Treasure: Magic Armor
In this post, I convert all the yet unconverted magical armor from the Dungeon Master's Guide for D&D 3.5. For plate armor I provide prices for both TL3 (for anachronistic fantasy) and for TL4 (for more realistic fantasy). Prices are provided for the enchantment, not including the actual armor costs that might be significant.
NEW FORM MODIFIER
This item's magical properties can only be used by creatures that possess abilities with the Divine or Moral power modifier granted by evil-aligned powers.
Requires Full Suit, -0.05
Only applicable to armor. Armor is enchanted as an entire suit, not as a single piece, but magical funcations work only if the entire suit is worn.
NEW ITEMS
Banded Mail of
Luck
Banded Mail of Luck – as an enchanted item (using
Sorcery, indestructible armor)
This
banded mail armor (LT, page 107) only protects chest. It is enchanted with Fortify
3, providing 3 more DR than usual (DR 6*). Ten gems adorn this piece of
armor. Once per day, it allows the wearer to reroll failed active defense rolls,
resistance rolls, or HT rolls to resist the effects of injury, or to make an
opponent reroll a critical hit
against him. The wearer may reroll a single bad die roll twice and take the
best of the three rolls. He must declare that he is using his banded mail of
luck immediately after he rolls the dice. Once he or anyone else has made
another die roll, it is too late to use it. If the GM is rolling in secret, the
wearer may tell him he is using his banded mail of luck ahead of time, and he
must roll three times and give the wearer the best result. Not only this
ability becomes unavailable for a day after a use, but also all similar
abilities based on Luck (p. B66).
Statistics: DR 3
(Magical, -10%; Partial, Chest, -15%) [12] + Luck (Defensive, -20%; Game Time,
+0%; Magical, -10%) [11]. Armor, x0.9; 21 EP.
TL3
Price: 2 x ($150 + 21 x $320) = $13,740.
Banded Mail of Luck – as an enchanted item (using
Sorcery, destructible armor)
This
banded mail armor (LT, page 107) only protects chest. It is enchanted with Fortify
3, providing 3 more DR than usual (DR 6*). Ten gems adorn this piece of
armor. Once per day, it allows the wearer to reroll failed active defense rolls,
resistance rolls, or HT rolls to resist the effects of injury, or to make an
opponent reroll a critical hit
against him. The wearer may reroll a single bad die roll twice and take the
best of the three rolls. He must declare that he is using his banded mail of
luck immediately after he rolls the dice. Once he or anyone else has made
another die roll, it is too late to use it. If the GM is rolling in secret, the
wearer may tell him he is using his banded mail of luck ahead of time, and he
must roll three times and give the wearer the best result. Not only this
ability becomes unavailable for a day after a use, but also all similar
abilities based on Luck (p. B66).
Statistics: DR 3
(Magical, -10%; Partial, Chest, -15%) [12] + Luck (Defensive, -20%; Game Time,
+0%; Magical, -10%) [11]. Armor, x0.5; 12 EP.
TL3
Price: 2 x ($70 + 12 x $320) = $7,820.
Breastplate of
Command
Breastplate of Command – as an enchanted item (using
Sorcery, indestructible armor)
This
medium plate armor (LTIA, page 5) only protects torso from the front. It is
enchanted with Fortify 2, providing 2 more DR than normal (DR 8). It radiates a
powerful aura of magic. When worn, the armor bestows a dignified and commanding
aura upon its owner. The wearer gets a +2 to Intelligence Analysis, Leadership,
Savoir-Faire (Military), Strategy, and Tactics. Military officers, tribal
war-leaders, soldiers, and other professional warriors react to him at +2.
Statistics: Born War-Leader
2 (Magical, -10%) [9] + DR 2 (Directional, Front, -20%; Magical, -10%; Torso
Only, -10%) [6]. Armor, x0.9; 14 EP.
TL3 Price: 2 x ($70 + 14 x $320) = $9,100.
TL4
Price: 2 x ($140 + 14 x $365) = $10,500.
Breastplate of Command – as an enchanted item (using
Sorcery, destructible armor)
This
medium plate armor (LTIA, page 5) only protects torso from the front. It is
enchanted with Fortify 2, providing 2 more DR than normal (DR 8). It radiates a
powerful aura of magic. When worn, the armor bestows a dignified and commanding
aura upon its owner. The wearer gets a +2 to Intelligence Analysis, Leadership,
Savoir-Faire (Military), Strategy, and Tactics. Military officers, tribal
war-leaders, soldiers, and other professional warriors react to him at +2.
Statistics: Born War-Leader
2 (Magical, -10%) [9] + DR 2 (Directional, Front, -20%; Magical, -10%; Torso
Only, -10%) [6]. Armor, x0.55; 9 EP.
TL3 Price: 2 x ($50 + 9 x $320) = $5,860.
TL4
Price: 2 x ($100 + 9 x $365) = $6,770.
Celestial Armor
Celestial Armor – as an enchanted item (using Sorcery,
indestructible armor)
This
light mail armor (LTIA, page 5) only protects torso. It is enchanted with Fortify
3, providing 3 more DR than usual (DR 6*). Once per day it can be
commanded to fly along with the wearer for 1 minute. This works at any altitude
where there is still significant atmosphere – but in the upper atmosphere, the wearer
will need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and
Temperature Tolerance). The wearer cannot fly in a trace atmosphere or vacuum.
The
flight Move is Basic Speed x 2 (drop all fractions). The wearer can also “fly”
at half-speed underwater. Flight includes the ability to hover at Move 0 as
well.
Statistics: DR 3
(Magical, -10%; Partial, Torso, -10%) [12] + Flight (Limited Use, 1/day,
-40%; Magical, -10%; Requires a command word, -10%) [16]. Armor, x0.9; 26 EP.
TL3
Price: 2 x ($200 + 26 x $320) = $17,040.
Celestial Armor – as an enchanted item (using Sorcery,
destructible armor)
This
light mail armor (LTIA, page 5) only protects torso. It is enchanted with Fortify
3, providing 3 more DR than usual (DR 6*). Once per day it can be
commanded to fly along with the wearer for 1 minute. This works at any altitude
where there is still significant atmosphere – but in the upper atmosphere, the wearer
will need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and
Temperature Tolerance). The wearer cannot fly in a trace atmosphere or vacuum.
The
flight Move is Basic Speed x 2 (drop all fractions). The wearer can also “fly”
at half-speed underwater. Flight includes the ability to hover at Move 0 as
well.
Statistics: DR 3
(Magical, -10%; Partial, Torso, -10%) [12] + Flight (Limited Use, 1/day,
-40%; Magical, -10%; Requires a command word, -10%) [16]. Armor, x0.5; 14 EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
Demon Armor
Demon Armor – as an enchanted item (using Sorcery,
indestructible armor)
This
medium plate armor (LTIA, page 5) protects torso, limbs, extremities, groin, neck,
face, and skull (it includes a medium plate full helm (LTIA, page 14), medium
plate gauntlets (LTIA, page 15), and medium plate sabatons (LTIA, page 16)). It
is enchanted with Fortify
4, providing 4 more DR than normal (DR 10). This plate armor is fashioned
to make the wearer appear to be a demon. The helmet is shaped to look like a
horned demon head, and its wearer looks out of the open, tooth-filled mouth.
The “claws” that are built into the armor’s gauntlets, let the wearer deal
cutting damage with his punches (this property is not magical). In addition,
this armor lets the wearer cast Touch
of Weakness.
This
suit’s magical properties only work if the entire suit is worn, and if the
wearer is of evil alignment (i.e. has divine abilities granted by an evil
deity).
Statistics: DR 4 (Magical,
-10%) [18] + Sharp Claws [1] + Touch
of Weakness [17]. Armor, Requires Full Suit, Alignment Restriction (Evil), x0.8;
29 EP.
TL3 Price: 2 x ($200 + 29 x $320) = $18,960.
TL4
Price: 2 x ($400 + 29 x $365) = $21,970.
Demon Armor – as an enchanted item (using Sorcery,
destructible armor)
This
medium plate armor (LTIA, page 5) protects torso, limbs, extremities, groin, neck,
face, and skull (it includes a medium plate full helm (LTIA, page 14), medium
plate gauntlets (LTIA, page 15), and medium plate sabatons (LTIA, page 16)). It
is enchanted with Fortify
4, providing 4 more DR than normal (DR 10). This plate armor is fashioned
to make the wearer appear to be a demon. The helmet is shaped to look like a
horned demon head, and its wearer looks out of the open, tooth-filled mouth.
The “claws” that are built into the armor’s gauntlets, let the wearer deal
cutting damage with his punches (this property is not magical). In addition,
this armor lets the wearer cast Touch
of Weakness.
This
suit’s magical properties only work if the entire suit is worn, and if the
wearer is of evil alignment (i.e. has divine abilities granted by an evil
deity).
Statistics: DR 4 (Magical,
-10%) [18] + Sharp Claws [1] + Touch
of Weakness [17]. Armor, Requires Full Suit, Alignment Restriction (Evil), x0.45;
17 EP.
TL3 Price: 2 x ($100 + 17 x $320) = $11,080.
TL4
Price: 2 x ($200 + 17 x $365) = $12,810.
Dwarven Plate
This
nonmagical suit of SM-1 heavy plate armor (medium plate armor for locations
where heavy plate is unavailable) is made of adamantine. It has is not lighter
than normal heavy plate armor, but provides more protection.
Cost: $122,560.
TL
|
Description
|
DR
|
Location
|
Cost
|
Weight
|
Don
|
Notes
|
4
|
Dwarven
Plate (Heavy)
|
12
|
Torso
|
$51,200
|
20.5
|
45
|
SM-1
|
4
|
Dwarven
Plate (Medium)
|
8
|
Arms
|
$16,000
|
6.4
|
23
|
SM-1
|
4
|
Dwarven
Plate (Medium)
|
8
|
Arms
|
$32,000
|
12.8
|
45
|
SM-1
|
4
|
Dwarven
Plate (Heavy Full Helm)
|
12
|
Face;
Skull
|
$15,360
|
6.2
|
14
|
SM-1
|
4
|
Dwarven
Plate (Medium)
|
8
|
Neck
|
$1,600
|
0.64
|
3
|
SM-1
|
4
|
Dwarven
Plate (Medium)
|
8
|
Hands
|
$3,200
|
1.3
|
10
|
SM-1
|
4
|
Dwarven
Plate (Medium)
|
8
|
Feet
|
$3,200
|
1.3
|
10
|
SM-1
|
Elven Chain
This
extremely light chain armor is made of very fine mithral links. It’s twice
lighter than normal light mail armor, but provides the same protection.
Cost: $22,500.
TL
|
Description
|
DR
|
Location
|
Cost
|
Weight
|
Don
|
Holdout
|
Notes
|
2
|
Elven
Chain
|
3*
|
Torso
|
$12,500
|
6
|
15
|
-1
|
-2 DR
vs crushing
|
Glamered Fine
Mail Armor
Glamered Fine Mail Armor – as an enchanted item (using
Sorcery, indestructible armor)
This
fine mail armor (LTIA, page 5) only protects torso. Upon command, the armor
changes shape and form to assume the appearance of a normal set of clothing. This
transformation takes 10 seconds. The armor retains all its properties
(including weight) when glamered. Only a True Seeing
spell or similar magic reveals the true nature of the armor when disguised.
Statistics: Alternate
Form (Clothing; Magical, -10%; Requires a command word, -10%) [12]. Armor,
x0.9; 11 EP.
TL3
Price: 2 x ($70 + 11 x $320) = $7,180.
Glamered Fine Mail Armor – as an enchanted item (using
Sorcery, destructible armor)
This
fine mail armor (LTIA, page 5) only protects torso. Upon command, the armor
changes shape and form to assume the appearance of a normal set of clothing. This
transformation takes 10 seconds. The armor retains all its properties
(including weight) when glamered. Only a True Seeing
spell or similar magic reveals the true nature of the armor when disguised.
Statistics: Alternate
Form (Clothing; Magical, -10%; Requires a command word, -10%) [12]. Armor, x0.5;
6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Heavy Layered
Cloth Armor of Slick
Heavy Layered Cloth Armor of Slick – as an enchanted
item (using Sorcery, indestructible armor)
This
heavy layered cloth armor (LTIA, page 4) only protects torso. It seems coated
at all times with a slightly greasy oil. This armor gives +2 on all ST, DX, and
Escape rolls to slip restraints, break free in close combat, or squeeze through
narrow openings.
Statistics: Slippery
2 (Magical, -10%) [4]. Armor, x0.9; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
Heavy Layered Cloth Armor of Slick – as an enchanted
item (using Sorcery, destructible armor)
This
heavy layered cloth armor (LTIA, page 4) only protects torso. It seems coated
at all times with a slightly greasy oil. This armor gives +2 on all ST, DX, and
Escape rolls to slip restraints, break free in close combat, or squeeze through
narrow openings.
Statistics: Slippery
2 (Magical, -10%) [4]. Armor, x0.45; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Heavy Layered
Cloth Armor of Improved Slick
Heavy Layered Cloth Armor of Improved Slick – as an
enchanted item (using Sorcery, indestructible armor)
This
heavy layered cloth armor (LTIA, page 4) only protects torso. It seems coated
at all times with a slightly greasy oil. This armor gives +4 on all ST, DX, and
Escape rolls to slip restraints, break free in close combat, or squeeze through
narrow openings.
Statistics: Slippery
4 (Magical, -10%) [8]. Armor, x0.9; 8 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,220.
Heavy Layered Cloth Armor of Improved Slick – as an
enchanted item (using Sorcery, destructible armor)
This
heavy layered cloth armor (LTIA, page 4) only protects torso. It seems coated
at all times with a slightly greasy oil. This armor gives +4 on all ST, DX, and
Escape rolls to slip restraints, break free in close combat, or squeeze through
narrow openings.
Statistics: Slippery
4 (Magical, -10%) [8]. Armor, x0.45; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
Heavy Layered
Cloth Armor of Greater Slick
Heavy Layered Cloth Armor of Greater Slick – as an
enchanted item (using Sorcery, indestructible armor)
This
heavy layered cloth armor (LTIA, page 4) only protects torso. It seems coated
at all times with a slightly greasy oil. This armor gives +6 on all ST, DX, and
Escape rolls to slip restraints, break free in close combat, or squeeze through
narrow openings.
Statistics: Slippery
6 (Magical, -10%) [11]. Armor, x0.9; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
Heavy Layered Cloth Armor of Greater Slick – as an
enchanted item (using Sorcery, destructible armor)
This
heavy layered cloth armor (LTIA, page 4) only protects torso. It seems coated
at all times with a slightly greasy oil. This armor gives +6 on all ST, DX, and
Escape rolls to slip restraints, break free in close combat, or squeeze through
narrow openings.
Statistics: Slippery
6 (Magical, -10%) [11]. Armor, x0.45; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
Heavy Segmented Plate Armor of Heavy Fortification
Heavy Segmented Plate Armor of Heavy Fortification – as an enchanted item (using Sorcery, indestructible armor)
This heavy segmented plate armor (LTIA, page 5) only protects torso. In addition, it produces a magical force that protects vital areas of the wearer more effectively. All hits against the vitals and the groin are treated as torso hits.
Statistics: Injury Tolerance (No Vitals; Magical, -10%) [5]. Armor, x0.9; 5 EP.
TL3 Price: 2 x ($30 + 5 x $320) = $3,260.
Heavy Segmented Plate Armor of Heavy Fortification – as an enchanted item (using Sorcery, destructible armor)
This heavy segmented plate armor (LTIA, page 5) only protects torso. In addition, it produces a magical force that protects vital areas of the wearer more effectively. All hits against the vitals and the groin are treated as torso hits.
Statistics: Injury Tolerance (No Vitals; Magical, -10%) [5]. Armor, x0.5; 3 EP.
TL3 Price: 2 x ($30 + 3 x $320) = $1,980.
Heavy Segmented
Plate Armor of Undead Controlling
Heavy Segmented Plate Armor of Undead Controlling – as
an enchanted item (using Sorcery, indestructible armor)
This
heavy segmented plate armor (LTIA, page 5) only protects torso. In addition, it
lets the wearer cast Control
Zombie.
Statistics: Control
Zombie [23]. Armor, x0.9; 21 EP.
TL3
Price: 2 x ($150 + 21 x $320) = $13,740.
Heavy Segmented Plate Armor of Undead Controlling – as
an enchanted item (using Sorcery, destructible armor)
This
heavy segmented plate armor (LTIA, page 5) only protects torso. In addition, it
lets the wearer cast Control
Zombie.
Statistics: Control
Zombie [23]. Armor, x0.5; 12 EP.
TL3
Price: 2 x ($70 + 12 x $320) = $7,820.
Light Layered
Cloth Armor of Shadow
Light Layered Cloth Armor of Shadow – as an enchanted
item (using Sorcery, indestructible armor)
This
light layered cloth armor (LTIA, page 4) only protects torso. It is jet black
and blurs the wearer. In
any situation where being seen (via normal vision or Infravision) is a factor, the
wearer gets +2 to Stealth skill when perfectly still, or +1 if moving. If the
wearer is carrying more than his Light encumbrance, then the magical properties
stop extending on his gear and clothing, reducing this bonus to +1 when he is motionless,
with no bonus if he is moving (unless the clothing is, in the GM’s opinion,
camouflaged relative to his current environment). The blur is irritating –
strangers react at -1.
Statistics: Chameleon
1 (Always On, -10%; Can Carry Objects, Light, +20%; Extended, Infravision,
+20%; Magical, -10%) [6]. Armor, x0.9; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Light Layered Cloth Armor of Shadow – as an enchanted
item (using Sorcery, destructible armor)
This
light layered cloth armor (LTIA, page 4) only protects torso. It is jet black
and blurs the wearer. In
any situation where being seen (via normal vision or Infravision) is a factor, the
wearer gets +2 to Stealth skill when perfectly still, or +1 if moving. If the
wearer is carrying more than his Light encumbrance, then the magical properties
stop extending on his gear and clothing, reducing this bonus to +1 when he is motionless,
with no bonus if he is moving (unless the clothing is, in the GM’s opinion,
camouflaged relative to his current environment). The blur is irritating –
strangers react at -1.
Statistics: Chameleon
1 (Always On, -10%; Can Carry Objects, Light, +20%; Extended, Infravision,
+20%; Magical, -10%) [6]. Armor, x0.45; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
Light Layered
Cloth Armor of Improved Shadow
Light Layered Cloth Armor of Improved Shadow – as an
enchanted item (using Sorcery, indestructible armor)
This
light layered cloth armor (LTIA, page 4) only protects torso. It is jet black
and blurs the wearer. In
any situation where being seen (via normal vision or Infravision) is a factor, the
wearer gets +4 to Stealth skill when perfectly still, or +2 if moving. If the
wearer is carrying more than his Light encumbrance, then the magical properties
stop extending on his gear and clothing, reducing this bonus to +2 when he is motionless,
with no bonus if he is moving (unless the clothing is, in the GM’s opinion,
camouflaged relative to his current environment). The blur is irritating –
strangers react at -1.
Statistics: Chameleon
2 (Always On, -10%; Can Carry Objects, Light, +20%; Extended, Infravision,
+20%; Magical, -10%) [12]. Armor, x0.9; 11 EP.
TL3
Price: 2 x ($70 + 11 x $320) = $7,180.
Light Layered Cloth Armor of Improved Shadow – as an
enchanted item (using Sorcery, destructible armor)
This
light layered cloth armor (LTIA, page 4) only protects torso. It is jet black
and blurs the wearer. In
any situation where being seen (via normal vision or Infravision) is a factor, the
wearer gets +4 to Stealth skill when perfectly still, or +2 if moving. If the
wearer is carrying more than his Light encumbrance, then the magical properties
stop extending on his gear and clothing, reducing this bonus to +2 when he is motionless,
with no bonus if he is moving (unless the clothing is, in the GM’s opinion,
camouflaged relative to his current environment). The blur is irritating –
strangers react at -1.
Statistics: Chameleon
2 (Always On, -10%; Can Carry Objects, Light, +20%; Extended, Infravision,
+20%; Magical, -10%) [12]. Armor, x0.45; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Light Layered
Cloth Armor of Greater Shadow
Light Layered Cloth Armor of Greater Shadow – as an
enchanted item (using Sorcery, indestructible armor)
This
light layered cloth armor (LTIA, page 4) only protects torso. It is jet black
and blurs the wearer. In
any situation where being seen (via normal vision or Infravision) is a factor, the
wearer gets +6 to Stealth skill when perfectly still, or +3 if moving. If the
wearer is carrying more than his Light encumbrance, then the magical properties
stop extending on his gear and clothing, reducing this bonus to +3 when he is motionless,
with no bonus if he is moving (unless the clothing is, in the GM’s opinion,
camouflaged relative to his current environment). The blur is irritating –
strangers react at -1.
Statistics: Chameleon
3 (Always On, -10%; Can Carry Objects, Light, +20%; Extended, Infravision,
+20%; Magical, -10%) [18]. Armor, x0.9; 11 EP.
TL3
Price: 2 x ($100 + 17 x $320) = $11,080.
Light Layered Cloth Armor of Greater Shadow – as an
enchanted item (using Sorcery, destructible armor)
This
light layered cloth armor (LTIA, page 4) only protects torso. It is jet black
and blurs the wearer. In
any situation where being seen (via normal vision or Infravision) is a factor, the
wearer gets +6 to Stealth skill when perfectly still, or +3 if moving. If the
wearer is carrying more than his Light encumbrance, then the magical properties
stop extending on his gear and clothing, reducing this bonus to +3 when he is motionless,
with no bonus if he is moving (unless the clothing is, in the GM’s opinion,
camouflaged relative to his current environment). The blur is irritating –
strangers react at -1.
Statistics: Chameleon
3 (Always On, -10%; Can Carry Objects, Light, +20%; Extended, Infravision,
+20%; Magical, -10%) [18]. Armor, x0.45; 9 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $5,860.
Light Mail Armor
of Spell Resistance +1
Light Mail Armor of Spell Resistance +1 – as an
enchanted item (using Sorcery, indestructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 1 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 1 (Magical, -10%) [2]. Armor, x0.9; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Light Mail Armor of Spell Resistance +1 – as an
enchanted item (using Sorcery, destructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 1 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 1 (Magical, -10%) [2]. Armor, x0.45; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
Light Mail Armor
of Spell Resistance +2
Light Mail Armor of Spell Resistance +2 – as an
enchanted item (using Sorcery, indestructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 2 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 2 (Magical, -10%) [4]. Armor, x0.9; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
Light Mail Armor of Spell Resistance +2 – as an
enchanted item (using Sorcery, destructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 2 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 2 (Magical, -10%) [4]. Armor, x0.45; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Light Mail Armor
of Spell Resistance +3
Light Mail Armor of Spell Resistance +3 – as an
enchanted item (using Sorcery, indestructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 3 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 3 (Magical, -10%) [6]. Armor, x0.9; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Light Mail Armor of Spell Resistance +3 – as an
enchanted item (using Sorcery, destructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 3 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 3 (Magical, -10%) [6]. Armor, x0.45; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
Light Mail Armor
of Spell Resistance +4
Light Mail Armor of Spell Resistance +4 – as an
enchanted item (using Sorcery, indestructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 4 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 4 (Magical, -10%) [8]. Armor, x0.9; 8 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,180.
Light Mail Armor of Spell Resistance +4 – as an
enchanted item (using Sorcery, destructible armor)
This
light mail armor (LTIA, page 5) only protects torso. In addition, it grants the
wearer Magic Resistance 3 (p. B67). Note that it does prevent the wearer from using any of his own magical
abilities.
Statistics: Magic
Resistance 4 (Magical, -10%) [8]. Armor, x0.45; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
Light Scale
Armor of Etherealness
Light Scale Armor of Etherealness – as an enchanted
item (using Sorcery, indestructible armor)
This
light scale armor (LTIA, page 5) only protects torso. On command, this ability
allows the wearer of the armor to become ethereal (as the Ethereal
Body spell) once per day for 1 minute.
Statistics: Insubstantiality
(Can Carry Objects, Light Encumbrance, +20%; Limited Use, 1/day, -40%; No
Vertical Move, -10%; Magical, -10%; Requires a command word, -10%) [40]. Armor,
x0.9; 36 EP.
TL3
Price: 2 x ($500 + 36 x $320) = $24,040.
Light Scale Armor of Etherealness – as an enchanted
item (using Sorcery, destructible armor)
This
light scale armor (LTIA, page 5) only protects torso. On command, this ability
allows the wearer of the armor to become ethereal (as the Ethereal
Body spell) once per day for 1 minute.
Statistics: Insubstantiality
(Can Carry Objects, Light Encumbrance, +20%; Limited Use, 1/day, -40%; No
Vertical Move, -10%; Magical, -10%; Requires a command word, -10%) [40]. Armor,
x0.45; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
Light Segmented
Plate Armor of Light Fortification
Light Segmented Plate Armor of Light Fortification –
as an enchanted item (using Sorcery, indestructible armor)
This
light segmented plate armor (LTIA, page 5) only protects torso. In addition, it
produces a magical force that protects vital areas of the wearer more
effectively. When a hit against the vitals or the groin is scored, roll 3d. On
a result of 8 or lower, the hit is treated as a torso hit.
Statistics: Injury
Tolerance (No Vitals; Magical, -10%; Unreliable, 8, -40%) [3]. Armor, x0.9; 3
EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
Light Segmented Plate Armor of Light Fortification –
as an enchanted item (using Sorcery, destructible armor)
This
light segmented plate armor (LTIA, page 5) only protects torso. In addition, it
produces a magical force that protects vital areas of the wearer more
effectively. When a hit against the vitals or the groin is scored, roll 3d. On
a result of 8 or lower, the hit is treated as a torso hit.
Statistics: Injury
Tolerance (No Vitals; Magical, -10%; Unreliable, 8, -40%) [3]. Armor, x0.45; 2
EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Medium Layered
Cloth Armor of Silent Moves
Medium Layered Cloth Armor of Silent Moves – as an
enchanted item (using Sorcery, indestructible armor)
This
medium layered cloth armor (LTIA, page 4) only protects torso. It is magically
constructed so that it not only makes little sound, but it dampens sound around
it. The wearer gets +2 to Stealth skill when he is perfectly motionless, or +1
if moving. These bonuses help only in the dark, or against listening devices, blind
creatures, and others who must rely on hearing to find the wearer.
Statistics: Silence
1 (Magical, -10%) [5]. Armor, x0.9; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
Medium Layered Cloth Armor of Silent Moves – as an
enchanted item (using Sorcery, destructible armor)
This
medium layered cloth armor (LTIA, page 4) only protects torso. It is magically
constructed so that it not only makes little sound, but it dampens sound around
it. The wearer gets +2 to Stealth skill when he is perfectly motionless, or +1
if moving. These bonuses help only in the dark, or against listening devices, blind
creatures, and others who must rely on hearing to find the wearer.
Statistics: Silence
1 (Magical, -10%) [5]. Armor, x0.45; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
Medium Layered
Cloth Armor of Improved Silent Moves
Medium Layered Cloth Armor of Improved Silent Moves –
as an enchanted item (using Sorcery, indestructible armor)
This
medium layered cloth armor (LTIA, page 4) only protects torso. It is magically
constructed so that it not only makes little sound, but it dampens sound around
it. The wearer gets +4 to Stealth skill when he is perfectly motionless, or +2
if moving. These bonuses help only in the dark, or against listening devices, blind
creatures, and others who must rely on hearing to find the wearer.
Statistics: Silence
2 (Magical, -10%) [9]. Armor, x0.9; 9 EP.
TL3
Price: 2 x ($50 + 9 x $320) = $5,860.
Medium Layered Cloth Armor of Improved Silent Moves –
as an enchanted item (using Sorcery, destructible armor)
This
medium layered cloth armor (LTIA, page 4) only protects torso. It is magically
constructed so that it not only makes little sound, but it dampens sound around
it. The wearer gets +4 to Stealth skill when he is perfectly motionless, or +2
if moving. These bonuses help only in the dark, or against listening devices, blind
creatures, and others who must rely on hearing to find the wearer.
Statistics: Silence
2 (Magical, -10%) [9]. Armor, x0.45; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
Medium Layered
Cloth Armor of Greater Silent Moves
Medium Layered Cloth Armor of Greater Silent Moves –
as an enchanted item (using Sorcery, indestructible armor)
This
medium layered cloth armor (LTIA, page 4) only protects torso. It is magically
constructed so that it not only makes little sound, but it dampens sound around
it. The wearer gets +6 to Stealth skill when he is perfectly motionless, or +3
if moving. These bonuses help only in the dark, or against listening devices, blind
creatures, and others who must rely on hearing to find the wearer.
Statistics: Silence
3 (Magical, -10%) [14]. Armor, x0.9; 13 EP.
TL3
Price: 2 x ($70 + 13 x $320) = $8,460.
Medium Layered Cloth Armor of Greater Silent Moves –
as an enchanted item (using Sorcery, destructible armor)
This
medium layered cloth armor (LTIA, page 4) only protects torso. It is magically
constructed so that it not only makes little sound, but it dampens sound around
it. The wearer gets +6 to Stealth skill when he is perfectly motionless, or +3
if moving. These bonuses help only in the dark, or against listening devices, blind
creatures, and others who must rely on hearing to find the wearer.
Statistics: Silence
3 (Magical, -10%) [14]. Armor, x0.45; 7 EP.
TL3
Price: 2 x ($50 + 7 x $320) = $4,580.
Medium Scale
Armor of Invulnerability
Medium Scale Armor of Invulnerability – as an
enchanted item (using Sorcery, indestructible armor)
This
medium scale armor (LTIA, page 5) only protects torso, additionally granting it
DR 5 against non-magical attacks.
Statistics: DR 5 (Bane,
Magic, -15%; Magical, -10%; Partial, Torso, -10%) [17]. Armor, x0.9; 16 EP.
TL3
Price: 2 x ($100 + 16 x $320) = $10,440.
Medium Scale Armor of Invulnerability – as an
enchanted item (using Sorcery, destructible armor)
This
medium scale armor (LTIA, page 5) only protects torso, additionally granting it
DR 5 against non-magical attacks.
Statistics: DR 5 (Bane,
Magic, -15%; Magical, -10%; Partial, Torso, -10%) [17]. Armor, x0.5; 9 EP.
TL3
Price: 2 x ($50 + 9 x $320) = $5,860.
Medium Segmented
Plate Armor of Medium Fortification
Medium Segmented Plate Armor of Medium Fortification –
as an enchanted item (using Sorcery, indestructible armor)
This
medium segmented plate armor (LTIA, page 5) only protects torso. In addition, it
produces a magical force that protects vital areas of the wearer more
effectively. When a hit against the vitals or the groin is scored, roll 3d. On
a result of 14 or lower, the hit is treated as a torso hit.
Statistics: Injury
Tolerance (No Vitals; Magical, -10%; Unreliable, 14, -10%) [4]. Armor, x0.9; 4
EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
Medium Segmented Plate Armor of Medium Fortification –
as an enchanted item (using Sorcery, destructible armor)
This
medium segmented plate armor (LTIA, page 5) only protects torso. In addition, it
produces a magical force that protects vital areas of the wearer more
effectively. When a hit against the vitals or the groin is scored, roll 3d. On
a result of 14 or lower, the hit is treated as a torso hit.
Statistics: Injury
Tolerance (No Vitals; Magical, -10%; Unreliable, 14, -10%) [4]. Armor, x0.5; 2
EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Mithral Full
Plate of Speed
Mithral Full Plate of Speed – as an enchanted item
(using Sorcery, indestructible armor)
This
light plate armor (LTIA, page 5) protects torso, limbs, extremities, groin,
neck, face, and skull (it includes a light plate full helm (LTIA, page 14), light
plate gauntlets (LTIA, page 15), and light plate sabatons (LTIA, page 16)). It
is twice lighter than normal thanks to being made of mithral
(but has +24 CF). It is enchanted with Fortify
1, providing 1 more DR than normal (DR 4). Once per day, it can be
commanded to hasten the wearer for 10 seconds, as if he was affected by Great
Haste.
This
suit’s magical properties only work if the entire suit is worn.
Statistics: Altered
Time Rate 1 (Aftermath, Costs 5 FP, -12%; Limited Use, 1/day, -40%; Magical,
-10%; Requires a command word, -10%) [28] + DR 1 (Magical, -10%) [5]. Armor,
Requires Full Suit, x0.85; 29 EP.
TL3 Price: 2 x ($200 + 29 x $320) = $18,960.
TL4
Price: 2 x ($400 + 29 x $365) = $21,970.
Mithral Full Plate of Speed – as an enchanted item
(using Sorcery, destructible armor)
This
light plate armor (LTIA, page 5) protects torso, limbs, extremities, groin,
neck, face, and skull (it includes a light plate full helm (LTIA, page 14), light
plate gauntlets (LTIA, page 15), and light plate sabatons (LTIA, page 16)). It
is twice lighter than normal thanks to being made of mithral
(but has +24 CF). It is enchanted with Fortify
1, providing 1 more DR than normal (DR 4). Once per day, it can be
commanded to hasten the wearer for 10 seconds, as if he was affected by Great
Haste.
This
suit’s magical properties only work if the entire suit is worn.
Statistics: Altered
Time Rate 1 (Aftermath, Costs 5 FP, -12%; Limited Use, 1/day, -40%; Magical,
-10%; Requires a command word, -10%) [28] + DR 1 (Magical, -10%) [5]. Armor,
Requires Full Suit, x0.45; 15 EP.
TL3 Price: 2 x ($70 + 15 x $320) = $9,740.
TL4
Price: 2 x ($140 + 15 x $365) = $11,230.
Plate Armor of
the Deep
Plate Armor of the Deep – as an enchanted item (using
Sorcery, indestructible armor)
This
light plate armor (LTIA, page 5) protects torso, limbs, extremities, groin,
neck, face, and skull (it includes a light plate full helm (LTIA, page 14), light
plate gauntlets (LTIA, page 15), and light plate sabatons (LTIA, page 16)). It
is enchanted with Fortify
1, providing 1 more DR than normal (DR 4). This full plate is decorated
with a wave and fish motif. The wearer of plate armor of the deep gains the
Amphibious advantage (p. B40), the Pressure Support 2 advantage (p. B77), and
becomes able to breathe and speak underwater.
This
suit’s magical properties only work if the entire suit is worn.
Statistics: Amphibious
(Magical, -10%) [9] + Doesn’t Breathe (Gills, -50%; Magical, -10%) [8] + DR 1
(Magical, -10%) [5] + Pressure Support 2 (Magical, -10%) [9] + Speak Underwater
(Magical, -10%) [5]. Armor, Requires Full Suit, x0.85; 31 EP.
TL3 Price: 2 x ($300 + 31 x $320) = $20,440.
TL4
Price: 2 x ($600 + 31 x $365) = $23,830.
Plate Armor of the Deep – as an enchanted item (using
Sorcery, destructible armor)
This
light plate armor (LTIA, page 5) protects torso, limbs, extremities, groin,
neck, face, and skull (it includes a light plate full helm (LTIA, page 14), light
plate gauntlets (LTIA, page 15), and light plate sabatons (LTIA, page 16)). It
is enchanted with Fortify
1, providing 1 more DR than normal (DR 4). This full plate is decorated
with a wave and fish motif. The wearer of plate armor of the deep gains the
Amphibious advantage (p. B40), the Pressure Support 2 advantage (p. B77), and
becomes able to breathe and speak underwater.
This
suit’s magical properties only work if the entire suit is worn.
Statistics: Amphibious
(Magical, -10%) [9] + Doesn’t Breathe (Gills, -50%; Magical, -10%) [8] + DR 1
(Magical, -10%) [5] + Pressure Support 2 (Magical, -10%) [9] + Speak Underwater
(Magical, -10%) [5]. Armor, Requires Full Suit, x0.45; 17 EP.
TL3 Price: 2 x ($100 + 17 x $320) = $11,080.
TL4
Price: 2 x ($200 + 17 x $365) = $12,810.
Wild Heavy
Leather Armor
Wild Heavy Leather Armor – as an enchanted item (using
Sorcery, indestructible armor)
This
heavy leather armor (LTIA, page 4) only protects torso. When the wearer changes his
shape, he may opt to change the shape of this armor to accommodate his new
shape. Doing so imposes a -1 penalty on the activation roll if the armor is
lighter than the wearer’s Light encumbrance, -2 if heavier than No Encumbrance
but lighter than Light, -5 if heavier than Light but lighter than Medium, and
-10 if heavier than Medium but lighter than Heavy. If the shapeshifting ability
has no activation roll, then the wearer must make an IQ roll instead with the
intended penalty. If this roll fails, the ability fails to activate.
Statistics: Extra
Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Can Carry
Objects technique) [1] modified by Accessibility, Only this armor (-40%) and
Magical (-10%) for the total of 1. Armor, x0.9; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
Wild Heavy Leather Armor – as an enchanted item (using
Sorcery, destructible armor)
This
heavy leather armor (LTIA, page 4) only protects torso. When the wearer changes his
shape, he may opt to change the shape of this armor to accommodate his new
shape. Doing so imposes a -1 penalty on the activation roll if the armor is
lighter than the wearer’s Light encumbrance, -2 if heavier than No Encumbrance
but lighter than Light, -5 if heavier than Light but lighter than Medium, and
-10 if heavier than Medium but lighter than Heavy. If the shapeshifting ability
has no activation roll, then the wearer must make an IQ roll instead with the
intended penalty. If this roll fails, the ability fails to activate.
Statistics: Extra
Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Can Carry
Objects technique) [1] modified by Accessibility, Only this armor (-40%) and
Magical (-10%) for the total of 1. Armor, x0.45; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
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