Magic Armor PF
Magic Armor
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Note: The first three listings are a few comparatively common (for alchemist shops anyway) types of magic armor. They are followed by special magic features that can be put into enchanted armor.
Cloak of Armor
A.R. 14, S.D.C. 50. The garment appears to be an ordinary cloth cloak with a hood.
Base Cost: 20,000 gold, plus additional S.D.C. may be added at a cost of 10,000 gold per 50 points, up to a maximum of 250 points!
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Cloak of Protection
A.R. 12, S.D.C. 50 and impervious to fire, although the person wearing it will still suffer from heat and smoke, and his shoes and other clothes may catch fire.
Additional S.D.C. cannot be added.
Cost: 15 ,000 gold.
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Leather of Iron
The armor can be soft, hard, or studded leather. From all outward appearances, it is a normal suit of leather armor, but it is really enchanted with an A.R. 15 and S.D.C. 60.
Base Cost: 30,000 gold, plus additional S.D.C. may be added at a cost of 10,000 gold per 50 points, up to a maximum of 300 points!
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Web Armor
This magical suit of armor consists only of a pair of spider like bracers worn on both arms and covered in runes. In battle, the armor only becomes tangible when it intercepts a blow, at which time the spot where the weapon hits flares blue and ripples outward in a spider-web like shape.
The armor can absorb an unlimited amount of physical damage and has an A.R. of 15.
Thus, only strike rolls of 16 or higher by pass the Web Armor and strike the individual; all other attacks are absorbed by the magical armor. The only way to destroy the armor is to target the metal bracers/bracelets/wristbands (each has 200 S.D.C. and they are small, difficult targets to strike, requiring a called shot and a deliberate effort to hit them).
Cost: 75,000- 150,000 gold; rare.
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Magic Armor Features
As many as four magic features can be put in any one suit of magic armor. All features, effects, and bonuses are cumulative, as is the cost.
It typically takes 5-10 days to get magic features put into armor (or weapons). A rush job, 48 hours, will cost 50% more.
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Armor Rating Enhancement
Can magically increase the armor's natural A.R. by one point (maximum).
Cost: 4000 gold.
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Buoyancy
The armor is magically made to float in water even if full plate! The wearer can swim on the surface of the water, but cannot dive and swim underwater because the armor holds him afloat on the surface.
Cost: 5000 gold.
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Burst into Flame (3x daily)
Fundamentally the same as the Fire Warlock spell, only it is the enchanted armor that bursts into flame. Thus, the magical flame provides the armor (temporarily) with an extra 100 S.D.C. (all attacks come off this first), increases the armor's A.R. by two points, and punches, kicks, and any built-in weapon (like the retractable magic blade) inflicts an extra 3D6 damage.
Likewise, any punch, touch or grabbing of the blazing armor does 3D6 damage to the fool touching it. There is also the danger of setting combustibles on fire (01-50% chance). Meanwhile, the character inside the armor can see clearly and is unaffected by his own magic flames.
Cost: 50,000 gold.
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Chameleon (3x daily)
Same as the Earth Warlock spell; duration 30 minutes. Can be turned on and off at will.
Cost: 25,000 gold.
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Color
Vibrant colors that never fade and which are otherwise difficult or impossible to make out of metal: bright white, pitch black, vibrant greens, blues, reds, oranges, yellows, violets, or pure silver and gold (the last two are colors, not the real metal, although it may fool many).
Cost: 600 gold for a single color.
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Electrical Discharge (3x daily)
The wearer of the armor can release a built-up electrical charge for additional damage. If the wearer chooses to discharge the energy by touching the target or by channeling it through a metal weapon, the damage is 6D6. If the user chooses to cast the energy as a crude lightning bolt, the range is only 20 feet, and the bolt does 3D6.
Cost: 35,000 gold.
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Fright Mask/Face-Plate
This enchantment is placed on the face-plate of a helmet or suit of armor (note that not all armor has a protective face cover/plate). It is similar to a Fright Wig, in made to scare and intimidate the hell out of an opponent.
In most instances, the face-plate/metal mask is shaped to resemble a monstrous or inhuman face. During combat, the wearer can mentally activate the enchantment to make the face-plate move, snarl, frown, make biting snaps, smile, mouth words and make faces, plus horns, feathers, or strands of hair may move around with a life of their own.
Many Western based mercenaries, assassins and fighters like to use this magical feature to gain a psychological edge in combat. It is also sometimes used in the gladiatorial arena.
Special Bonuses: 1-80% likelihood to intimidate all who behold the wearer or Horror Factor 15 when angry or trying to deliberately frighten someone. Always has the initiative in combat/first attack and people will usually back down from a challenge (80% to intimidate). Note: Conversely, opponents are likely to view this character as the most dangerous and therefore, he is the most likely to be attacked first or by greater numbers. A psionic see aura will not note any significant impression.
Cost: 35,000 to 50,000 gold.
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Continual Glow
The armor radiates a magical glow, usually purchased to impress or intimidate those who see the armor (and who may assume the armor is more than it seems).
Cost: 1,200 gold for a soft glow or 2,000 for a strong, bright glow (not recommended). Colors of the glow can be amber, white, light blue or light red.
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Fire resistant
Normal fire does half damage (magic fire full damage).
Cost: 1,500 gold.
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Impervious to fire
Normal fire does no damage, while magic fires inflict half damage.
Cost: 12,000 gold.
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Invisibility on armor
Only the wearer or those who can see the invisible can see the armor. Can be placed on any type of armor other than padded.
Cost: 12,000 gold.
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Lightweight
Half normal weight. Reduce all penalties because of armor encumbrance by half.
Cost: 6,000 gold.
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Magic S.D.C.
Additional S.D.C. can be magically added to ordinary armor in increments of 20 points.
Cost & limitations: 2,000 gold per 20 S.D.C., up to a 200 S.D.C. maximum for heavy types of armor and 100 maximum for leather and chain mail armors. Magic S.D.C. cannot be repaired except by magic and cannot be used on cloth fabrics.
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Noiseless
Armor makes no sound; wearer suffers no penalty to prowl.
Cost: 12,000 gold.
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Regenerating Armor (S.D.C.)
A very expensive and rare magical attribute, since few Alchemists can add this feature to armor. Damage done to the armor is magically restored/regenerated at a rate of 10 S.D.C. per hour.
If the armor is destroyed, reduced to zero S.D.C., the enchantment is broken and the armor is worthless scrap metal.
Note: Applicable only to metal armor from chain to plate.
Cost: 200,000 gold; rare.
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Retractable Forearm Blades
Similar to a Gryphon Claw or Gauntlet, this magic is cast into the metal vambrace or armored plating that covers the forearm. The exact appearance of the blade can vary stylistically to match the temperament of its purchaser, but most are fundamentally a long blade, sharp on both sides, roughly equivalent to a short sword or broadsword, except the magic blade does 2D6+2 or 3D6+2 respectively.
Note: It can only be placed into a full or half suit of plate armor or plate and chain, or scale or splint mail with metal plates/vambraces protecting the arms.
Cost: 40,000 gold for a short sword or 60,000 gold for a large sword, per each individual arm.
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Retractable Gauntlet Claws
Essentially, these are Gryphon Claws built into the armor's gauntlets and appear as curved claws or three knife-like blades that extend beyond the knuckles.
The dagger-sized blades do 2D6 per swipe.
Cost: 50,000 gold, per gauntlet/hand. It can be built into one hand of a full suit of armor or just a single gauntlet with metal plating.
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Spell Abilities (3x daily)
Western Alchemists are fond of adding spell magic to suits of armor. Such abilities can typically be used only three times daily and are utilitarian spells that serve to augment the armor.
Popular "armor spells" include Resist Fire, Impervious to Fire, Impervious to Energy, Energy Field, Multiple Image, Eyes of Thoth, Breathe Without Air, Fleet Feet, Superhuman Speed, Superhuman Strength, Swim as a Fish (Superior), Climb, Float in Air, and Fly as the Eagle.
This option is especially attractive to warriors who either don't care for weenie little rings and things, or who can't read magical scrolls.
Cost: Each spell ability costs the same as if a scroll of the spell were being manufactured, plus 50%. In general, Alchemists will not add to armor any spell abilities other than those listed above.
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Weightless
The armor weighs no more than one ounce, wearer suffers no movement or encumbrance penalties and prowl penalty is half (unless noiseless), even if wearing full plate armor!
Costs: 15,000 gold.
