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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
Weather Proof: Temperatures ranging from -50 C to 50 C are comfortable in this armor, making said temperatures safe and non-exhausting.

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
Articulated: This increases the armor's maximum Dexterity by 1.

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
Accelerated: Gain a +10 ft. enhancement bonus to ground speed while wearing this armor.

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
Fortified: Magic and metal are used to shore up all the vulnerable spots within the armor. While wearing this armor, Opportunist bonus damage does not apply.

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.