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 |
Minor Imbuements, Armor
| Imbuement | Cost (gp) |
|---|---|
| Comfortable | 50 |
| Enduring | 65 |
| Weather Proof | 85 |
Enduring: Long marches are easier, and the wearer can travel twice as far before resting.
Comfortable: Sleeping in this armor does not incur penalties.
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 |
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.
Moderate Imbuements, Armor
| Moderate Imbuement | Cost (gp) |
|---|---|
| Called | 2,250 |
| Deceptive | 850 |
| Reinforced | 2,000 |
| Accelerated | 2,500 |
| Mitigating, Moderate | 3,000 |
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.
Greater Imbuements, Armor
| Greater Imbuement | Cost (gp) |
|---|---|
| Fortified | 4,800 |
| Mitigating, Greater | 4,500 |
| Universally Resistant, Moderate | 5,000 |
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.