Difference between revisions of "Magic Armor"

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==Descriptions==
 
==Descriptions==
   
<div style="{{PadBottom|10}}"> '''''<span id=" Adamantine Battleaxe "> Adamantine Battleaxe </span>''''' ( 10200 )<br /> '''Aura''' no aura (nonmagical) ; '''CL''' -- <br /> ''DESCRIPTION'' <br /> This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls. <br />''CONSTRUCTION'' <br />'''Requirements''' -- '''Cost''' 5,100 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Adhesive">Adhesive</span>'''''(7,000)<br />'''Aura'''moderate transmutation;'''CL'''10th<br /> ''DESCRIPTION'' <br />On command, the hands and feet of this armor's wearer become incredibly sticky, granting her a climb speed of 20 feet. The stickiness grants the wearer a +2 enhancement bonus on combat maneuver checks made to disarm, grapple, reposition, steal, or trip when the wearer is using a natural weapon or unarmed strike to attempt the maneuver. The wearer can gain these benefits for 10 rounds per day. These rounds need not be consecutive, but they must be spent in 1-round intervals. Ending the effect is a free action. Adhesive cannot be placed on armor with any version of the slick special ability.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, bull's strength, spider climb'''Cost'''3500</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Adamantine Dagger "> Adamantine Dagger </span>''''' ( 16175 )<br /> '''Aura''' no aura (nonmagical) ; '''CL''' <br /> ''DESCRIPTION'' <br /> This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls. <br />''CONSTRUCTION'' <br />'''Requirements''' -- '''Cost''' 8,088 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Balanced">Balanced</span>'''''(1+ bonus)<br />'''Aura'''faint transmutation;'''CL'''5th<br /> ''DESCRIPTION'' <br />This armor pushes back against anything that threatens to knock its wearer to the ground. The wearer gains a +4 bonus to his Combat Maneuver Defense against combat maneuvers made to overrun or trip and on Acrobatics check made to maintain balance. Dropping prone while wearing balanced armor is a move action instead of a free action. The balanced ability can be applied to light or medium armors, but not heavy armors or shields.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''cat's grace'''''Cost'''1+ bonus</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Assassin's Dagger "> Assassin's Dagger </span>''''' ( 18900 )<br /> '''Aura''' moderate necromancy ; '''CL''' 9th <br /> ''DESCRIPTION'' <br /> This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, slay living '''Cost''' 9,450 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Benevolent">Benevolent</span>'''''(2,000)<br />'''Aura'''faint enchantment;'''CL'''5th<br /> ''DESCRIPTION'' <br />This suit of armor best serves a wearer who focuses on assisting and protecting his allies. Benevolent armor is usually decorated with motifs of prosperity, plenty, and generosity, such as helping hands, cornucopias, and flourishing plants. When the wearer of a suit of benevolent armor uses the aid another action to give an ally a bonus to AC against an opponent's next attack, he also adds the benevolent armor's enhancement bonus to the ally's AC.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "aid"'''Cost'''1000</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Beaststrike Club "> Beaststrike Club </span>''''' ( 25400 )<br /> '''Aura''' moderate transmutation ; '''CL''' 6th <br /> ''DESCRIPTION'' <br /> This +1 club is often decorated with large teeth and carved with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon's damage does not change but the type of damage changes to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell. If the wielder has the wild shape ability, she can expend one use of wild shape to increase the weapon's damage by one step for the duration of that wild shape as long as the druid remains in contact with the weapon; if the wielder can wild shape at will, the club's damage is always increased in this fashion. If unattended, the club reverts to its normal shape. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, ''shillelagh'' '''Cost''' 12,700 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Bitter">Bitter</span>'''''(1+ bonus)<br />'''Aura'''faint transmutation;'''CL'''5th<br /> ''DESCRIPTION'' <br />This armor exudes an exceptionally vile and bitter taste whenever something bites or swallows a creature that is wearing it. Any creature that grapples the wearer with a bite attack (or any other attack using the mouth) must succeed at a DC 14 Fortitude save to avoid immediately ending the grapple. If the wearer is swallowed whole, the swallowing creature must succeed at a DC 14 Fortitude save at the start of each turn that the armored victim remains alive inside of the creature or become nauseated for 1 round. The creature may vomit up the victim as a standard action. This is a poison effect.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "stinking cloud"'''Cost'''1+ bonus</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Blade of the Rising Sun "> Blade of the Rising Sun </span>''''' ( 51,850 )<br /> '''Aura''' strong evocation and necromancy ; '''CL''' 15th <br /> ''DESCRIPTION'' <br /> "This golden-bladed +1 glorious undead bane khopesh shines like the first rays of the morning sun. Whenever the wielder of a blade of the rising sun threatens a critical threat (regardless of whether the critical is confirmed or whether the target is subject to critical hits), the target is surrounded by a halo of golden sunlight equivalent to faerie fire until the beginning of the wielder's next turn. Undead surrounded by this glow take 1d6 points of damage at the beginning of their turn.
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<div style="{{PadBottom|10}}">'''''<span id="Bolstering">Bolstering</span>'''''(1+ bonus)<br />'''Aura'''faint enchantment;'''CL'''5th<br /> ''DESCRIPTION'' <br />Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature's abilities until the start of his next turn. The bolstering ability can be applied to medium armor, heavy armor, light shields, heavy shields, and tower shields, but not light armor or bucklers.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "heroism"'''Cost'''1+ bonus</div>
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<div style="{{PadBottom|10}}">'''''<span id="Brawling">Brawling</span>'''''(1+ bonus)<br />'''Aura'''fainst transmutation;'''CL'''5th<br /> ''DESCRIPTION'' <br />The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer's unarmed strikes from provoking attacks of opportunity or make the wearer's unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "bull's strength"'''Cost'''1+ bonus</div>
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<div style="{{PadBottom|10}}">'''''<span id="Champion">Champion</span>''''' (1+ bonus)<br />'''Aura'''faint abjuration;'''CL'''5th<br /> ''DESCRIPTION'' <br />This armor property only works for good creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladins, half-celestials, and creatures with the celestial creature template). When worn by such a creature that uses a challenge or smite ability, the wearer gains a +2 sacred bonus to AC against attacks from the chosen opponent.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''protection from evil'' or ''protection from good'''''Cost'''1+ bonus</div>
 
<div style="{{PadBottom|10}}">'''''<span id="Creeping">Creeping</span>'''''(5,000)<br />'''Aura'''moderate illusion and transmutation;'''CL'''7th<br /> ''DESCRIPTION'' <br />A suit of creeping armor is made to keep the wearer's movement covert. The armor's armor check penalty does not apply to the wearer's Stealth checks. Once per day, the wearer can speak a command word to grant himself a bonus on Stealth checks equal to the armor's enhancement bonus for 1 minute.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "cat's grace", "invisibility"'''Cost'''2500</div>
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<div style="{{PadBottom|10}}">'''''<span id="Deathless">Deathless</span>'''''(1+ bonus)<br />'''Aura'''moderate abjuration;'''CL'''7th<br /> ''DESCRIPTION'' <br />This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "death ward"'''Cost'''1+ bonus</div>
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<div style="{{PadBottom|10}}">'''''<span id="Defiant">Defiant</span>'''''(1+ bonus)<br />'''Aura'''moderate conjuration;'''CL'''8th<br /> ''DESCRIPTION'' <br />Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon's excelling against certain foes. Against the designated foe, the item's enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield's enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield's designated foe, use the table for the bane weapon special ability.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "summon monster I"'''Cost'''1+ bonus</div>
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<div style="{{PadBottom|10}}">'''''<span id="Delving">Delving</span>'''''(10,000)<br />'''Aura'''faint transmutation;'''CL'''5th<br /> ''DESCRIPTION'' <br />Armor with this special ability grants the wearer a burrow speed of 10 feet. This speed allows the wearer to tunnel through any type of soil, including rocky soil, but not actual solid stone. This special ability does not give the wearer the ability to breathe underground, so he must hold his breath or use other magic that provides air or allows him to breathe. The wearer gains a +4 bonus on all saving throws against landslides, avalanches, tunnel collapses, and similar effects.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "soften earth and stone"'''Cost'''5000</div>
 
<div style="{{PadBottom|10}}">'''''<span id="Determination">Determination</span>'''''(30000)<br />'''Aura'''moderate conjuration;'''CL'''10th<br /> ''DESCRIPTION'' <br />A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''breath of life'''''Cost'''15000</div>
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<div style="{{PadBottom|10}}">'''''<span id="Energy Resistance">Energy Resistance</span>'''''(18000)<br />'''Aura'''faint abjuration;'''CL'''3rd<br /> ''DESCRIPTION'' <br />A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy damage per attack that the wearer would normally take (similar to the ''resist energy'' spell).<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''resist energy'''''Cost'''9000</div>
 
<div style="{{PadBottom|10}}">'''''<span id="Energy Resistance, Greater">Energy Resistance, Greater</span>'''''(66000)<br />'''Aura'''moderate abjuration;'''CL'''11th<br /> ''DESCRIPTION'' <br />As ''energy resistance'', except it absorbs the first 30 points of energy damage per attack.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''resist energy'''''Cost'''33000</div>
 
<div style="{{PadBottom|10}}">'''''<span id="Energy Resistance, Improved">Energy Resistance, Improved</span>'''''(42000)<br />'''Aura'''moderate abjuration;'''CL'''7th<br /> ''DESCRIPTION'' <br />As ''energy resistance'', except it absorbs the first 20 points of energy damage per attack.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''resist energy'''''Cost'''21000</div>
 
<div style="{{PadBottom|10}}">'''''<span id="Etherealness">Etherealness</span>'''''(49000)<br />'''Aura'''strong transmutation;'''CL'''13th<br /> ''DESCRIPTION'' <br />On command, this ability allows the wearer of the armor 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.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''ethereal jaunt'''''Cost'''24500</div>
 
<div style="{{PadBottom|10}}">'''''<span id="Expedious">Expedious</span>'''''(4,000)<br />'''Aura'''faint transmutation;'''CL'''5th<br /> ''DESCRIPTION'' <br />Three times per day as a swift action, the wearer of expeditious armor can summon a burst of speed and gain a +10-foot enhancement bonus on all modes of movement for 1 round. This ability can be applied to any kind of armor, but not shields.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "expedious retreat"'''Cost'''2000</div>
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<div style="{{PadBottom|10}}">'''''<span id="Fortification">Fortification</span>'''''(Varies)<br />'''Aura'''strong abjuration;'''CL'''13th<br /> ''DESCRIPTION'' <br />This suit of armor 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.
   
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{{WondrousTableMain}}
The wielder of a blade of the rising sun may declare a sacrificial strike (similar to the retributive strike of a staff of power) as a standard action, or as an immediate action before losing consciousness upon gaining the dying or dead condition. A sacrificial strike converts the wielder's body and spirit into raw energy equivalent to a sunburst (DC 22). Allies of the wielder within the sunburst are not harmed, and the wielder may choose to affect all allies within the sunburst as mass cure light wounds or all allies within 10 feet as breath of life. The caster level for the effects of the sacrificial strike is equal to the sword's caster level plus 1/2 the wielder's level (maximum 25th level).
 
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{{T01}}
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{{T02}}
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| '''Fortification Type'''||'''Chance for Normal Damage'''||'''Base Price Modifier'''
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|-
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| Light||25%||+1 bonus
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|-
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| Medium||50%||+3 bonus
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|-
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| Heavy||75%||+5 bonus
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|}
   
 
<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''limited wish'' or ''miracle'''''Cost'''Varies</div>
A sacrificial strike destroys the wielder's body (as the spell disintegrate), but she has a 50% chance of being reincarnated (as the reincarnate spell) 24 hours after performing a sacrificial strike in a random safe location within 1 mile. The wielder's gear is left behind unharmed after the sacrificial strike; however, the blade of the rising sun is teleported to a random location at least 100 miles distant.
 
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<div style="{{PadBottom|10}}">'''''<span id="Ghost Touch">Ghost Touch</span>'''''(3+ bonus)<br />'''Aura'''strong transmutation;'''CL'''15th<br /> ''DESCRIPTION'' <br />This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''etherealness'''''Cost'''3+ bonus</div>
 
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<div style="{{PadBottom|10}}">'''''<span id="Glamered">Glamered</span>''''' (2700)<br />'''Aura'''moderate illusion;'''CL'''10th<br /> ''DESCRIPTION'' <br />Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.<br />''CONSTRUCTION''<br />'''Requirements'''Craft magic arms and armor, disguise self'''Cost'''1350</div>
:''Tenebrae Update:'' This magic item was modified to be a khopesh." <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, blindness/deafness, daylight, flare, miracle, sunburst '''Cost''' 25,925 </div>
 
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<div style="{{PadBottom|10}}">'''''<span id="Grinding">Grinding</span>'''''(1+ bonus)<br />'''Aura'''faint transmutation;'''CL'''5th<br /> ''DESCRIPTION'' <br />A shield or suit of armor with this special ability is covered with jagged burrs and razor-sharp serrations that saw and grind whenever the wearer is grappled or entangled. Any creature succeeding at a grapple combat maneuver check against the wearer takes damage equal to the armor or shield's enhancement bonus (with each successful check) as the barbs and blades bite into it. This special ability counts as armor spikes for the purpose of making attacks on the wearer's turn.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "keen edge"'''Cost'''1+ bonus</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Blade of the Sword-Saint "> Blade of the Sword-Saint </span>''''' ( 75,350 )<br /> '''Aura''' moderate transmutation ; '''CL''' 8th <br /> ''DESCRIPTION'' <br /> "This exquisitely forged bastard sword is the result of painstaking attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form.
 
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<div style="{{PadBottom|10}}">'''''<span id="Impervious">Impervious</span>'''''(1+ bonus)<br />'''Aura'''moderate transmutation;'''CL'''7th<br /> ''DESCRIPTION'' <br />A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "fabricate," "make whole"'''Cost'''1+ bonus</div>
 
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<div style="{{PadBottom|10}}">'''''<span id="Invulnerability">Invulnerability</span>'''''(3+ bonus)<br />'''Aura'''strong abjuration and evocation (if ''miracle'' is used);'''CL'''18th<br /> ''DESCRIPTION'' <br />This suit of armor grants the wearer damage reduction 5/magic.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''stoneskin'', ''wish'' or ''miracle'''''Cost'''3+ bonus</div>
A blade of the sword-saint is a +3 ki intensifying bastard sword. In the hands of a monk, it becomes an instrument of deadly utility. In addition to its more common properties, this weapon can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.
 
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<div style="{{PadBottom|10}}">'''''<span id="Jousting">Jousting</span>'''''(3750)<br />'''Aura'''faint transmutation;'''CL'''5th<br /> ''DESCRIPTION'' <br />This suit of armor helps its wearer remain mounted and in control of his mount. The wearer gains a +5 competence bonus on Ride skill checks.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, creator must have 5 ranks in the Ride skill'''Cost'''1875</div>
 
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<div style="{{PadBottom|10}}">'''''<span id="Martyring">Martyring</span>'''''(18,000)<br />'''Aura'''moderate conjuration;'''CL'''9th<br /> ''DESCRIPTION'' <br />This armor allows the wearer to capitalize on her own injuries to heal her allies. Once per day as an immediate action, when an enemy confirms a critical hit against someone wearing martyring armor, the wearer can heal up to nine allies within 30 feet as if using the mass cure light wounds spell (1d8+9 hit points each). This special ability cannot be placed on armor that possesses an ability that reduces the chance of or negates acritical hit (such as the fortification special ability).<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "mass cure light wounds"'''Cost'''9000</div>
:''Tenebrae Update:'' This was modified to be a bastard sword." <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, creator must be a monk '''Cost''' 37,675 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Boulderhead Mace "> Boulderhead Mace </span>''''' ( 52,000 )<br /> '''Aura''' moderate transmutation ; '''CL''' 9th <br /> ''DESCRIPTION'' <br /> The head of this +1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8+5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon's haft over the next 24 hours, and it is unusable as a weapon until the head regrows. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, wall of stone '''Cost''' 26,000 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Poison Resistant">Poison Resistant</span>'''''(2,250)<br />'''Aura'''moderate conjuration;'''CL'''7th<br /> ''DESCRIPTION'' <br />A suit of armor or shield with this special ability grants the wearer a +3 resistance bonus on saving throws against poison.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "neutralize poison"'''Cost'''1125</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Dagger of Venom "> Dagger of Venom </span>''''' ( 23850 )<br /> '''Aura''' faint necromancy ; '''CL''' 5th <br /> ''DESCRIPTION'' <br /> This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, ''poison'' '''Cost''' 11,925 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Radiant">Radiant</span>'''''(7,500)<br />'''Aura'''moderate evocation;'''CL'''6th<br /> ''DESCRIPTION'' <br />Armor and shields with the radiant special ability shine as brightly as a torch when worn. This radiance can be suppressed or resumed on command. Designs usually feature bright colors and a brilliant sheen even when not illuminated. Once per day, the wearer can command the armor or shield to brighten to the strength of adaylight spell for 1 hour or until commanded to dim.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "daylight"'''Cost'''3750</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Demonsorrow Blade "> Demonsorrow Blade </span>''''' ( 90,469 )<br /> '''Aura''' strong evocation and necromancy ; '''CL''' 14th <br /> ''DESCRIPTION'' <br /> "This blade's hilt is shaped to resemble an angel. Elaborately detailed feathered wings spread from the hilt to form the guard, with the angel's face at the base of the blade. This +3 cold iron holy demon bane bastard sword hinders those it was created to destroy. It bars all creatures with the demon subtype that are within 60 feet of the wielder from teleporting, as if they were under the effect of a dimensional anchor spell (no saving throw).
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<div style="{{PadBottom|10}}">'''''<span id="Rallying">Rallying</span>'''''(5,000)<br />'''Aura'''faint abjuration;'''CL'''5th<br /> ''DESCRIPTION'' <br />This armor or shield is brightly polished, and its mirror-bright surface is magically endowed with the ability to bring comfort to the wearer's companions. Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects. If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin's aura of courage, a bard's countersong, or a cavalier's banner ability), themorale bonus increases to +6.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "remove fear"'''Cost'''2500</div>
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<div style="{{PadBottom|10}}">'''''<span id="Shadow">Shadow</span>'''''(3750)<br />'''Aura'''faint illusion;'''CL'''5th<br /> ''DESCRIPTION'' <br />This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''invisibility'', ''silence'''''Cost'''1875</div>
 
:''Tenebrae Update:'' This was changed to a bastard sword." <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, dimensional anchor, holy smite, summon monster i '''Cost''' 45,235 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Shadow, Greater">Shadow, Greater</span>'''''(33750)<br />'''Aura'''strong illusion;'''CL'''15th<br /> ''DESCRIPTION'' <br />As ''shadow'', except it grants a +15 competence bonus on Stealth checks.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''invisibility'', ''silence'''''Cost'''16875</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Dragon's Doom "> Dragon's Doom </span>''''' ( 40,310 )<br /> '''Aura''' moderate divination and evocation ; '''CL''' 8th <br /> ''DESCRIPTION'' <br /> This polearm's axe blade is shaped like a snarling dragon, its maw stretched wide as it closes for the killing blow. The haft is engraved with the circling image of a dragon in flight. The head of this +2 dragon bane halberd glows when a creature of the dragon type is within 100 feet of the weapon. Three times per day, when the halberd hits a dragon, the wielder can have that attack ignore the dragon's DR as a free action. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, discern location, light, summon monster i '''Cost''' 20,155 </div>
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<div style="{{PadBottom|10}}">'''''<span id="Shadow, Improved">Shadow, Improved</span>'''''(15000)<br />'''Aura'''moderate illusion;'''CL'''10th<br /> ''DESCRIPTION'' <br />As ''shadow'', except it grants a +10 competence bonus on Stealth checks.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''invisibility'', ''silence'''''Cost'''7500</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Dwarfbound Hammer "> Dwarfbound Hammer </span>''''' ( 25,312 )<br /> '''Aura''' moderate evocation ; '''CL''' 7th <br /> ''DESCRIPTION'' <br /> In the hands of a dwarf, this +1 warhammer functions as a +2 returning warhammer. It can be hurled with a 20-foot range increment. When hurled, a dwarfbond hammer deals an extra 1d8 points of damage against creatures of the giant subtype. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, creater must be a dwarf of at least 7th level '''Cost''' 12,656 </div>
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<div style=''{{PadBottom|10}}''>'''''<span id="Slick">Slick</span>'''''(3750)<br />'''Aura'''faint conjuration;'''CL'''4th<br /> ''DESCRIPTION'' <br />Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''grease'''''Cost'''1875</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Dwarven Thrower "> Dwarven Thrower </span>''''' ( 60,312 )<br /> '''Aura''' moderate evocation ; '''CL''' 10th <br /> ''DESCRIPTION'' <br /> This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, creater must be a dwarf of at least 10th level '''Cost''' 30,156 </div>
+
<div style="{{PadBottom|10}}">'''''<span id="Slick, Greater">Slick, Greater</span>'''''(33750)<br />'''Aura'''strong conjuration;'''CL'''15th<br /> ''DESCRIPTION'' <br />As ''slick'', except it grants a +15 competence bonus on Escape Artist checks.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''grease'''''Cost'''16875</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Earthenflail "> Earthenflail </span>''''' ( 11,315 )<br /> '''Aura''' strong evocation and transmutation ; '''CL''' 13th <br /> ''DESCRIPTION'' <br /> This roughly hewn wooden haft is lashed with gut and rope to a hefty boulder. This +1 shattering heavy flail can strike devastating blows against objects. As a swift action, however, the wielder can suppress its shattering property until the beginning of his next turn, allowing the head to phase through earth and stone. This allows the wielder to ignore cover or partial cover (but not total cover) provided by objects or structures made of earth or stone; however, while suppressed, an earthenflail cannot harm objects made of these materials. Cover provided by other sources is unaffected. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, phase door, shatter '''Cost''' 5,658 </div>
+
<div style="{{PadBottom|10}}">'''''<span id="Slick, Improved">Slick, Improved</span>'''''(15000)<br />'''Aura'''moderate conjuration;'''CL'''10th<br /> ''DESCRIPTION'' <br />As ''slick'', except it grants a +10 competence bonus on Escape Artist checks.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''grease'''''Cost'''7500</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Everflowing Aspergillum "> Everflowing Aspergillum </span>''''' ( 7805 )<br /> '''Aura''' faint conjuration ; '''CL''' 5th <br /> ''DESCRIPTION'' <br /> The holy water in this +1 battle aspergillum never runs dry. However, the water vanishes 1 round after leaving the aspergillum, so it cannot be collected. As a full-round action, the wielder can swing the weapon to dispense a vial's worth of holy water as a ranged touch attack with a maximum range of 10 feet and no range penalty. An everflowing aspergillum counts as a good-aligned weapon for purposes of overcoming damage reduction. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, bless water, create water '''Cost''' 3,903 </div>
+
<div style="{{PadBottom|10}}">'''''<span id="Spell Resistance (13)">Spell Resistance (13)</span>'''''(2+ bonus)<br />'''Aura'''strong abjuration;'''CL'''15th<br /> ''DESCRIPTION'' <br />This property grants the armor's wearer Spell Resistance 13 while the armor is worn.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''spell resistance'''''Cost'''2+ bonus</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Fighter's Fork "> Fighter's Fork </span>''''' ( 7,315 )<br /> '''Aura''' faint transmutation ; '''CL''' 3rd <br /> ''DESCRIPTION'' <br /> This steel-tined +1 trident can be commanded to lengthen or shorten its haft (or return to its normal length) as a swift action. It is a two-handed reach weapon when extended but cannot be thrown. If shortened, it can be wielded as a light weapon or hurled as a javelin. Feats or class abilities that apply to tridents apply to a fighter's fork in any form. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, shrink item '''Cost''' 3,658 </div>
+
<div style="{{PadBottom|10}}">'''''<span id="Spell Resistance (15)">Spell Resistance (15)</span>'''''(3+ bonus)<br />'''Aura'''strong abjuration;'''CL'''18th<br /> ''DESCRIPTION'' <br />This property grants the armor's wearer Spell Resistance 15 while the armor is worn.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''spell resistance'''''Cost'''3+ bonus</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Flame Tongue "> Flame Tongue </span>''''' ( 18,910 )<br /> '''Aura''' strong evocation ; '''CL''' 12th <br /> ''DESCRIPTION'' <br /> This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, scorching ray and fireball, flame blade, or flame strike; '''Cost''' 9,455 </div>
+
<div style="{{PadBottom|10}}">'''''<span id="Spell Resistance (17)">Spell Resistance (17)</span>'''''(4+ bonus)<br />'''Aura'''strong abjuration;'''CL'''18th<br /> ''DESCRIPTION'' <br />This property grants the armor's wearer Spell Resistance 17 while the armor is worn.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''spell resistance'''''Cost'''4+ bonus</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Frost Brand "> Frost Brand </span>''''' ( 22400 )<br /> '''Aura''' strong evocation ; '''CL''' 14th <br /> ''DESCRIPTION'' <br /> "This +3 frost greatsword sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.
+
<div style="{{PadBottom|10}}">'''''<span id="Spell Resistance (19)">Spell Resistance (19)</span>'''''(5+ bonus)<br />'''Aura'''strong abjuration;'''CL'''18th<br /> ''DESCRIPTION'' <br />This property grants the armor's wearer Spell Resistance 19 while the armor is worn.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''spell resistance'''''Cost'''5+ bonus</div>
  +
<div style="{{PadBottom|10}}">'''''<span id="Stanching">Stanching</span>'''''(1+ bonus)<br />'''Aura'''moderate transmutation;'''CL'''7th<br /> ''DESCRIPTION'' <br />A stanching suit of armor helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor's enhancement bonusto Constitution checks to become stable.<br />''CONSTRUCTION''<br />'''Requirements'''Crat Magic Arms and Armor, "stabilize," cure critical wounds"'''Cost'''1+ bonus</div>
 
  +
<div style="{{PadBottom|10}}">'''''<span id="Titanic">Titanic</span>'''''(3+ bonus)<br />'''Aura'''moderate transmutation;'''CL'''7th<br /> ''DESCRIPTION'' <br />A suit of armor with the titanic ability is almost comically oversized, though the effect is superficial and the interior fits a creature normally, with no adjustments necessary. A creature wearing titanic armor is considered one size category larger for the purpose of using or being affected by special attacks that depend on size, such as swallow whole and trample. Once per day on command, the wearer can increase her size as if usingenlarge person (even if the wearer is not humanoid) for 1 minute. In addition, once per minute as a free actionthe wearer can add the armor's enhancement bonus to a single Strength check or combat maneuver check, or to her CMD against a single combat maneuver. Because of its great bulk, the armor check penalty of titanic armor is increased by an amount equal to its enhancement bonus.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, "enlarge person"'''Cost'''3+ bonus</div>
A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. " <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, 'ice storm, dispel magic, protection from energy '''Cost''' 11,200 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Ghoul's Lament "> Ghoul's Lament </span>''''' ( 35,312 )<br /> '''Aura''' moderate evocation ; '''CL''' 11th <br /> ''DESCRIPTION'' <br /> This massive +1 ghost touch disrupting warhammer is crafted from a single piece of metal. It surface has no blemishes or distinguishing marks, and its haft is wrapped in dry, leathery, ancient skin. Three times per day as a free action, when used to strike an undead creature, that creature must succeed at a DC 20 Fortitude save or be knocked prone. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, heal, plane shift '''Cost''' 17,656 </div>
+
<div style="{{PadBottom|10}}">'''''<span id="Undead Controlling">Undead Controlling</span>'''''(49000)<br />'''Aura'''strong necromancy;'''CL'''13th<br /> ''DESCRIPTION'' <br />'Undead controlling'' armor or shields often have skeletal or other grisly decorations or flourishes to their decor. They let the user 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. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''control undead'''''Cost'''24500</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Gloom Blade "> Gloom Blade </span>''''' ( 8,810 )<br /> '''Aura''' strong evocation ; '''CL''' 13th <br /> ''DESCRIPTION'' <br /> As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat on its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon, though it resumes its magical functions once it is no longer in the bright light. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, deeper darkness '''Cost''' 4,405 </div>
+
<div style="{{PadBottom|10}}">'''''<span id="Wild">Wild</span>'''''(3+ bonus)<br />'''Aura'''moderate transmutation;'''CL'''9th<br /> ''DESCRIPTION'' <br />The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.<br />''CONSTRUCTION''<br />'''Requirements'''Craft Magic Arms and Armor, ''baleful polymorph'''''Cost'''3+ bonus</div>
<div style="{{PadBottom|10}}"> '''''<span id=" Guarding Blade "> Guarding Blade </span>''''' ( 65,310 )<br /> '''Aura''' moderate transmutation ; '''CL''' 15th <br /> ''DESCRIPTION'' <br /> This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To activate the sword, the wielder must fall unconscious or die while wielding the weapon or holding it in her hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with a melee attack, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder's square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder, it tends to select a random target each round. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, animate objects, mage's faithful hound '''Cost''' 32,655 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Holy Avenger "> Holy Avenger </span>''''' ( 81250 )<br /> '''Aura''' strong abjuration ; '''CL''' 18th <br /> ''DESCRIPTION'' <br /> "This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
 
 
This sacred weapon provides spell resistance of 5 + the paladin's level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. " <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, ''holy aura, creator must be good; '''Cost''' 40,625 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Hurricane Quarterstaff "> Hurricane Quarterstaff </span>''''' ( 7,840 )<br /> '''Aura''' faint evocation ; '''CL''' 3rd <br /> ''DESCRIPTION'' <br /> This +1/+1 quarterstaff is hollow, drilled through with numerous tiny holes, and whistles when swung and spun. Once per day as a standard action, the wielder may spin the hurricane quarterstaff and create a gust of wind (DC 13 Fortitude negates). A monk or ninja wielding a hurricane quarterstaff can also spend 1 ki point to activate the staff's gust of wind power; the save DC when activating this power with ki is equal to 12 + the wielder's Wisdom modifier. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, gust of wind '''Cost''' 3,920 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Lance of Jousting "> Lance of Jousting </span>''''' ( 52260 )<br /> '''Aura''' faint evocation ; '''CL''' 5th <br /> ''DESCRIPTION'' <br /> This ornately designed +1 lance streams with ribbons and small favors, allowing a wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although used in combat to remove a mounted foe's advantage, use of a lance of jousting in a tournament or similar contest is generally considered a dishonorable form of cheating. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, bull's strength; '''Cost''' 26,130 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Life-Drinker "> Life-Drinker </span>''''' ( 16500 )<br /> '''Aura''' strong necromancy ; '''CL''' 13th <br /> ''DESCRIPTION'' <br /> "This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or the negative levels become permanent.
 
 
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour. " <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, enervation; '''Cost''' 8,250 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" "Longsword, Cold Iron Masterwork
 
" "> "Longsword, Cold Iron Masterwork
 
" </span>''''' ( 5150 )<br /> '''Aura''' no aura (nonmagical) ; '''CL''' -- <br /> ''DESCRIPTION'' <br /> This nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls. <br />''CONSTRUCTION'' <br />'''Requirements''' -- '''Cost''' 2,575 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Luck Blade "> Luck Blade </span>''''' ( 11,160 )<br /> '''Aura''' strong evocation ; '''CL''' 17th <br /> ''DESCRIPTION'' <br /> This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, wish or miracle; '''Cost''' 5,580 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Mace of Smiting "> Mace of Smiting </span>''''' ( 10,650 )<br /> '''Aura''' moderate transmutation ; '''CL''' 11th <br /> ''DESCRIPTION'' <br /> This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and a successful critical hit dealt to a construct completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals ×4 damage rather than ×2. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, disintegrate; '''Cost''' 5,325 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Mace of Terror "> Mace of Terror </span>''''' ( 12650 )<br /> '''Aura''' strong necromancy ; '''CL''' 13th <br /> ''DESCRIPTION'' <br /> This weapon usually appears to be a particularly frightening-looking iron or steel mace. On command, this +2 heavy mace causes the wielder's clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). Those who fail take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, fear; '''Cost''' 6,325 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Nine Lives Stealer "> Nine Lives Stealer </span>''''' ( 25400 )<br /> '''Aura''' strong necromancy [evil] ; '''CL''' 13th <br /> ''DESCRIPTION'' <br /> This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a faint evil aura). A critical hit must be dealt for the sword's death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, finger of death; '''Cost''' 12,700 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Quarterstaff of Vaulting "> Quarterstaff of Vaulting </span>''''' ( 19,100 )<br /> '''Aura''' faint transmutation ; '''CL''' 5th <br /> ''DESCRIPTION'' <br /> "This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4.
 
 
In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent's head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity." <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, jump '''Cost''' 9,550 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Rapier of Puncturing "> Rapier of Puncturing </span>''''' ( 44,215 )<br /> '''Aura''' strong necromancy ; '''CL''' 13th <br /> ''DESCRIPTION'' <br /> Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, harm; '''Cost''' 22,108 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Ricochet Hammer "> Ricochet Hammer </span>''''' ( 20,301 )<br /> '''Aura''' moderate transmutation ; '''CL''' 7th <br /> ''DESCRIPTION'' <br /> This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, telekinesis '''Cost''' 10,151 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Shatterspike "> Shatterspike </span>''''' ( 137,650 )<br /> '''Aura''' strong evocation ; '''CL''' 13th <br /> ''DESCRIPTION'' <br /> This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower. <br />''CONSTRUCTION'' <br />'''Requirements''' Str 13, Craft Magic Arms and Armor, Improved Sunder, Power Attack, shatter '''Cost''' 68,825 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Shieldsplitter Lance "> Shieldsplitter Lance </span>''''' ( 2,250 )<br /> '''Aura''' moderate evocation ; '''CL''' 10th <br /> ''DESCRIPTION'' <br /> This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent's shield takes the same damage as the opponent. If the wielder uses the lance to make a sunder attack against a shield, it bypasses the shield's hardness. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, keen edge, shatter; '''Cost''' 1,125 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Shifter's Sorrow "> Shifter's Sorrow </span>''''' ( 26500 )<br /> '''Aura''' strong transmutation ; '''CL''' 15th <br /> ''DESCRIPTION'' <br /> This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, baleful polymorph; '''Cost''' 13,250 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Silver Dagger, Masterwork "> Silver Dagger, Masterwork </span>''''' ( 1100 )<br /> '''Aura''' no aura (nonmagical) ; '''CL''' -- <br /> ''DESCRIPTION'' <br /> As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not to damage rolls). <br />''CONSTRUCTION'' <br />'''Requirements''' -- '''Cost''' 550 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Spider's Fang "> Spider's Fang </span>''''' ( 79,102 )<br /> '''Aura''' moderate evocation ; '''CL''' 10th <br /> ''DESCRIPTION'' <br /> This punching dagger's blade is engraved with images of spider webs. Upon close inspection, the images seem to come alive as if spiders were swarming across the webs on the blade. Twice per day as a free action, this +2 keen wounding punching dagger can poison a living creature hit by an attack made by this weapon as the poison spell (Fortitude DC 20 negates). In addition, the wielder gains a +2 competence bonus on Acrobatics checks made to move through an enemy's threatened area without provoking an attack of opportunity. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, bleed, keen edge, ray of enfeeblement '''Cost''' 39,551 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Spirit Blade "> Spirit Blade </span>''''' ( 8910 )<br /> '''Aura''' moderate abjuration ; '''CL''' 10th <br /> ''DESCRIPTION'' <br /> This almost transparently thin weapon is often decorated with strange faces and swirling mist. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th level; '''Cost''' 4,455 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Summoner's Sorrow "> Summoner's Sorrow </span>''''' ( 42,816 )<br /> '''Aura''' moderate abjuration ; '''CL''' 9th <br /> ''DESCRIPTION'' <br /> "The summoner's sorrow is a +2 cold iron glaive that deals an extra 2d6 points of damage against summoned creatures, including eidolons. Once each round when the summoner's sorrow damages a summoned or illusory creature, the wielder can make a dispel check as a free action to send away or destroy the creature. This is treated as a dispel magic spell targeted against the spell that created the creature, except that the wielder's base attack bonus is used in place of the wielder's or item's caster level. This ability has no effect on creatures that are called rather than summoned, or on summoned creatures that cannot be dispelled, such as a summoner's eidolon.
 
 
Once per day as a free action, the wielder can attempt a dismissal against a creature damaged by the weapon instead of dispelling it. This ability functions only against extraplanar creatures (whether summoned or not), and works as the spell of the same name with a Will save DC of 17. The wielder cannot both dispel and dismiss in the same round." <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, dismissal, dispel magic '''Cost''' 21,408 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Sun Blade "> Sun Blade </span>''''' ( 12405 )<br /> '''Aura''' moderate evocation ; '''CL''' 10th <br /> ''DESCRIPTION'' <br /> "This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
 
 
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2).
 
 
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded. " <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, daylight, creator must be good; '''Cost''' 6,203 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Swift Obsidian Greataxe "> Swift Obsidian Greataxe </span>''''' ( 11,320 )<br /> '''Aura''' moderate transmutation ; '''CL''' 10th <br /> ''DESCRIPTION'' <br /> The blade of this +1 keen greataxe is carved from jet-black obsidian. When the wielder charges an enemy, he receives a +10 foot enhancement bonus to his speed that round. Once per day, he can command the axe to grant all allies within 30 feet a +10 foot enhancement bonus to base speed for 1 round. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, expeditious retreat, keen edge '''Cost''' 5,660 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Sword of Life Stealing "> Sword of Life Stealing </span>''''' ( 24650 )<br /> '''Aura''' strong necromancy ; '''CL''' 17th <br /> ''DESCRIPTION'' <br /> This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level gained or they become permanent. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, enervation; '''Cost''' 12,325 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Sword of the Planes "> Sword of the Planes </span>''''' ( 5165 )<br /> '''Aura''' strong evocation ; '''CL''' 15th <br /> ''DESCRIPTION'' <br /> This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the Elemental Plane. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, plane shift; '''Cost''' 2,583 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Sylvan scimitar "> Sylvan scimitar </span>''''' ( 3300 )<br /> '''Aura''' moderate evocation ; '''CL''' 11th <br /> ''DESCRIPTION'' <br /> This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid; '''Cost''' 1,650 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Trident of Fish Command "> Trident of Fish Command </span>''''' ( 29,350 )<br /> '''Aura''' moderate enchantment ; '''CL''' 7th <br /> ''DESCRIPTION'' <br /> The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals as per the spell charm animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throws are free of control, but they will not approach within 10 feet of the trident. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, charm animals, speak with animals; '''Cost''' 14,675 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Trident of Stability "> Trident of Stability </span>''''' ( Varies )<br /> '''Aura''' faint transmutation ; '''CL''' 3rd <br /> ''DESCRIPTION'' <br /> "The base of this sturdy but tarnished +1 trident has a wide metal bar at the bottom, perfectly situated to serve as a solid footrest or other sort of handle. The bar acts as an immovable rod, except instead of an activation button, the immobility power triggers whenever the wielder places one or both feet on the bar, and ends whenever the wielder is no longer touching the bar with at least one foot. If the wielder remains in place and steps on the bar, he gains a +10 bonus to his CMD when trying to resist efforts to move him. The wielder is always considered braced against oncoming charge attacks. If the wielder is falling, he may step on the bar as an immediate action to halt his fall, though the sudden jolt means he takes falling damage for the current distance fallen.
 
 
The trident comes in several forms: ''Djinni'' 18,900; ''Efreeti'' 14,400; ''Marid'' 18,900; ''Shaitan'' 18,900" <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, levitate; '''Cost''' Varies </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Trident of Warning "> Trident of Warning </span>''''' ( 8,000 )<br /> '''Aura''' moderate divination ; '''CL''' 7th <br /> ''DESCRIPTION'' <br /> weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, locate creature; '''Cost''' 4,000 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Triton's Trident "> Triton's Trident </span>''''' ( 15,065 )<br /> '''Aura''' moderate evocation ; '''CL''' 6th <br /> ''DESCRIPTION'' <br /> This curve-tined +1 monstrous humanoid bane trident is etched with a pattern of alternating scales and shells. A triton's trident can unleash a hydraulic push three times per day, once from each tine; alternatively, their power can be combined to release a single hydraulic torrent once per day. The CMB for either effect is +6. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, hydraulic push, hydraulic torrent, summon monster I '''Cost''' 7,533 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Undercutting Axe "> Undercutting Axe </span>''''' ( 23,310 )<br /> '''Aura''' moderate necromancy ; '''CL''' 9th <br /> ''DESCRIPTION'' <br /> This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 half). <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, Maximize Spell, ray of enfeeblement, summon monster I '''Cost''' 11,655 </div>
 
<div style="{{PadBottom|10}}"> '''''<span id=" Valor's Minion "> Valor's Minion </span>''''' ( 41,335 )<br /> '''Aura''' strong evocation ; '''CL''' 15th <br /> ''DESCRIPTION'' <br /> The blade of this +2 holy bastard sword always appears lustrous and polished, with a hilt wrapped in alternating colors of deep black and royal purple. Effective on its own, a valor's minion is even more potent in the hands of those who dedicate their efforts to vanquishing a single foe. Whenever a wielder uses either the challenge or smite evil class feature, she can sacrifice one additional use of that class feature to treat the smite or challenge as if she were three class levels higher. <br />''CONSTRUCTION'' <br />'''Requirements''' Craft Magic Arms and Armor, holy smite '''Cost''' 20,668 </div>
 
   
 
[[Category:Admin]][[Category:Magic_Items]]
 
[[Category:Admin]][[Category:Magic_Items]]

Revision as of 05:15, 3 December 2015

Magical Armor Abilities
Armor Ability Price Modifier
Poison Resistant 2250
Glamered 2700
Jousting 3750
Shadow 3750
Slick 3750
Expedious 4000
Comfort 5000
Creeping 5000
Rallying 5000
Adhesive 7000
Radiant 7500
Delving 10000
Shadow, Improved 15000
Slick, Improved 15000
Energy Resistance 18000
Martyring 18000
Determination 30000
Shadow, Greater 33750
Slick, Greater 33750
Energy Resistance, Improved 42000
Etherealness 49000
Undead Controlling 49000
Energy Resistance, Greater 66000
Benevolent 1+ bonus
Balanced 1+ bonus
Bitter 1+ bonus
Bolstering 1+ bonus
Brawling 3+ bonus
Champion 1+ bonus
Deathless 1+ bonus
Defiant 1+ bonus
Grinding 1+ bonus
Impervious 1+ bonus
Stanching 1+ bonus
Spell Resistance (13) 2+ bonus
Ghost Touch 3+ bonus
Invulnerability 3+ bonus
Spell Resistance (15) 3+ bonus
Titanic 3+ bonus
Wild 3+ bonus
Spell Resistance (17) 4+ bonus
Spell Resistance (19) 5+ bonus
Fortification Varies

Descriptions

Adhesive(7,000)
Auramoderate transmutation;CL10th
DESCRIPTION
On command, the hands and feet of this armor's wearer become incredibly sticky, granting her a climb speed of 20 feet. The stickiness grants the wearer a +2 enhancement bonus on combat maneuver checks made to disarm, grapple, reposition, steal, or trip when the wearer is using a natural weapon or unarmed strike to attempt the maneuver. The wearer can gain these benefits for 10 rounds per day. These rounds need not be consecutive, but they must be spent in 1-round intervals. Ending the effect is a free action. Adhesive cannot be placed on armor with any version of the slick special ability.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, bull's strength, spider climbCost3500
Balanced(1+ bonus)
Aurafaint transmutation;CL5th
DESCRIPTION
This armor pushes back against anything that threatens to knock its wearer to the ground. The wearer gains a +4 bonus to his Combat Maneuver Defense against combat maneuvers made to overrun or trip and on Acrobatics check made to maintain balance. Dropping prone while wearing balanced armor is a move action instead of a free action. The balanced ability can be applied to light or medium armors, but not heavy armors or shields.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, cat's graceCost1+ bonus
Benevolent(2,000)
Aurafaint enchantment;CL5th
DESCRIPTION
This suit of armor best serves a wearer who focuses on assisting and protecting his allies. Benevolent armor is usually decorated with motifs of prosperity, plenty, and generosity, such as helping hands, cornucopias, and flourishing plants. When the wearer of a suit of benevolent armor uses the aid another action to give an ally a bonus to AC against an opponent's next attack, he also adds the benevolent armor's enhancement bonus to the ally's AC.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "aid"Cost1000
Bitter(1+ bonus)
Aurafaint transmutation;CL5th
DESCRIPTION
This armor exudes an exceptionally vile and bitter taste whenever something bites or swallows a creature that is wearing it. Any creature that grapples the wearer with a bite attack (or any other attack using the mouth) must succeed at a DC 14 Fortitude save to avoid immediately ending the grapple. If the wearer is swallowed whole, the swallowing creature must succeed at a DC 14 Fortitude save at the start of each turn that the armored victim remains alive inside of the creature or become nauseated for 1 round. The creature may vomit up the victim as a standard action. This is a poison effect.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "stinking cloud"Cost1+ bonus
Bolstering(1+ bonus)
Aurafaint enchantment;CL5th
DESCRIPTION
Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature's abilities until the start of his next turn. The bolstering ability can be applied to medium armor, heavy armor, light shields, heavy shields, and tower shields, but not light armor or bucklers.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "heroism"Cost1+ bonus
Brawling(1+ bonus)
Aurafainst transmutation;CL5th
DESCRIPTION
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer's unarmed strikes from provoking attacks of opportunity or make the wearer's unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "bull's strength"Cost1+ bonus
Champion (1+ bonus)
Aurafaint abjuration;CL5th
DESCRIPTION
This armor property only works for good creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladins, half-celestials, and creatures with the celestial creature template). When worn by such a creature that uses a challenge or smite ability, the wearer gains a +2 sacred bonus to AC against attacks from the chosen opponent.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, protection from evil or protection from goodCost1+ bonus
Creeping(5,000)
Auramoderate illusion and transmutation;CL7th
DESCRIPTION
A suit of creeping armor is made to keep the wearer's movement covert. The armor's armor check penalty does not apply to the wearer's Stealth checks. Once per day, the wearer can speak a command word to grant himself a bonus on Stealth checks equal to the armor's enhancement bonus for 1 minute.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "cat's grace", "invisibility"Cost2500
Deathless(1+ bonus)
Auramoderate abjuration;CL7th
DESCRIPTION
This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "death ward"Cost1+ bonus
Defiant(1+ bonus)
Auramoderate conjuration;CL8th
DESCRIPTION
Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon's excelling against certain foes. Against the designated foe, the item's enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield's enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield's designated foe, use the table for the bane weapon special ability.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "summon monster I"Cost1+ bonus
Delving(10,000)
Aurafaint transmutation;CL5th
DESCRIPTION
Armor with this special ability grants the wearer a burrow speed of 10 feet. This speed allows the wearer to tunnel through any type of soil, including rocky soil, but not actual solid stone. This special ability does not give the wearer the ability to breathe underground, so he must hold his breath or use other magic that provides air or allows him to breathe. The wearer gains a +4 bonus on all saving throws against landslides, avalanches, tunnel collapses, and similar effects.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "soften earth and stone"Cost5000
Determination(30000)
Auramoderate conjuration;CL10th
DESCRIPTION
A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, breath of lifeCost15000
Energy Resistance(18000)
Aurafaint abjuration;CL3rd
DESCRIPTION
A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy damage per attack that the wearer would normally take (similar to the resist energy spell).
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, resist energyCost9000
Energy Resistance, Greater(66000)
Auramoderate abjuration;CL11th
DESCRIPTION
As energy resistance, except it absorbs the first 30 points of energy damage per attack.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, resist energyCost33000
Energy Resistance, Improved(42000)
Auramoderate abjuration;CL7th
DESCRIPTION
As energy resistance, except it absorbs the first 20 points of energy damage per attack.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, resist energyCost21000
Etherealness(49000)
Aurastrong transmutation;CL13th
DESCRIPTION
On command, this ability allows the wearer of the armor 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.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, ethereal jauntCost24500
Expedious(4,000)
Aurafaint transmutation;CL5th
DESCRIPTION
Three times per day as a swift action, the wearer of expeditious armor can summon a burst of speed and gain a +10-foot enhancement bonus on all modes of movement for 1 round. This ability can be applied to any kind of armor, but not shields.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "expedious retreat"Cost2000
Fortification(Varies)
Aurastrong abjuration;CL13th
DESCRIPTION
This suit of armor 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.
Fortification Type Chance for Normal Damage Base Price Modifier
Light 25% +1 bonus
Medium 50% +3 bonus
Heavy 75% +5 bonus

CONSTRUCTION
RequirementsCraft Magic Arms and Armor, limited wish or miracleCostVaries
Ghost Touch(3+ bonus)
Aurastrong transmutation;CL15th
DESCRIPTION
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, etherealnessCost3+ bonus
Glamered (2700)
Auramoderate illusion;CL10th
DESCRIPTION
Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
CONSTRUCTION
RequirementsCraft magic arms and armor, disguise selfCost1350
Grinding(1+ bonus)
Aurafaint transmutation;CL5th
DESCRIPTION
A shield or suit of armor with this special ability is covered with jagged burrs and razor-sharp serrations that saw and grind whenever the wearer is grappled or entangled. Any creature succeeding at a grapple combat maneuver check against the wearer takes damage equal to the armor or shield's enhancement bonus (with each successful check) as the barbs and blades bite into it. This special ability counts as armor spikes for the purpose of making attacks on the wearer's turn.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "keen edge"Cost1+ bonus
Impervious(1+ bonus)
Auramoderate transmutation;CL7th
DESCRIPTION
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "fabricate," "make whole"Cost1+ bonus
Invulnerability(3+ bonus)
Aurastrong abjuration and evocation (if miracle is used);CL18th
DESCRIPTION
This suit of armor grants the wearer damage reduction 5/magic.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, stoneskin, wish or miracleCost3+ bonus
Jousting(3750)
Aurafaint transmutation;CL5th
DESCRIPTION
This suit of armor helps its wearer remain mounted and in control of his mount. The wearer gains a +5 competence bonus on Ride skill checks.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, creator must have 5 ranks in the Ride skillCost1875
Martyring(18,000)
Auramoderate conjuration;CL9th
DESCRIPTION
This armor allows the wearer to capitalize on her own injuries to heal her allies. Once per day as an immediate action, when an enemy confirms a critical hit against someone wearing martyring armor, the wearer can heal up to nine allies within 30 feet as if using the mass cure light wounds spell (1d8+9 hit points each). This special ability cannot be placed on armor that possesses an ability that reduces the chance of or negates acritical hit (such as the fortification special ability).
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "mass cure light wounds"Cost9000
Poison Resistant(2,250)
Auramoderate conjuration;CL7th
DESCRIPTION
A suit of armor or shield with this special ability grants the wearer a +3 resistance bonus on saving throws against poison.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "neutralize poison"Cost1125
Radiant(7,500)
Auramoderate evocation;CL6th
DESCRIPTION
Armor and shields with the radiant special ability shine as brightly as a torch when worn. This radiance can be suppressed or resumed on command. Designs usually feature bright colors and a brilliant sheen even when not illuminated. Once per day, the wearer can command the armor or shield to brighten to the strength of adaylight spell for 1 hour or until commanded to dim.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "daylight"Cost3750
Rallying(5,000)
Aurafaint abjuration;CL5th
DESCRIPTION
This armor or shield is brightly polished, and its mirror-bright surface is magically endowed with the ability to bring comfort to the wearer's companions. Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects. If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin's aura of courage, a bard's countersong, or a cavalier's banner ability), themorale bonus increases to +6.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "remove fear"Cost2500
Shadow(3750)
Aurafaint illusion;CL5th
DESCRIPTION
This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, invisibility, silenceCost1875
Shadow, Greater(33750)
Aurastrong illusion;CL15th
DESCRIPTION
As shadow, except it grants a +15 competence bonus on Stealth checks.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, invisibility, silenceCost16875
Shadow, Improved(15000)
Auramoderate illusion;CL10th
DESCRIPTION
As shadow, except it grants a +10 competence bonus on Stealth checks.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, invisibility, silenceCost7500
Slick(3750)
Aurafaint conjuration;CL4th
DESCRIPTION
Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, greaseCost1875
Slick, Greater(33750)
Aurastrong conjuration;CL15th
DESCRIPTION
As slick, except it grants a +15 competence bonus on Escape Artist checks.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, greaseCost16875
Slick, Improved(15000)
Auramoderate conjuration;CL10th
DESCRIPTION
As slick, except it grants a +10 competence bonus on Escape Artist checks.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, greaseCost7500
Spell Resistance (13)(2+ bonus)
Aurastrong abjuration;CL15th
DESCRIPTION
This property grants the armor's wearer Spell Resistance 13 while the armor is worn.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, spell resistanceCost2+ bonus
Spell Resistance (15)(3+ bonus)
Aurastrong abjuration;CL18th
DESCRIPTION
This property grants the armor's wearer Spell Resistance 15 while the armor is worn.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, spell resistanceCost3+ bonus
Spell Resistance (17)(4+ bonus)
Aurastrong abjuration;CL18th
DESCRIPTION
This property grants the armor's wearer Spell Resistance 17 while the armor is worn.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, spell resistanceCost4+ bonus
Spell Resistance (19)(5+ bonus)
Aurastrong abjuration;CL18th
DESCRIPTION
This property grants the armor's wearer Spell Resistance 19 while the armor is worn.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, spell resistanceCost5+ bonus
Stanching(1+ bonus)
Auramoderate transmutation;CL7th
DESCRIPTION
A stanching suit of armor helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor's enhancement bonusto Constitution checks to become stable.
CONSTRUCTION
RequirementsCrat Magic Arms and Armor, "stabilize," cure critical wounds"Cost1+ bonus
Titanic(3+ bonus)
Auramoderate transmutation;CL7th
DESCRIPTION
A suit of armor with the titanic ability is almost comically oversized, though the effect is superficial and the interior fits a creature normally, with no adjustments necessary. A creature wearing titanic armor is considered one size category larger for the purpose of using or being affected by special attacks that depend on size, such as swallow whole and trample. Once per day on command, the wearer can increase her size as if usingenlarge person (even if the wearer is not humanoid) for 1 minute. In addition, once per minute as a free actionthe wearer can add the armor's enhancement bonus to a single Strength check or combat maneuver check, or to her CMD against a single combat maneuver. Because of its great bulk, the armor check penalty of titanic armor is increased by an amount equal to its enhancement bonus.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "enlarge person"Cost3+ bonus
Undead Controlling(49000)
Aurastrong necromancy;CL13th
DESCRIPTION
'Undead controlling armor or shields often have skeletal or other grisly decorations or flourishes to their decor. They let the user 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. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor,
control undeadCost24500
Wild(3+ bonus)
Auramoderate transmutation;CL9th
DESCRIPTION
The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, baleful polymorphCost3+ bonus