Armor Magic Properties

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Introduction

Magic armor properties grant the wearer special abilities while wearing the armor. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to armor.

Those magic armor properties which provide a permanent bonus must be worn for 24 hours in order to attune to the item and get its benefits. Once attuned, the item provides the bonus any time the magic item is worn. When taken off, the magic item does not provide any bonuses but the attunement stays intact (if there are exceptions to this rule, the magic armor property will specifically state that the effect continues even if the armor is taken off). An attunement is lost if someone else wears the item for 24 hours and becomes attuned, at which point the previous attunement is disrupted. The original character can, of course, re-attune to the item with a new 24-hour attunement.

Magic armor cannot have any magic armor properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make a suit of Studded Leather armor with the +2 magic armor property of Expeditious unless it has at least a +1 enhancement bonus (and therefore an Absolute Bonus of +3). No armor may be enchanted with Epic magic armor properties unless they have an Enhancement bonus of at least +6.

Important Note: If a character has more than one item equipped which provides magic armor properties, only the item with the highest enhancement bonus actually provides benefits to the wearer (in the event they are the same, the wearer may choose which item functions and which is dormant). The lesser item's magic armor properties provide no benefits whatsoever, even if they are 'always on' abilities, unless the greater item is taken off.

Magic Armor Costs

To determine the cost of a suit of armor, three elements must be added together:

  • The cost of the suit of armor.
  • The cost of any special materials used to create the armor (e.g. mithril, adamantine, etc.).
  • The cost of the Absolute Bonus (the sum of the magic properties and the enhancement bonus).

Absolute Bonus

The Absolute Bonus is determined by adding together the plus values of the armor's Enhancement Bonus and any Magical Properties it will be enchanted with. For example, a +2 Expeditious Breastplate has a +4 Absolute Bonus, since the Expeditious property has a +2 cost associated with it.

Dweomermetals

Dweomermetals, such as mithril, argent and bloodgold, can grant the armor special qualities, as well as improved hardness and durability. The prices and special qualities of each dweomermetal are described in detail on the Dweomermetals page.

Dweomermetals do not alter the Absolute Bonus of armor, though the cost for armor made with a dweomermetal is added to the overall cost of the armor.

Note that special materials cannot be added to an existing suit of armor. The armor must be built from the special material before it can be enchanted. If a character already has a +3 chain shirt, and wants it to be a +3 mithril chain shirt, he would have to sell his old chain shirt and buy a mithril one. He cannot simply upgrade it. (This rule can be broken, at GM discretion, in cases where the suit of armor is a family heirloom, an artifact, or any sort of magic item that is meant to grow with the player, where replacing it with a new suit of armor would disrupt the story continuity for the character. In these cases, the item may have always been made from the special material, but only exhibits its qualities when the character reaches a high enough level to appreciate it, or perhaps it acquires the special materials qualities after some event transpires (like the character gets splashed with molten mithril).)

Campaign Level

Heroic tier characters (characters from level 1 to level 20) can wear armor with an enhancement bonus up to +5, and can have up to +5 pluses worth of Magic Armor properties applied to their armor, though there must always be at least +1 Enhancement bonus on the armor before any magic armor properties can be applied. As a result, heroic tier characters can wear armor with an absolute bonus of anything from +1 to +10.

Epic tier characters (characters level 21 to level 35) can wear armor with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of Magic Armor properties applied to their armor (resulting in an Absolute Bonus as high as +18). However, the enhancement bonus of the armor must be raised to at least +6 before it can have any Epic magic armor properties applied to it.

Any attempt to wear armor more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the armor (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the armor).

At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the armor may be enchanted in any way the characters can afford.

Upgrading and Changing Magic Armor Properties

Magic armor properties can be removed from a suit of magic armor, replaced with altogether new properties, or upgraded to a higher version of the existing magic armor property (when applicable). The cost to do so is the difference in cost between the old Absolute Bonus and the new Absolute Bonus. However, if the Absolute Bonus goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic armor property swaps and upgrades takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the armor while the craftsman is working on it. Some craftsmen might offer to lend or rent out a suit of armor while their customers wait, though they would expect the loaner armor to return to them in good condition.

Enhancement bonuses cannot be removed from magic armor once applied, but the enhancement bonus can be increased. If the armor is made from a dweomermetal that offers an alternate way of allocating the enhancement bonus, this can also be changed by a craftsman (or a character with the Creator feat), but performing this work also takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day.

Magic Armor which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wearer, or worse.

+1 Armor Magic Properties

Price Name Benefit Aura CL
Balanced (Magic Property) Balanced Balanced (Magic Property) Balanced (Magic Property) Balanced (Magic Property)
+1 Benevolent Increase Aid Another bonus by weapon's enhancement bonus enchantment, faint 5th
Bitter (Magic Property) Bitter Bitter (Magic Property) Bitter (Magic Property) Bitter (Magic Property)
Bolstering (Magic Property) Bolstering Bolstering (Magic Property) Bolstering (Magic Property) Bolstering (Magic Property)
Champion (Magic Property) Champion Champion (Magic Property) Champion (Magic Property) Champion (Magic Property)
Deathless (Magic Property) Deathless Deathless (Magic Property) Deathless (Magic Property) Deathless (Magic Property)
+2 Defiant Helps its wielder stay alive in desperate conditions by adding many bonuses. abjuration, strong 10th
Fortification, Light (Magic Property) Fortification, Light Fortification, Light (Magic Property) Fortification, Light (Magic Property) Fortification, Light (Magic Property)
Grinding (Magic Property) Grinding Grinding (Magic Property) Grinding (Magic Property) Grinding (Magic Property)
+1 Impervious An impervious item is warded against damage and decay. transmutation, moderate 7th
Mirrored (Magic Property) Mirrored Mirrored (Magic Property) Mirrored (Magic Property) Mirrored (Magic Property)
Poison Resistant (Magic Property) Poison Resistant Poison Resistant (Magic Property) Poison Resistant (Magic Property) Poison Resistant (Magic Property)
+1 Spell Storing Stores a single spell of up to 3rd level, which can be used as a free action. evocation, strong 12th
Stanching (Magic Property) Stanching Stanching (Magic Property) Stanching (Magic Property) Stanching (Magic Property)
Warding (Magic Property) Warding Warding (Magic Property) Warding (Magic Property) Warding (Magic Property)
Price Name Benefit Craft CL
+1 Balanced +4 bonus to Maneuver Defense vs. Trip and Overrun 5th
+1 Benevolent When using Aid Another action, grant enhancement bonus of armor as well 5th
+1 Bitter This armor is yucky, making bite-grapples and swallow attacks more difficult 5th
+1 Bolstering Gain a +2 to saving throws against attacks made by a creature you just hit 5th
+1 Champion Gain a +2 bonus to AC against your smite or warrior's challenge target 5th
+1 Deathless Gain 10 ER against positive and negative energy, and a 25% chance to ignore negative levels 7th
+1 Defiant Gain 2 AC and DR 2/- against a selected enemy type 8th
+1 Fortification, Light Gain a 25% chance to ignore critical hits 13th
+1 Grinding Enemies grappling you take damage equal to the armor's enhancement bonus 5th
+1 Impervious The armor is much harder to destroy 7th
+1 Mirrored When averting your eyes from a gaze attack, roll twice 8th
+1 Poison Resistant Gain a +3 bonus to saves vs. poison 7th
+1 Spell Storing store a single touch spell of up to 3rd level in your freaking armor! 12th
+1 Stanching Reduce bleed effects by the armor's enhancement bonus 7th
+1 Warding End a challenge or smite against you 12th

+3 Armor Magic Properties

Price Name Benefit Aura CL
Adhesive (Magic Property) Adhesive Adhesive (Magic Property) Adhesive (Magic Property) Adhesive (Magic Property)
Delving (Magic Property) Delving Delving (Magic Property) Delving (Magic Property) Delving (Magic Property)
Fortification, Moderate (Magic Property) Fortification, Moderate Fortification, Moderate (Magic Property) Fortification, Moderate (Magic Property) Fortification, Moderate (Magic Property)
+1 Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures. conjuration, moderate 9th
Hosteling (Magic Property) Hosteling Hosteling (Magic Property) Hosteling (Magic Property) Hosteling (Magic Property)
Invulnerability, Lesser (Magic Property) Invulnerability, Lesser Invulnerability, Lesser (Magic Property) Invulnerability, Lesser (Magic Property) Invulnerability, Lesser (Magic Property)
Putrid (Magic Property) Putrid Putrid (Magic Property) Putrid (Magic Property) Putrid (Magic Property)
Radiant (Magic Property) Radiant Radiant (Magic Property) Radiant (Magic Property) Radiant (Magic Property)
Spell Resistance, Lesser (Magic Property) Spell Resistance, Lesser Spell Resistance, Lesser (Magic Property) Spell Resistance, Lesser (Magic Property) Spell Resistance, Lesser (Magic Property)
Titanic (Magic Property) Titanic Titanic (Magic Property) Titanic (Magic Property) Titanic (Magic Property)
Wild (Magic Property) Wild Wild (Magic Property) Wild (Magic Property) Wild (Magic Property)
Price Name Benefit Craft CL
+3 Adhesive Wearer gains a climb speed of 20 feet for 10 rounds per day 10th
+3 Delving Wearer gains a burrow speed of 10 feet 5th
+3 Fortification, Moderate Gain a 50% chance to ignore critical hits 13th
+3 Ghost Touch Armor's AC bonus and enhancement bonus count against incorporeal attacks 15th
+3 Hosteling Store your familiar or animal companion as engraving on your armor 9th
+3 Invulnerability, Lesser Gain DR 5/bludgeoning 10th
+3 Putrid Sicken nearby creatures (and allies! Yay!) 5th
+3 Radiant Armor gives off torchlight on command and Daylight once per day 6th
+3 Spell Resistance, Lesser Wearer gains spell resistance 10th
+3 Titanic Gain some of the benefits of being one size category larger 7th
+3 Wild Wearer gains the AC benefits of his armor even in wild shape 9th

+5 Armor Magic Properties

Price Name Benefit Aura CL
Determination (Magic Property) Determination Determination (Magic Property) Determination (Magic Property) Determination (Magic Property)
Etherealness (Magic Property) Etherealness Etherealness (Magic Property) Etherealness (Magic Property) Etherealness (Magic Property)
Fortification, Heavy (Magic Property) Fortification, Heavy Fortification, Heavy (Magic Property) Fortification, Heavy (Magic Property) Fortification, Heavy (Magic Property)
Righteous (Magic Property) Righteous Righteous (Magic Property) Righteous (Magic Property) Righteous (Magic Property)
Shadow, Greater (Magic Property) Shadow, Greater Shadow, Greater (Magic Property) Shadow, Greater (Magic Property) Shadow, Greater (Magic Property)
Slick, Greater (Magic Property) Slick, Greater Slick, Greater (Magic Property) Slick, Greater (Magic Property) Slick, Greater (Magic Property)
Spell Resistance, Greater (Magic Property) Spell Resistance, Greater Spell Resistance, Greater (Magic Property) Spell Resistance, Greater (Magic Property) Spell Resistance, Greater (Magic Property)
Unbound (Magic Property) Unbound Unbound (Magic Property) Unbound (Magic Property) Unbound (Magic Property)
Undead Controlling (Magic Property) Undead Controlling Undead Controlling (Magic Property) Undead Controlling (Magic Property) Undead Controlling (Magic Property)
Unrighteous (Magic Property) Unrighteous Unrighteous (Magic Property) Unrighteous (Magic Property) Unrighteous (Magic Property)
Vigilant (Magic Property) Vigilant Vigilant (Magic Property) Vigilant (Magic Property) Vigilant (Magic Property)
Price Name Benefit Craft CL
+5 Determination Armor casts Breath of Life spell when you are reduced to 0 or fewer hit points 10th
+5 Etherealness Once per day, wearer can become ethereal 13th
+5 Fortification, Heavy Gain a 75% chance to ignore critical hits 13th
+5 Righteous Wearer can invoke Righteous Might spell (good aligned) for 10 rounds 10th
+5 Shadow, Greater The wearer gains bonuses and a special shadow form 15th
+5 Slick, Greater Wearer cannot be grappled 15th
+5 Spell Resistance, Greater Wearer gains spell resistance 15th
+5 Unbound Wearer can invoke Righteous Might spell (chaotic aligned) for 10 rounds 10th
+5 Undead Controlling Once per day, control up to 26 hit dice of undead 13th
+5 Unrighteous Wearer can invoke Righteous Might spell (evil aligned) for 10 rounds 10th
+5 Vigilant Wearer can invoke Righteous Might spell (lawful aligned) for 10 rounds 10th

+3 Epic Armor Magic Properties

Price Name Benefit Aura CL
Arcanist (Magic Property) Arcanist Arcanist (Magic Property) Arcanist (Magic Property) Arcanist (Magic Property)
Diving (Magic Property) Diving Diving (Magic Property) Diving (Magic Property) Diving (Magic Property)
Graceful (Magic Property) Graceful Graceful (Magic Property) Graceful (Magic Property) Graceful (Magic Property)
Price Name Benefit Craft CL
3 Arcanist Lowers the spell failure chance by fifteen percent. 21st
3 Diving Wearer gains a swim speed of 20 feet and can breathe underwater 22nd
3 Graceful Exquisitely made and decorated, has no armor check penalties. 21st

+4 Epic Armor Magic Properties

Price Name Benefit Aura CL
Fluid (Magic Property) Fluid Fluid (Magic Property) Fluid (Magic Property) Fluid (Magic Property)
Innkeepers (Magic Property) Innkeepers Innkeepers (Magic Property) Innkeepers (Magic Property) Innkeepers (Magic Property)
Invulnerability (Magic Property) Invulnerability Invulnerability (Magic Property) Invulnerability (Magic Property) Invulnerability (Magic Property)
Zephyr (Magic Property) Zephyr Zephyr (Magic Property) Zephyr (Magic Property) Zephyr (Magic Property)
Price Name Benefit Craft CL
4 Fluid Shimmering, semi-solid, and beautiful, no longer restricts the user as much. 23rd
4 Innkeepers Armor or shield functions as an instant fortress combined with mages magnificent mansion. 24th
4 Invulnerability The armor gains DR10/bludgeoning 21st
4 Zephyr Wearer gains a fly speed of 30 feet 22nd