Magic Armor

Armor may be enhanced magically or mechanically, but the amount of enhancement possible is limited both by the material the armor is made of, and the weight of the armor. The pricing for enhancements follows the table below. Enhancements past +10 exist, and 30,000 gp is added to the price for each +1 past +10. The cost is added to the base cost of the armor.

Armor and weapons may be enhanced with flat bonuses or enchantment bonuses. Armor may have a maximum flat bonus of +5, and may have any amount of enchantment bonuses the player can afford. A flat bonus adds 1 to AC and DD of the armor, and increases max G by 1 for every +2. When enhanced, both armor and weapons treat their Hardness and Health as 5 higher per point of enhancement. All enhancement bonuses beyond flat may only be added to any given suit of armor once.

Pricing:

Maximum allowable enhancements are specified by armor class and material. The two numbers are added together to get the maximum possible enchantment.

 Light Armor
 Medium Armor
 Heavy Armor
 Bronze
 Iron
 Leather
 Steel
 Stone

The various other advantages conferred by the non-standard materials are described in the section on special materials.

The max G of the armor is increased by 3, the check is reduced by 3 (min 0), and the speed penalty is reduced by 5 (min 0).

Deflecting:

The DD of the armor is increased by 5.

Elemental:

The armor grants the wearer tolerance 10 against one kind of elemental damage. This enchantment may be added multiple times, either increasing the tolerance by 5, or choosing a new kind.

Glamored:

The armor may appear as any form of clothing the wearer desires, including other sorts of armor. The armor functions normally otherwise.

Spell Storing:

This enhancement allows spells to be stored within a suit of armor, and released as a standard action. As a +1 enhancement, up to three spell levels may be placed in a suit of armor, this increases to six at +2, and ten at +3.

Warding:

This suit of armor grants an additional +2 armor bonus to AC.

Bolstered:

This armor grants the wearer +2 P.

Graceful:

There is no max G for this armor, and the check is reduced by 5. The wearer’s move speed is increased by 5ft.

Hallowed:

Armor with this enchantment grants DR 7/evil. Further, this armor may be slept in without penalty.

Retributive:

The wearer of this armor may store the damage from one hit within the armor instead of taking it, and release it in the next round as a standard action. The full amount of damage is dealt to the wearer of the armor, and to a target they hit with an unarmed strike using part of their body covered by the armor. This ability may be used a number of times per long rest equal to ⅓ level.

Zealous:

The wearer of this armor may ignore the effects of the *bloodied* condition for a number of rounds per day equal to level + R mod (min 1).

Healing:

The wearer of the armor may activate one of these effects per long rest. As a standard action, this armor may heal the wearer for 4d8 + 10 damage. As a swift action, the armor may stop up to 10 points of bleed. As a quick action, the wearer may heal 2d8 + 5 damage.

Immunizing:

The wearer is immune to poison damage, and has advantage to resist against contact toxins.

Kineticized:

The wearer is immune to non-magical bludgeoning damage, and takes no damage from falling. They only take half damage from force damage.

True Deflecting:

The armor’s DD increases by 10. This does not stack with Deflecting.

Avenging:

If the wearer is reduced below 0 Health, they may as a quick action deal 1d8 force damage/level to all creatures within 15ft, GR to halve. The wearer of the armor takes only half of this damage.

Righteous:

Once per long rest, the wearer of the armor may choose to gain one of the following benefits: As a standard action, gain effects of the spell *Heal*. As a move action, gain +4 to P, V, and S for 1 min/level. As a quick action, gain +8 P and the effects of *See Invisibility*, *Freedom of Movement*, and *Fly* for one minute.

Champion:

The wearer of this armor gains SI equal to 14 + CB + P.

Paragon:

The wearer of this armor gains DR 10/-. A number of times per short rest equal to R mod (min 1), the wearer may attempt a VR with a DC equal to the amount of damage they took, and on a success, only take half that damage.