Armor/Shield Enhancement
Armor enhancement is a bonus that increases the armor's hardness, hit points, and armor enhancement bonus. The price of this 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 long 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 +5 to 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 hide skill.
Energy Resistant: Gain 10 Energy Resistance with one of the specified types, Heat, Cold, Electrical, Acid, and Sonic.
Forming: Armor instantly dons or doffs as a move action. Armor is stored in a dimensional pocket that stays with the player.
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. Sneak 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 moderate or greater versions of mitigating.
Universally Resistance, Moderate: This armor, once per round, change to the first energy type the wearer and prevent 25 damage that energy type. If a different energy type of damage is done to the wearer during the same round as another, it only works on the first energy type that the wearer was hit with. This armor cannot reduce entropic damage.