Mystical Armour Abilities

The following armour abilities are reprinted from other SRDs and altered slightly for the Phoenix game. This list is not exhaustive and with the GM’s permission, you might be able to bring special abilities in from other published sources. These enhancements can be loaded into both Esoteric Items as well as Mystical items that you make yourself. You can apply these special abilities to armour, shields, or other kinds of protective gear.

 

Animated

Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armour check penalty, arcane spell failure chance, and lack of proficiency.

Strong transmutation; ECL 12th; Craft Mystic Armaments, animate objects; Price +2 bonus.

 

Arrow Catching

A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield’s wearer diverts from its original target and targets the shield’s bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield’s base Defence bonus are not diverted to the wearer (but the shield’s increased Defence bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.

Moderate abjuration; ECL 8th; Craft Mystic Armaments, entropic shield; Price +1 bonus.

 

Arrow Deflection

This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected.

Faint abjuration; ECL 5th; Craft Mystic Armaments, shield;Price +2 bonus.

 

Bashing

A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.)

Moderate transmutation; ECL 8th; Craft Mystical Armaments, bull’s strength; Price +1 bonus.

 

Blinding

A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.

Moderate evocation; ECL 7th; Craft Mystical Armaments, searing light; Price +1 bonus.

 

Energy Resistance

A suit of armour or a shield with this property normally has a colour and/or motif matching its energy type. Acid: metallic sheen. Cold: white or blue with fur trim. Electricity: yellow or blue with lightning. Fire: red or yellow with flames. Sonic/Concussive: extra-thick padding/plates. The armour absorbs the first 10 points of one type of energy damage per attack that the wearer would normally take (similar to the resist energy spell).

Faint abjuration; ECL 3rd; Craft Mystical Armaments, resist energy; Price +4 bonus.

 

Energy Resistance, Improved

As energy resistance, except it absorbs the first 20 points of energy damage per attack.

Moderate abjuration; ECL 7th; Craft Mystical Armaments, resist energy; Price +6 bonus.

 

Energy Resistance, Greater

As energy resistance, except it absorbs the first 30 points of energy damage per attack.

Moderate abjuration; ECL 11th; Craft Mystical Armaments, resist energy; Price +8 bonus.

 

Etherealness

On command, this ability allows the wearer of the armour to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.

Strong transmutation; ECL 13th; Craft Mystical Armaments, ethereal jaunt; Price +7 bonus.

 

Fortification

This suit of armour or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

 

FortificationType Chance for Normal Damage Base Price Modifier
Light 25% +1 bonus
Moderate 75% +3 bonus
Heavy 100% +5 bonus

 

Strong abjuration; ECL 13th; Craft Mystical Armaments, limited wish or miracle; Price varies (see above).

 

Ghost Touch

This armour or shield seems almost translucent. Both its enhancement bonus and its armour bonus count against the attacks of phased (incorporeal) creatures. It can be picked up, moved, and worn by phased creatures at any time. Phased creatures gain the armour or shield’s enhancement bonus against both solid and phased attacks (i.e., corporeal and incorporeal) attacks, and they can still pass freely through solid objects.

Strong transmutation; ECL 15th; Craft Mystical Armaments, etherealness; Price +3 bonus.

 

Glamoured

A suit of armour with this ability appears normal. Upon command, the armour changes shape and form to assume the appearance of a normal set of clothing. The armour retains all its properties (including weight) when glamoured. Only a true seeing spell or similar effect reveals the true nature of the armour when disguised.

Moderate illusion; ECL 10th; Craft Mystical Armaments, disguise self; Price +5 bonus.

 

Invulnerability

This suit of armour grants the wearer DR 5/Super.

Strong abjuration and perhaps evocation (if miracle is used); ECL 18th; Craft Mystical Armaments, stoneskin, wish or miracle; Price +3 bonus.

 

Reflecting

This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell, psi-power, or ranged-use power back at its creator exactly like the spell turning spell.

Strong abjuration; ECL 14th; Craft Mystical Armaments, spell turning; Price +5 bonus.

 

Shadow

This armour is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Stealth checks. (The armour check penalty still applies normally.)

Faint illusion; ECL 5th; Craft Mystical Armaments, invisibility; Price +2 bonus.

 

Shadow, Improved

As shadow, except it grants a +10 competence bonus on Stealth checks.

Moderate illusion; ECL 10th; Craft Mystical Armaments, invisibility; Price +3 bonus.

 

Shadow, Greater

As shadow, except it grants a +15 competence bonus on Stealth checks.

Moderate illusion; ECL 15th; Craft Mystical Armaments, invisibility; Price +4 bonus.

 

Silent Moves

This armour is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Move Silently checks. (The armour check penalty still applies normally.)

Faint illusion; ECL 5th; Craft Mystical Armaments, silence; Price +2 bonus.

 

Silent Moves, Improved

As silent moves, except it grants a +10 competence bonus on Move Silently checks.

Moderate illusion; ECL 10th; Craft Mystical Armaments, silence; Price +3 bonus.

 

Silent Moves, Greater

As silent moves, except it grants a +15 competence bonus on Move Silently checks.

Moderate illusion; ECL 15th; Craft Mystical Armaments, silence; Price +4

 

Slick

Slick armour seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer’s Escape Artist checks. (The armour check penalty still applies normally.)

Faint conjuration; ECL 4th; Craft Mystical Armaments, grease; Price +2 bonus.

 

Slick, Improved

As slick, except it grants a +10 competence bonus on Escape Artist checks.

Moderate conjuration; ECL 10th; Craft Mystical Armaments, grease; Price +3 bonus.

 

Slick, Greater

As slick, except it grants a +15 competence bonus on Escape Artist checks.

Moderate conjuration; ECL 15th; Craft Mystical Armaments, grease; Price +4 bonus.

 

Spell Resistance

This grants the wearer a spell resistance score.

Strong abjuration; ECL 15th; Craft Mystical Armaments, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).

 

Undead Controlling

The wearer of a suit of armour or a shield with this property may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armour or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armour.

Strong necromancy; ECL 13th; Craft Mystical Armaments, control undead; Price +7 bonus.

 

Wild

The wearer of a suit of armour or a shield with this ability preserves his armour bonus (and any enhancement bonus) while in a wild shape. Armour and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armour cannot be seen.

Moderate transmutation; ECL 9th; Craft Mystical Armaments, baleful polymorph; Price +3 bonus.

image_pdf
Posted in Powers Tagged with: , , , , , ,