Armor/Shield Enhancement
Armor enhancement is a bonus that increases the armor's Shatter Resistance, Hit Points, and armor enhancement bonus. The price is determined by squaring the bonus and multiplying by two hundred (Bonus2 x 200), to a limit of +5.
| Cost in Gold | Enhancement Modifier |
|---|---|
| 200 | +1 |
| 800 | +2 |
| 1,800 | +3 |
| 3,200 | +4 |
| 5,000 | +5 |
Unless otherwise stated, limited imbuement uses refresh at dawn. Normal action restrictions and bonus-stacking rules apply.
Minor Imbuements, Armor
| Imbuement | Cost (gp) |
|---|---|
| Comfortable | 50 |
| Enduring | 65 |
| Weather Proof | 85 |
| Selfkeeping | 90 |
Enduring: Long marches are easier, and the wearer can travel twice as far before resting.
Comfortable: Sleeping in this armor does not incur penalties.
Selfkeeping: Armor only. While worn, the armor and clothing beneath it shed rain, mud, sweat, and
ordinary stains, remaining clean and dry. This provides no temperature protection or protection against
immersion.
Lesser Imbuements, Armor
| Lesser Imbuement | Cost (gp) |
|---|---|
| Articulated | 250 |
| Mobile | 250 |
| Forming | 300 |
| Energy Resistant | 350 |
| Buoyant | 500 |
| Chameleon | 500 |
| Padded | 500 |
| Slick | 500 |
| Rushings | 650 |
| Weighteds | 650 |
| Mitigating, Minor | 700 |
| Anchorweave | 650 |
s Applies to shields only
Buoyant: Gain a +5 enhancement bonus to Swim. So long as your character is in a medium load or less, you also ignore weight penalties while swimming. These benefits only apply when the armor is worn.
Chameleon: Gain +5 enhancement bonus to conceal while wearing this armor. With this armor it is no longer required to have hiding spots to use the Conceal skill.
Energy Resistant: Gain 10 Energy Resistance with one of the specified types: Heat, Cold, Electric, Corrosive, or Sonic.
Forming: Armor instantly dons or doffs as a move action. Armor is stored in a dimensional pocket that stays with the wearer.
Mitigating: The masterwork damage reduction of the base armor becomes /- if it was not before and is increased by 1. This does not stack with the moderate or greater versions of mitigating.
Mobile: The armor check penalty, if the armor has one, is reduced by 2 and any movement penalty is reduced by 10 ft.
Padded: Gain a +5 enhancement bonus to Move Silently while wearing this armor.
Rushings: During shoves you count as one category size larger for attacks and defenses.
Slick: Gain a +5 enhancement bonus to Escape Artist while wearing this armor.
Weighteds: During tramples you count as one category size larger for attacks and defenses.
Anchorweave: Armor only. While standing on a solid surface, the wearer gains a +4 circumstance bonus to
opposed Strength checks made to defend against Shove and Trip attacks. This does not increase touch AC or
protect against other forms of forced movement.
Moderate Imbuements, Armor
| Moderate Imbuement | Cost (gp) |
|---|---|
| Called | 2,250 |
| Deceptive | 850 |
| Reinforced | 2,000 |
| Accelerated | 2,500 |
| Mitigating, Moderate | 3,000 |
| Lifeline | 2,200 |
Deceptive: Armor can appear as any, or no, clothing as a standard action. The armor will remain this way until another standard action is spent to change it again. This allows viewers a Spot DC. The DC is 10 + total Disguise bonus for the bearer. Armor can be felt even if the Spot check is failed.
Mitigating: The masterwork damage reduction of the base armor becomes /- if it was not before and is increased by 4. This does not stack with the lesser or greater versions of mitigating.
Reinforced: This armor grants a +4 fortification bonus to AC against critical confirmation rolls. Opportunist attacks also do half damage while wearing this armor.
Lifeline: Armor only. Once per day, when the wearer is reduced to 0 HP and remains alive, the armor
automatically stabilizes them. This requires no action and consumes the daily use. At the start of their next
turn, if they remain alive, are still wearing the armor, and are still at 0 HP, they recover HP equal to twice
the armor's enhancement bonus. For example, +3 armor restores 6 HP. Wounds and accumulated failed death saves
remain. Normal nonlethal-damage rules still determine consciousness, and standing up requires its normal action.
Lifeline cannot revive a dead wearer.
Greater Imbuements, Armor
| Greater Imbuement | Cost (gp) |
|---|---|
| Fortified | 4,800 |
| Mitigating, Greater | 4,500 |
| Universally Resistant, Moderate | 5,000 |
| Lastguard | 6,200 |
Mitigating: The masterwork damage reduction of the base armor becomes /- if it was not before and is increased by 7. This does not stack with the lesser or moderate versions of mitigating.
Universally Resistant, Moderate: Once per round, this armor changes to resist the first energy type that damages the wearer and prevents 25 damage of that type. If a different energy type damages the wearer during the same round, the armor continues to resist only the first energy type that hit them. This armor cannot reduce entropic damage.
Lastguard: Armor only. Three times per day, after an attack hits but before damage is rolled, the wearer
can use an immediate action to halve that attack's damage. Apply this after other damage reductions, rounding
down. The attack's nondamage effects resolve normally.