 1 day.  

STAMINA, GREATER

[SYNERGY] Price: +8,000 gp Caster Level: 15th Aura: Strong; (DC 22) transmutation Synergy Prerequisite: Improved stamina As stamina, except the armor grants a +5 resistance bonus on Fortitude saving throws. Cost to Create: 4,000 gp, 320 XP, 8 days.  

STAMINA, IMPROVED

[SYNERGY] Price: +4,000 gp Caster Level: 9th Aura: Moderate; (DC 19) transmutation Synergy Prerequisite: Stamina As stamina, except the armor grants a +3 resistance bonus on Fortitude saving throws. Cost to Create: 2,000 gp, 160 XP, 4 days.  

STANCHING

+2000 gp AURA moderate transmutation CL 7th WEIGHT — A stanching suit of armor helps stop the flow of blood from the wearer’s wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor’s enhancement bonus to Constitution checks to become stable. CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, stabilize, cure critical wounds or lesser restoration  

TIME BUTTRESS

Price: +5 bonus Property: Shield Caster Level: 17th Aura: Strong; (DC 23) transmutation Activation: Standard (mental) This magnificent platinum shield seems to pulse with an air of invincibility. When you activate a shield that has this property, you can avoid injury by manipulating time. You are invulnerable to all attacks, spells, and powers (both harmful and helpful), beginning immediately after you activate the effect and ending at the end of your next turn
. The time buttress property functions once per day.
Prerequisites: Craft Magic Arms and Armor, temporal stasis or timeless body (EPH 138). Cost to Create: Varies.  

TWILIGHT

Price: +1 bonus Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This armor possesses a faint, sunset-colored sheen. Armor that has this property is favored by elves and other characters who mix arcane magic and melee combat. A suit of twilight armor looks translucent and semi-incorporeal when donned, reducing the chance of arcane spell failure by 10%.
Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: Varies. c Arms and Armor, enlarge person        

VANISHING

Price: +3 bonus Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: Standard (mental)
This dull gray item appears unremarkable. Indeed, your eye easily strays from it.
A suit of armor or shield that has this property renders you and all your equipment completely imperceptible to other creatures. When you activate it, you become invisible and inaudible, and you cannot be detected by any nonmagical sensory method (including scent, hearing, tremorsense, blindsense, and the like). Once activated, this effect lasts for 3 minutes or until you attack (as defined for the purpose of the invisibility spell; PH 245). Creatures immune to mind-affecting spells and abilities can perceive you normally.
The vanishing property functions two times per day.
Prerequisites: Craft Magic Arms and Armor, suggestion or cloud mind (EPH 84). Cost to Create: Varies.  

VARIABLE

Price: +1 bonus Property: Shield Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (mental)
This shield is made up of many smooth, overlapping strips. A variable shield can change its size, becoming a buckler, light shield, heavy shield, or tower shield (sized appropriately for you) upon activation. All the rules for carrying items while using shields apply to the new shield size (see Armor Descriptions, PH 124).
Prerequisites: Craft Magic Arms and Armor, shrink item. Cost to Create: Varies.  

WILD PRICE

+3 BONUS AURA moderate transmutation CL 9th WEIGHT — Armor with this special ability usually appears to be made from magically hardened animal pelt. 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. CONSTRUCTION REQUIREMENTS COST +3 bonus Craft Magic Arms and Armor, baleful polymorph  

WOODWALK

Price: +9,000 gp Property: Armor Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) This armor’s surface is etched to look like a tree, with the chest serving as the trunk and lower branches, and the arms as thick boughs. If you have the woodland stride class feature, you can activate woodwalk armor to step into a tree and exit from another, as if affected by the tree stride spell. The woodwalk property functions three times per day, and the effect lasts for 1 round. Prerequisites: Craft Magic Arms and Armor, tree stride. Cost to Create: 4,500 gp, 360 XP, 9 days.  

WYRMSBREATH

+5,000 GP AURA faint evocation CL 5th WEIGHT — A shield with this special ability is usually crafted with an open dragon’s mouth on the front. A shield with the wyrmsbreath special ability is keyed to one type of energy (acid, cold, electricity, or fire). The shield gains 1 charge for every 5 points of damage from the keyed energy type the wearer takes. On command, the bearer can expend 1 to 5 charges from the shield to have it create a breath weapon in a 15 foot cone dealing 1d4 points of energy damage per charge expended (Reflex DC 11 half). This damage is the same type as the shield’s keyed energy type. A shield can store up to 5 charges at a time, and stored charges expire harmlessly after 24 hours. A shield cannot have more than one wyrmsbreath ability. HOUSE RULE: add the number of charges expanded and your CHA to the save DC. CONSTRUCTION REQUIREMENTS COST +2,500 GP Craft Magic Arms and Armor, burning hands    

Special Materials:

Adamantine

Armor: armor check penalty -1, hardness 20, +33% normal HP, provide the DR below. Shield: Cost +1000 gp Light: DR 1/- Cost: +5000 gp Medium DR 2/- Cost +10,000 gp Heavy DR 3/- Cost +15,000 gp    

Darkwood Shields:

Shields: Cost +300 gp, no armor check penalty  

Mithral

Armor: for all armors increases max dex +1 and armor check penalty -1, arcane spell failure -10%., hardness 15 and +20% HP, armor counts as one step less. Light armor or shield: +1000 gp Medium Armor: +4000 gp; counts as light armor, Heavy Armor: +10000 gp, counts as medium armor

Specific Armors and Shields:

   


ABSORBING SHIELD

50,170 GP AURA strong transmutation CL 17th WEIGHT 15 lbs.
This +1 heavy steel shield is made of metal, but its color is a flat black that seems to absorb light. Once every 2 days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack. This effect only functions as an attack—it can’t be activated to target a creature or weapon as it strikes the shield.
CONSTRUCTION REQUIREMENTS COST 25,170 GP Craft Magic Arms and Armor, disintegrate    

ARMOR OF INSULTS

16,175 GP AURA moderate enchantment CL 7th WEIGHT 20 lbs.
Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language. HOUSE RULE: The wearer adds their CHA to the DC. CONSTRUCTION REQUIREMENTS COST 7,675 GP Craft Magic Arms and Armor, confusion
 

ARMOR OF THE FALLEN LEAVES [Druidic RELIC]

Price (Item Level): 17,350 gp (14th) Body Slot: Body Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: Standard (command) Weight: 15 lb.
A riot of red, yellow, and orange leaves has been sewn together into a rigid suit of armor resembling a breastplate. This suit of armor functions as a +1 wild breastplate if you are neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Because it is nonmetallic, wear- ing this armor does not violate a druid’s spiritual oaths, though it has the durabil- ity of steel.
Relic Power: If you have established the proper divine connection, once per day you can cause the leaves of the armor to turn brown and scatter on the breeze. During this process, you merge with the fallen leaves and disappear. Though the leaves appear to flutter near the ground, they are actually under your disembodied control. While in this state, you can move and interact with your environment as if you were under the effect of a gaseous form spell. This effect lasts for up to 30 minutes or until you use a standard action to end it. To use the relic power, you must be of the druidic religion. You can use it an additional time per day by sacrificing a 3rd or higher spell slot as part of the activation.
Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, baleful polymorph, gust of wind. Cost to Create: 8,500 gp (plus 350 gp for masterwork breastplate), 680 XP, 17 days.

   

BARRICADE BUCKLER

Price (Item Level): 4,165 gp (9th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: Swift (command) Weight: 5 lb.
This buckler is set with numerous polished green stones: one at its center, and the rest in concentric rings around it. The center stone is the smallest, with larger stones in each ring toward the buckler’s edge.
By speaking the command word, you can transform this +1 buckler into a 5-foot-by-5- foot vertical wall of force. The wall persists for 1 minute or until you speak a second command word to return the buckler to its normal condition. The wall of force ability functions three times per day. Prerequisites: Craft Magic Arms and Armor, wall of force. Cost to Create: 2,000 gp (plus 165 gp for masterwork buckler), 160 XP, 4 days.

BEARSKIN ARMOR

  Pr ice (Item Level): 14,350 gp (14th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (command) Weight: 30 lb.
Shaggy black fur, like that of a great bear, covers this metal breastplate. While wearing this +1 breastplate, you gain a +2 competence bonus on grapple checks. In addi- tion, the armor has three special properties. Once per day, you can activate the armor to gain a +4 enhancement bonus to Constitution for 9 minutes. Two times per day, you can activate the armor to gain the scent special qual- ity (MM 314) for 5 rounds. Three times per day on command, the armor allows you to sprout a pair of claws. These claws deal 1d6 points of damage each (assuming you are Medium) and extend your natural reach by 5 feet. You can attack with both claws as though they were primary natural weapons. Alternatively, you can use a single claw to make an attack as a natural secondary weapon (–5 on the attack roll, no effect on your other attacks). These claws last for 5 rounds. The special properties of a suit of bear- skin armor function normally while you are in wild shape (although it does not grant its armor bonus to AC).
Prerequisites: Craft Magic Arms and Armor, bear’s endurance, wild shape. Cost to Create: 7,000 gp (plus 350 gp for masterwork breastplate), 560 XP, 14  

BANDED MAIL OF LUCK

18,900 GP AURA strong enchantment CL 12th WEIGHT 35 lbs.
Ten 100-gp gems adorn this +3 banded mail. Once per Day (house ruled from 1/W), 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 COST 9,650 GP Craft Magic Arms and Armor, bless    

BONELESS LEATHER

  12,160 GP AURA faint transmutation CL 3rd WEIGHT 15 lbs.
This suit of +1 leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.

BREASTPLATE OF COMMAND

  25,400 GP AURA strong enchantment CL 15th WEIGHT 30 lbs.
This +2 breastplate typically bears the image of a rampant grizzly bear or other impressive predator. It 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 COST 12,875 GP Craft Magic Arms and Armor, mass charm monster

BREASTPLATE OF VANISHING

  15,200 GP AURA faint conjuration CL 5th WEIGHT 15 lbs.
This battered +1 mithral breastplate bears a resemblance to a stylized turtle shell. On command, its wearer can vanish inside the armor, leaving the breastplate behind while she stays safely hidden in an extradimensional space. This space is barely large enough for the wearer to sit comfortably, but does provides breathable air and light to see by. The wearer cannot perceive the environs around the armor while inside. A second command word returns the wearer to the armor’s location, wearing the armor. If the wearer can’t return to the space the armor is in, she is instead shunted to the nearest empty space that can contain her, but no longer wearing the armor.
If the breastplate is destroyed, the wearer immediately returns to the square the armor was in when it was destroyed. Successfully dispelling the armor likewise returns the wearer, though in this case still wearing the armor.
CONSTRUCTION REQUIREMENTS COST 9,700 GP Craft Magic Arms and Armor, rope trick

BUCCANEER’S BREASTPLATE

  23,850 GP AURA moderate transmutation CL 9th WEIGHT 30 lbs. This +1 breastplate is made of shining amber metal and decorated with faint motifs of the waves and water. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round. CONSTRUCTION REQUIREMENTS COST 12,100 GP Craft Magic Arms and Armor, water walk  

CATSKIN LEATHER

  18,910 GP AURA strong transmutation CL 13th WEIGHT 15 lbs.
Rather than the hide of a cat, this extremely supple suit of jetblack +1 shadow leather armor grants a portion of the grace and fortune of a feline. It has no armor check penalty or maximum Dexterity bonus. The wearer receives a +5 competence bonus on Acrobatics checks and takes only half normal damage from falling. When the wearer’s hit points would be reduced to a negative amount equal to her Constitution score from an attack or spell, the armor falls to pieces and is destroyed, and the wearer takes only half damage from the attack or spell.
CONSTRUCTION REQUIREMENTS COST 9,535 GP Craft Magic Arms and Armor, cat’s grace, feather fall, and limited wish, wish, or miracle  

CELESTIAL ARMOR

  22,400 GP AURA faint transmutation [good] CL 5th WEIGHT 20 lbs.
This +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 COST 11,350 GP Craft Magic Arms and Armor, fly, creator must be good

DAYSTAR HALF-PLATE

81,250 GP AURA strong evocation CL 15th WEIGHT 50 lbs.
This glowing +1 half-plate is decorated with various images of the sun and depictions of nature. At will, the wearer can command the armor to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell. The sunburst is centered on the wearer and the wearer is immune to its effects. CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Magic Arms and Armor, daylight, sunburst

 

DEMON ARMOR

52,260 GP AURA strong necromancy [evil] CL 13th WEIGHT 50 lbs.
This plate armor is fashioned to make the wearer appear to be a demon. Glowing red energy emanates from sigils engraved on the armor’s key plates and joints, and the runes intermittently surge with fiendish power. 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 COST 26,955 GP Craft Magic Arms and Armor, contagion

 

DRAGONHIDE PLATE

3,300 GP AURA no aura (nonmagical) CL — WEIGHT 50 lbs. 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. The wearer of dragonhide plate tends to draw the ire of dragons of the same type as that used in the armor’s creation.

 

DRAGONRIDER ARMOR

(Item Level): 18,300 gp (15th) Body Slot: Body Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: 50 lb. This armor seems to be made from old, worn dragon scales, which give it a pleasantly rustic look.
This suit of +1 dragonhide full plate is made from cast-off scales rather than the hide of a slain dragon. While wearing it, you have resistance 10 against the form of energy the dragon used (or determine randomly) You also gain a +5 competence bonus on Ride checks you make while riding any creature of the dragon type. In addition, dragonrider armor automati- cally produces a feather fall effect (as the feather fall spell) if you fall more than 5 feet while wearing it.
Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: 7,500 gp (plus 3,300 gp for dragonhide full plate), 600 XP, 15 days.


EARTHPLATE ARMOR

Price (Item Level): 41,650 gp (17th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Weight: 70 lb.
At first glance, this suit of full plate looks filthy and ill kept. On closer examination, you can see it is expertly crafted, and what appears to be dirt is actually the color of the metal itself. A black crystal shard is set horizontally into the front of the armor across the abdomen. Runes in the Gnome language mark its greaves and gauntlets, and the aroma of fresh earth seems to emanate from the suit.
A suit of earthplate armor functions as +1 full plate. Once per day while wearing this armor, you can activate a stoneskin effect, as the stoneskin spell. As long as this effect is active, you also gain tremorsense out to 5 feet (MM 316). Both effects last for 90 minutes or until the stoneskin effect absorbs 90 points of damage, whichever comes f rst.
Prerequisites: Bind Elemental (ECS 51) or Craft Magic Arms and Armor, planar binding, stoneskin. Cost to Create: 20,000 gp (plus 1,650 gp for masterwork full plate), 1,600 XP, 40 days.    

ELECTRIC EEL HIDE

Price (Item Level): 14,165 gp (14th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) abjuration Activation: Standard (mental) Weight: 25 lb.
This armor is made from the rubbery black hide of some finely scaled fish or eel and is slick with a thin slime.
When you activate this suit of +1 buoy- ant slick hide, it generates an electricity shield that lasts 5 rounds. Any creature that strikes you with a natural weapon, unarmed attack, or nonreach manufactured weapon takes 1d6 points of electricity damage. This shield can be activated three times per day. In addition, while the electricity shield is active, you can make a melee touch attack to deal 5d6 points of electricity damage. If underwater, you can produce a lightning burst that deals 2d6 points of electricity damage to all other adjacent creatures. Using either of these abilities ends the electricity shield effect.
Prerequisites: Craft Magic Arms and Armor, freedom of movement, grease, shocking grasp.
Cost to Create: 7,000 gp (plus 165 gp for masterwork hide), 560 XP, 14 days.    

ELVEN CHAIN

  5,150 GP AURA no aura (nonmagical) CL — WEIGHT 20 lbs. 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.  


ENCHANTED EELSKIN

11,160 GP AURA faint transmutation CL 5th WEIGHT 15 lbs. This +1 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. In addition, during a surprise round the wearer can act as if she had a full round of actions, rather than a single standard action, as long as those actions do not require leaving the water. If she does leave the water, her surprise round turn immediately ends. CONSTRUCTION REQUIREMENTS COST 5,660 GP Craft Magic Arms and Armor, grease, invisibility, touch of the sea (Advanced Player’s Guide)  


EQUESTRIAN PLATE

10,650 GP Full plate 50 lbs. Banded mail 35 lbs. Barding 70 lbs. AURA moderate transmutation CL 9th WEIGHT varies
Shined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer’s mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon. If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer’s armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well.
CONSTRUCTION REQUIREMENTS COST 6,150 GP Craft Magic Arms and Armor, fabricate
 


EXOSKELETON ARMOR

Price (Item Level): 21,350 gp (15th) Body Slot: Body Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Weight: 30 lb.
Prepared from the remains of an animated skel- eton, this armor covers the upper body with a white, riblike structure that resembles bleached bones. Large skulls serve as epaulets. A suit of exoskeleton armor provides pro- tection as a +1 breastplate and grants you damage reduction 5/bludgeoning while you wear it.
Prerequisites: Craft
Magic Arms and Armor, animate dead, Knowledge (religion) 5 ranks. Cost to Create: 10,500 gp (plus 350 gp for masterwork breastplate), 840 XP, 21 days.    


FOXHIDE ARMOR

  Price (Item Level): 10,160 gp (13th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (command) Weight: 15 lb.
This subtly crafted leather armor seems to have been formed from the hide of a single large fox, patches of red fur adorning many of the armor’s curves and ridges. While wearing this suit of +1 leather, you gain a +2 competence bonus on Hide and Move Silently checks. In addition, the armor has three other special properties. Once per day, you can activate the armor to gain a +4 enhancement bonus to Intel- ligence for 9 minutes. Two times per day, you can activate the armor to gain the scent special quality (MM 314) for 5 rounds. Three times per day, you can activate the armor to gain the benefit of a pass without trace spell. While this effect is active, you can move through undergrowth at your armornormal speed without taking damage or suffering any other impairment (as the druid’s woodland stride class feature). This effect lasts for 1 hour. The special properties of a suit of foxhide armor function normally while you are in wild shape (although it does not grant its armor bonus to AC). Prerequisites: Craft Magic Arms and Armor, fox’s cunning, pass without trace, wild shape. Cost to Create: 5,000 gp (plus 160 gp for masterwork leather), 400 XP, 10 days.
 


GHOUL Hide ARMOR

  Price (Item Level): 10,500 gp (13th) Body Slot: Body Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Standard (mental) Weight: 15 lb. A suit of ghoul shell armour consists of shaped and fitted sections of ghoul hide sewn and interlocked to cover the entire body, save head, hands, and feet. Necromantic residue remaining in the ghoul shell keeps the armour pliant and responsive. This suit of +1 leather armour allows its wearer to make up to three ghoul touch attacks per day, Fort DC15 (HOUSE RULE: add your CHA to this DC). Strong necromancy; CL 12th; Craft Magic Arms and Armour, Knowledge (religion) 5 ranks, create undead; Pr  


FOLDING PLATE

12,650 GP AURA moderate conjuration CL 10th WEIGHT 50 lbs. This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor’s breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer’s armor slot is unoccupied, thus it won’t work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form. CONSTRUCTION REQUIREMENTS COST 7,650 GP Craft Magic Arms and Armor, instant summons  


FORSAKEN BANDED MAIL

25,400 GP AURA moderate evocation CL 11th WEIGHT 35 lbs. A massive skull adorns the chest piece of this suit of +1 banded mail, and smaller gilded images of defaced holy symbols cover the other parts of the armor. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 (HOUSE RULE: add CHA to the SR) against any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor’s enhancement bonus as +2 higher against creatures with these abilities. CONSTRUCTION REQUIREMENTS COST 12,900 GP Craft Magic Arms and Armor, creator cannot be a divine spellcaster
 


HAMATULA HIDE

44,215 GP AURA moderate transmutation CL 9th WEIGHT 12 lbs. Crafted from the flayed skin of a barbed devil, this imposing +2 spiked hide armor weighs half the normal weight. When its wearer rages, the armor’s spikes elongate and the hide bonds to her skin, providing fire resistance 20. Any creature that strikes the wearer with a melee weapon, unarmed strike, or a natural weapon while the spikes are elongated takes 1d10+6 points of piercing damage from the armor’s barbs (unless using a weapon with reach). While the wearer is enraged, spells that cause additional damage to evil outsiders deal that increased damage to her. CONSTRUCTION REQUIREMENTS COST 22,215 GP Craft Magic Arms and Armor, polymorph, resist fire  


HAWKFEATHER ARMOR

Price (Item Level): 12,175 gp (13th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (command) Weight: 20 lb. This suit of armor is covered by a layer of gigantic golden feathers that seem to shimmer in even the dimmest light. While wearing this +1 studded leather armor, you gain a continuous +5 compe- tence bonus on Spot checks. In addition, the armor has two other special abilities. Once per day, you can activate the armor to gain a +4 enhancement bonus to your Charisma for 9 minutes. Three times per day, you can cause the armor to sprout wings, allowing you to fly at a speed of 60 feet (good maneuver- ability) for 5 rounds. The special properties of a suit of hawk- feather armor function normally while you are in wild shape (although it does not grant its armor bonus to AC). This armor includes no metal parts, and thus druids are not prohibited from wearing it. Prerequisites: Craft Magic Arms and Armor, eagle’s splendor, wild shape. Cost to Create: 6,000 gp (plus 175 gp for masterwork studded leather), 480 XP, 12 days.
 


KYTON ARMOR

Price (Item Level): 13,100 gp (14th) Body Slot: Body Caster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Swift (command) Weight: 12 lb.
This armor of black chain links has obviously seen heavy use: Five long lengths of chain, to which nasty-looking barbs and small blades are affixed, have unraveled and now dangle free from the bottom of the chest piece. This suit of armor functions as a +1 mithral shirt. When you activate it, one of the five dangling chains makes one melee attack (using your base attack bonus) against an adjacent creature of your choice. The chain deals 1d6 points of bludgeoning damage (no Str bonus on damage), and is treated as a magic weapon with an enhancement bonus equal to the armor’s enhancement bonus to AC.
Prerequisites: Craft Magic Arms and Armor, animate objects. Cost to Create: 6,000 gp (plus 1,100 gp for mithral shirt), 480 XP, 12 days.  


(The) INVINCIBLE ARMOR

137,650 GP AURA strong abjuration CL 13th WEIGHT 50 lbs.
Invincible armor shifts between three different appearances, but always weighs the same and protects as +2 impervious moderate fortification full plate. As an immediate action, the wearer can change the armor into heavy plate that blocks slashing attacks (DR 10/bludgeoning or piercing), thickly layered chainmail that blocks piercing attacks (DR 10/ bludgeoning or slashing), or overlapping metal scales that block bludgeoning attacks (DR 10/piercing or slashing). In addition, invincible armor provides the wearer with 5 points of resistance to acid, cold, electricity, fire, and sonic, and is itself unharmed by damage from any of these energy types.
CONSTRUCTION REQUIREMENTS COST 69,650 GP Craft Magic Arms and Armor, fabricate, make whole, resist energy, and limited wish or miracle
 


MAIL OF MALEVOLENCE

  61,300 GP AURA moderate abjuration CL 10th WEIGHT 40 lbs.
Mail of malevolence hangs in rags and tatters and acts as nonmagical chainmail to wearers who lack at least a moderate evil aura (Core Rulebook 266). When worn by a sufficiently evil character, it instead functions as +3 chainmail (see page 123). Mail of malevolence does not bestow a negative level on good wearers. The wearer of mail of malevolence gains SR 21, but only against spells with the good descriptor. In addition, whenever the wearer channels negative energy to harm living creatures, she heals a like amount of damage herself regardless of whether she is living or undead.
CONSTRUCTION REQUIREMENTS COST 30,800 GP Craft Magic Arms and Armor, righteous might, spell resistance
   


MISTMAIL

  2,250 GP AURA faint conjuration CL 3rd WEIGHT 25 lbs. The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance) for 3 minutes. This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries o don another suit of armor while the mistmail is in fog form, it reforms at the character’s feet.
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Magic Arms and Armor, obscuring mist
   


MITHRAL FULL PLATE OF SPEED

26,500 GP AURA faint transmutation CL 5th WEIGHT 25 lbs.
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 COST 18,500 GP Craft Magic Arms and Armor, haste

MILLENNIAL CHAINMAIL [Corelleon RELIC]


Price (Item Level): 8,150 gp (12th) Body Slot: Body Caster Level: 20th Aura: Strong; (DC 25) conjuration Activation: — Weight: 20 lb.
This suit of armor feels like mithral chain- mail to the touch, but its minuscule rings are a pale green color that turn brighter when exposed to the sun. If you are chaotic good, chaotic neutral, or neutral good, millennial chainmail functions as +1 mithral chainmail while you wear it. It is considered light armor and has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%.
Relic Power: If you have established the proper divine connection, a suit of mil- lennial chainmail painlessly extends tiny green roots into your skin when you don it. This effect grants you fast healing 3 as long as you are in sunlight. To use the relic power, you must worship Corellon. Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, regenerate. Cost to Create: 2,000 gp (plus 4,150 gp for mithral chainmail), 160 XP, 4 days.    


MITHRALMIST SHIRT

Price (Item Level): 3,400 gp (8th) Body Slot: Body Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: Swift (mental) Weight: 10 lb.
This delicate-looking chain shirt is forged from a silver-white mithral alloy that gleams like starlight.
Up to seven times per day, you can activate this +1 mithral shirt to fill your space with a billowing silver mist. This gleaming fog grants you concealment against attacks but does not interfere with your vision. The mist lasts for 1 minute per activation, and it remains in the space where you activated the effect (it doesn’t move with you if you leave that space).
Prerequisites: Craft Magic Arms and Armor, obscuring mist. Cost to Create: 1,150 gp (plus 1,100 gp for mithral shirt), 92 XP, 3 days.

MITHRAL SHIRT

1,100 GP AURA no aura (nonmagical) CL — WEIGHT 10 lbs. 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.
 

MURDERER’S BLACKCLOTH

12,405 GP AURA moderate necromancy CL 9th WEIGHT 10 lbs. This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue or character with sneak attack, that ability is increased by +1d6. If the wearer inflicts a bleeding wound, that wound deals +1 bleeding damage per attack. If the wearer performs a coup de grace or assassination attack, the save DC increases +1. CONSTRUCTION REQUIREMENTS COST 6,280 GP Craft Magic Arms and Armor, bleed, invisibility, silence
 


OWLFEATHER ARMOR

Price (Item Level): 8,160 gp (12th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (command) Weight: 15 lb.
A layer of white down and long gray owl feathers covers this strange leather armor. Affixed to the matching helm are a pair of sweeping, feathery horns.
While wearing this +1 leather, you gain a +2 competence bonus on Listen and Move Silently checks. In addition, the armor has three other special abilities. Once per day, you can activate the armor to gain a +4 enhancement bonus to Wisdom for 9 minutes. Twice per day, you can activate the armor to gain a +5 competence bonus on Spot checks for 10 minutes; this effect functions only while in shadowy illumination. Three times per day, you can cause the armor to sprout wings, allowing you to fly at a speed of 40 feet (good maneuver- ability) for 5 rounds. The special properties of a suit of owl- feather armor function normally while you are in wild shape (although it does not grant its armor bonus to AC).
Prerequisites: Craft Magic Arms and Armor, owl’s wisdom, wild shape. Cost to Create: 4,000 gp (plus 160 gp for masterwork leather), 320 XP, 8 days.  


PLATE ARMOR OF THE DEEP PRICE

24,650 GP AURA moderate abjuration CL 11th WEIGHT 50 lbs. This +1 full plate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. 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 COST 13,150 GP Craft Magic Arms and Armor, freedom of movement, tongues, water breathing


PRISMATIC PLATE

160,650 GP AURA strong abjuration CL 13th WEIGHT 50 lbs. This resplendent suit of +3 full plate shimmers and shifts between all the colors of the rainbow. A single color dominates the others at any given time. As a swift action, the wearer can change the dominant color. This color remains dominant until the wearer changes it again. When the wearer of prismatic plate is struck by a prismatic spray, or when he passes through a prismatic sphere or prismatic wall, he ignores the effect that matches the dominant armor color. He receives no special protection against the other colors of those spells. In addition to this benefit, each color provides a unique type of protection.
COLOR EFFECT
  • Red Resist fire 30
  • Orange Resist acid 30
  • Yellow Resist electricity 30
  • Green Immunity to poison
  • Blue Immunity to petrification
  • Indigo +8 resistance bonus on saving throws against
  • mind-affecting effects
  • Violet Protected by dimensional anchor, as the spell
CONSTRUCTION REQUIREMENTS COST 81,150 GP Craft Magic Arms and Armor, dimensional anchor, mind blank, neutralize poison, resist energy, stone to flesh, and prismatic sphere, prismatic spray, or prismatic wall
 


RHINO HIDE

5,165 GP AURA moderate transmutation CL 9th WEIGHT 25 lbs.
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 COST 2,665 GP Craft Magic Arms and Armor, bull’s strength
 


SCARAB BREASTPLATE

32,350 GP AURA moderate transmutation CL 8th WEIGHT 30 lbs.
This +3 breastplate is crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel. The wearer suffers only half damage from vermin swarms and gains a +2 resistance bonus on saving throws against the extraordinary abilities of vermin swarms.
In addition, once per day on command, the wearer can transform the scarab breastplate into a swarm of scarab beetles that skitter from her chest to attack creatures nearby. This swarm has statistics identical to an army ant swarm (Bestiary 16) and attacks any creatures within its space. The wearer can command the swarm to move (including changing the shape of the swarm) as a move action, but the swarm must remain adjacent to her. This lasts for an unlimited duration, but if the swarm is reduced to 0 hit points, if the wearer is forced to move away from the swarm, or if the wearer commands it to return to her as a move action, the swarm crawls back onto the wearer’s torso and returns to armor form. While the swarm is active, the wearer is not considered to be wearing the scarab breastplate (except for purposes of commanding the swarm) and gains no defensive benefits from it.
A druid of 6th level wearing a scarab breastplate can use her wild shape ability to duplicate vermin shape I (Ultimate Magic). At 8th level, she can also use it to duplicate vermin shape II (Ultimate Magic).
CONSTRUCTION REQUIREMENTS COST 16,350 GP Craft Magic Arms and Armor, creeping doom, spell turning, vermin shape II


SERPENT ARMOR

  Price (Item Level): 12,160 gp (13th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — Weight: 15 lb.
This suit of armor looks to have been made from the deep green scales of some giant snake. A serpentine motif gives the armor’s gauntlets the appearance of fanged reptilian heads. Its belt looks like a coiled snake, and a gemlike slitted eye stares out from the gorget. This +1 leather provides you with a +1 resistance bonus on Reflex saving throws. While you wear it, you gain the benefit of the Combat Reflexes feat.
Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: 6,000 gp (plus 160 gp for masterwork leather), 480 XP, 12 days.


SHIELD OF MERCY

  Price (Item Level): 2,170 gp (6th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration, transmutation Activation: Standard (command) Weight: 15 lb. This finely crafted shield is engraved with the image of a holy warrior healing a wounded beggar.
A shield of mercy functions as a +1 heavy steel shield and also allows you to channel your destructive power into healing. You can expend a smite attempt (such as from a paladin’s smite evil class feature or the granted power of the Destruction domain) to heal a creature by touch. The touched creature is healed of a number of points of damage equal to the extra damage that you would have dealt with the smite attack.
If you also wear a magic item that grants an enhancement bonus to your Wisdom score, you add the item’s bonus to the amount of damage healed by the shield of mercy. For example, if the 10th- level paladin described above also wore a periapt of Wisdom +2, each use of smite evil she expended would heal 12 points of damage.
Prerequisites: Craft Magic Arms and Armor, cure moderate wounds, owl’s wisdom. Cost to Create: 1,000 gp (plus 170 gp for masterwork heavy steel shield), 80 XP,
  SHIELD OF THE RESOLUTE [Moradin RELIC] Price (Item Level): 5,520 gp (10th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) necromancy Activation: — Weight: 7 lb.
This shield is made from hundreds of strips of mithral, each a different size, color, and tex- ture, riveted together in a patchwork design. Like other mithral shields, it is unusually light for its size.
Despite its motley appearance, a shield of the resolute is a bulwark of defense. It func- tions as a +1 light fortification heavy mithral shield, provided that you are lawful good, neutral good, or lawful neutral.
Relic Power: If you have established the proper divine connection, a shield of the resolute terrorizes enemies of the dwarves. Every goblinoid and giant within 30 feet of you that gazes upon the shield must succeed on a DC 17 Will save or be shaken (if its Hit Dice are equal to or greater than yours) or frightened (if it has fewer Hit Dice than you do) for 2 rounds. This effect functions like a gaze attack, so the saves must be made at the beginning of each affected creature’s turn every round, unless it takes measures to avoid seeing the shield. Unlike with a true gaze attack, you can’t use a standard action on your turn to use this effect against a creature. Once a creature has failed the save, the shield’s power has no further effect on that crea- ture for 24 hours. HOUSE RULE: Add your CHA to the DC.
To use the relic power, you must worship Moradin.
Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, fear, limited wish or miracle. Cost to Create: 2,250 gp (plus 1,020 gp for heavy mithral shield), 180 XP, 5 days.
 


SHIELD OF THE SEVERED HAND [Gruumsh RELIC]

Price (Item Level): 4,657 gp (9th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) evocation Activation: Immediate (command) Weight: 10 lb.
This heavy wooden shield is emblazoned with a gory handprint and decorated with bloody symbols. The bloody marks appear fresh and wet. This gory item is favored by orcs for its shock value to enemies, as well as for its special properties. A shield of the severed hand functions as a +2 heavy wooden shield if you are chaotic evil, chaotic neutral, or neutral evil. Relic Power: If you have estab- lished the proper divine connection by worshipping Gruumsh you can activate this shield to make an immediate bull rush attempt (with a +4 bonus on the Strength check) against an adjacent opponent that has just attacked you in melee. This action does not provoke an attack of opportunity from that opponent. You can’t fall prone during this attempt, and you can’t follow
Shield of the severed hand Prerequisites: Craft Magic Arms and Cost to Create: 2,250 gp (plus 157 gp for masterwork heavy wooden shield), 180 XP, 5 days.  

TIGERSKIN ARMOR

Price (Item Level): 17,100 gp (14th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (command) Weight: 25 lb. Striped fur, smelling thickly of some great beast, covers this chain shirt. While wearing this +1 mithral shirt, you gain a +2 competence bonus on Climb, Hide, Jump, and Move Silently checks.
In addition, the armor has three other special abilities. Once per day, you can activate the armor to gain a +4 enhancement bonus to Dexter- ity for 9 minutes. Two times per day, you can activate the armor to gain the scent special quality (MM 314) for 5 rounds. Three times per day on command, the armor allows you to sprout a pair of claws. These claws deal 1d4 points of damage each (assuming you are Medium) and extend your natural reach by 5 feet. You can attack with both claws as though they were primary natural weapons. Alterna- tively, you can use a single claw to make an attack as a natural secondary weapon (–5 on the attack roll, no effect on your other attacks). If you charge a foe, you can attack with both claws at the end of the charge. These claws last for 5 rounds.
The special properties of a suit of tigerskin armor function normally while you are in wild shape (although it does not grant its armor bonus to AC). Despite its mithral construction, druids are not prohibited from wear- ing this armor.
Prerequisites: Craft Magic Arms and Armor, cat’s grace, wild shape. Cost to Create: 8,000 gp (plus 1,100 gp for mithral shirt), 640 XP, 16 days.


WIGHT ARMOR

Price (Item Level): 14,175 gp (14th) Body Slot: Body Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: Standard (command) Weight: 20 lb.
On the breast of this black studded leather armor is the image of an oversized skull gnash- ing its pointed teeth. Severe edges give the armor a decidedly intimidating appearance. When you activate this +1 shadow studded leather, it makes a single touched creature or yourself imperceptible to undead (as if affected by the hide from undead spell). That creature also gains darkvision out to 60 feet while so affected.
This property functions three times per day, and the effect lasts for 1 hour. Prerequisites: Craft Magic Arms and Armor, darkvision, hide from undead. Cost to Create: 7,000 gp (plus 175 gp for masterwork studded leather), 560 XP, 14 days.
   


WIGHT HIDE SHIELD

Price (Item Level): 9,159 gp (12th) Body Slot: — (held) Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: — Weight: 6 lb. This shield is covered
in the hide of a wight, and in its center is a grotesque mockery of a humanoid face. When held, it seems to throb and pulse with unholy hunger.
A wight hide shield functions as a +1 light steel shield. When you use a shield bash attack with a wight hide shield to deal damage to a living creature, the target must succeed on a DC 14 Fortitude save or gain one negative level. House Rule: add your CHA to the DC of this affect. A wight hide shield can bestow no more than three negative levels per day.
Prerequisites: Craft Magic Arms and Armor, create undead, Knowledge (religion) 5 ranks. Cost to Create: 4,500 gp (plus 159 gp for masterwork light steel shield), 360 XP, 9 days.  


WRAPPED TOWER

Price (Item Level): 6,180 gp (10th) Body Slot: — (held) Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Immediate (command) Weight: 45 lb.
This tower shield is par- tially swathed in the funerary wrappings of a mummy. Atop it is a crest modeled to depict the creature’s horrifying, unwrapped visage. Once per day while using this +1 tower shield to gain total cover (PH 125), you can activate its special property. At your command, the mere sight of the shield’s mummylike facade requires each viewer in front of it to succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. HOUSE RULE: add your CHA to the DC of this effect.
Prerequisites: Craft Magic Arms and Armor, create undead, Knowl- edge (religion) 5 ranks. Cos t to Create: 3,000 gp (plus 180 gp for masterwork tower shield), 240 XP, 6 days.  

ZOMBIE HIDE ARMOR

Price (Item Level): 16,165 gp (14th) Body Slot: Body Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Weight: 25 lb.
This armor is prepared from a single layer of pieced and stitched zombie skin. Sections of the flesh appear rotted and torn. This suit of +1 hide grants you damage reduction 5/slashing. Though the armor sports various holes and rents, these imperfections in no way compromise its integrity.
   


CASTER’S SHIELD

  3,153 GP AURA moderate abjuration CL 6th WEIGHT 5 lbs.
This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.
A random caster’s shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01–80 on d%) or arcane (81–100). A caster’s shield has a 5% arcane spell failure chance. The price of the shield is modified by the
value of the scroll spell if one is currently scribed.
CONSTRUCTION REQUIREMENTS ABILITIES COST 1,653 GP Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level

CASTER’S SHIELD, GREATER

  10,153 GP AURA moderate abjuration CL 11th WEIGHT 5 lbs.
This +3 light wooden shield acts in all ways like a caster’s shield, but the strip can accommodate spells of up to 5th level.
CONSTRUCTION REQUIREMENTS COST 5,153 GP Craft Magic Arms and Armor, Scribe Scroll

CELESTIAL SHIELD

  13,170 GP AURA moderate evocation CL 7th WEIGHT 7 lbs.
This gold-edged +2 blinding heavy steel shield is impossibly light and handy despite its size. It has no armor check penalty or arcane spell failure chance, and it allows the wielder to use feather fall on himself once per day. A creature wearing celestial armor while wielding a celestial shield may command the armor to provide overland flight rather than fly once per day.
CONSTRUCTION REQUIREMENTS COST 6,670 GP Craft Magic Arms and Armor, feather fall, overland flight

COLLAPSIBLE TOWER Shield

  8,170 GP AURA moderate transmutation CL 6th WEIGHT 15 lbs.
Three times per day, this +2 heavy steel shield can be commanded to transform into a +2 tower shield. It can stay in tower shield form for 1 minute or until it is commanded to take its normal form again (a swift action). A collapsible tower’s weight does not change when it takes tower shield form.
CONSTRUCTION REQUIREMENTS COST 4,170 GP Craft Magic Arms and Armor, shrink item

DARKWOOD BUCKLER

203 GP AURA no aura (nonmagical) CL — WEIGHT 2-1/2 lbs. This nonmagical masterwork light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty. DARKWOOD SHIELD PRICE 257 GP AURA no aura (nonmagical) CL — WEIGHT 5 lbs. This nonmagical masterwork heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty  


ELYSIAN SHIELD

  52,620 GP AURA strong conjuration CL 13th WEIGHT 45 lbs.
This +2 ghost touch tower shield is engraved with funerary runes depicting the peaceful rest of the contented dead. The wielder of an elysian shield is immune to the create spawn ability of undead, and once per day as an immediate action can negate a single energy drain, ability drain, or ability damage attack by an undead creature. In addition, once per day as a standard action, the wielder can release a wave of positive energy that panics undead, as the Turn Undead feat (Will DC 20 negates).
CONSTRUCTION REQUIREMENTS COST 26,390 GP Craft Magic Arms and Armor, Turn Undead, death ward, etherealness

FORCE TOWER

46,030 GP AURA moderate evocation CL 7th WEIGHT 22 lbs.
This +1 arrow deflection ghost touch mithral tower shield glows with a perpetual bluish radiance. Infused with magical force, a force tower renders its wielder immune to magic missiles and also allows its wielder to use its arrow deflection special ability to deflect magical rays and ranged touch attacks. The Reflex save DC to deflect such attacks is equal to 20 + the level of the spell (or 1/2 the class level or Hit Dice of the creature that created the effect, if a supernatural effect). If a spell or effect creates multiple rays or attacks, the force tower deflects only one of them per round.
CONSTRUCTION REQUIREMENTS COST 23,530 GP Craft Magic Arms and Armor, etherealness, resilient sphere, shield


FORTRESS SHIELD

19,180 GP AURA moderate conjuration CL 11th WEIGHT 45 lbs. The wearer of this +1 tower shield may, as a full-round action, transform the shield into a 1-inch-thick cube of iron that springs into being around him, completely enclosing his space. The cube has hardness 10 and 30 hit points per side. This cube grants the wearer total cover against everything outside the cube, including (as it is perfectly sealed) swarms and gas attacks. The inside of the cube is dark, and air cannot get in or out so the wearer must hold his breath starting on the third round after activating the cube. Attacks sufficient to destroy one side of the cube cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. Otherwise, the cube reverts to shield form upon command, if the wearer moves from his current space, or if the wearer falls unconscious or dies. CONSTRUCTION REQUIREMENTS COST 9,680 GP Craft Magic Arms and Armor, wall of iron


LION’S SHIELD

9,170 GP AURA moderate conjuration CL 10th WEIGHT 15 lbs. This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.
CONSTRUCTION REQUIREMENTS COST 4,670 GP Craft Magic Arms and Armor, summon nature’s ally IV

MAELSTROM SHIELD

  14,170 GP AURA faint evocation CL 5th WEIGHT 10 lbs.
The device of this +1 bashing heavy steel shield features a magical image of the trackless seas, complete with rolling waves and crashing whitecaps. When used to make a shield bash attack, the shield’s wielder can make a trip attack as a free action against the same target without provoking an attack of opportunity from the creature being tripped. On command, the wielder can make the shield produce a gallon of fresh drinkable water. Once per day on command, the wielder can use the maelstrom shield to emit a stream of water as the hydraulic push spell.
CONSTRUCTION REQUIREMENTS COST 7,170 GP Craft Magic Arms and Armor, bull’s strength, control water, hydraulic push (Advanced Player’s Guide)

MITHRAL HEAVY SHIELD

1,020 GP AURA no aura (nonmagical) CL — WEIGHT 5 lbs.
This heavy shield is made of mithral and is thus much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty.

QUICK BLOCK BUCKLER

  36,155 GP AURA strong abjuration CL 14th WEIGHT 15 lbs.   Once per round as an immediate action, this +3 arrow deflection buckler can be used to block an incoming melee attack. When used in this way, the buckler’s enhancement bonus increases by +2 against that attack. The buckler’s user must decide to use this ability before the attack roll is made. When the shield’s user blocks a melee attack in this way, it cannot use its arrow deflection special ability for 1 round.
CONSTRUCTION REQUIREMENTS COST 18,155 GP Craft Magic Arms and Armor, shield    

SPELL WARD TOWER SHIELD

25,180 GP AURA strong abjuration CL 15th WEIGHT 15 lbs.
This +2 spell resistance (15) tower shield grants a +4 resistance bonus on Reflex saving throws against spells and spell-like abilities. Once per day, when the wearer succeeds at a saving throw against a spell or spell-like ability that allows a Reflex saving throw for half damage, she may spend an immediate action to instead take no damage from that spell or spell-like ability. CONSTRUCTION REQUIREMENTS COST 12,680 GP


Spined Shield

5580 gp  
Craft Magic Arms and Armor, cat’s grace, spell resistance This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19–20/×2). Fired spines regenerate each day.
CONSTRUCTION REQUIREMENTS COST 2,875 GP Craft Magic Arms and Armor, magic missile  

TEMPEST SHIELD

  15,170 GP AURA moderate evocation CL 6th WEIGHT 10 lbs.
The face of this +1 bashing heavy steel shield swirls with the image of swirling clouds, driving rain, or falling snow. When used to make a shield bash attack, the shield’s wielder can make a bull rush maneuver as a free action against her target without provoking an attack of opportunity from the creature being bull rushed. Once per day on command, the wielder can cause the tempest shield to emit a stream of high-powered air as the gust of wind spell.   AURA moderate evocation CL 6th WEIGHT 15 lbs. CONSTRUCTION REQUIREMENTS COST 8,170 GP Craft Magic Arms and Armor, bull’s strength, gust of wind  


VOLCANIC SHIELD

  14,170 GP AURA faint evocation CL 5th WEIGHT 10 lbs.
This +1 bashing heavy steel shield burns with an internal fire upon its boss, gaining the flaming weapon special ability when used to make shield bash attacks. On command, the wielder can make the shield belch forth smoke as a smokestick, but this smoke does not impair the shield user’s vision. Once per day, the wielder may cause the volcanic shield to erupt in a cascade of brimstone as the burning hands spell. Add your CHA to the save DC.
CONSTRUCTION REQUIREMENTS COST 7,170 GP Craft Magic Arms and Armor, bull’s strength, burning hands, pyrotechnics  

ZOMBIE SKIN SHIELD

2,159 GP AURA moderate abjuration CL 5th WEIGHT 15 lbs.
This +1 light steel shield is wrapped in a layer of gray skin. Once per day, the wearer can animate the skin as a human zombie under her control, as if she had created it with animate dead, for a period of 5 minutes. When the time expires, the zombie returns to the shield. If the zombie is destroyed or cannot reach the shield by the time it expires, placing the shield on a Medium humanoid corpse for 1 hour recreates the shield’s skin.
CONSTRUCTION REQUIREMENTS COST 1,159 GP Craft Magic Arms and Armor, animate dead  

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