Armor/Shield Enchantments

**Armor Enchantments:**

In addition to the following armor enchantments, all of the ones found here are available as well.

**+Gold bonus**

* ​**Attended (+1,000):** An attended item is always considered attended. As a swift action you can call for an attended item, and if it is within 50 ft it attempts to leaps to your hand. If it is currently trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. If it is held by another creature, they can attempt a DC 15 reflex save to hold onto it. You must possess an attended item for at least 24 hours before you can use this function. Any type of item may have this property, except armor.

* **Heroic (+10,000):** Your maximum amount of hero points is increased by 1 while wielding this weapon. In addition, anytime you spend a hero point to get a numerical bonus (such as +8 to an attack roll), that bonus is increased by +1. This stacks with itself if added to a weapon or a shield (or both).

* **Overcharged (+20,000x):** Any limited use/day abilities granted by the overcharged armor have one additional use per day. This ability can be added to a single weapon up to five times, granting a maximum of five additional uses of abilities per day for 100,000. This can also be added to shields.

* **Wyrmsbreath, Greater (+15,000):** Only shields may have this ability. A shield with this special ability is usually crafted with an open dragon’s mouth on the front. A shield with the greater wyrmsbreath special ability is keyed to one type of energy (acid, cold, electricity, or fire). The shield gains 1 charge for every 5 points of damage from the keyed energy type the wearer takes (or would take, if resistant or immune). On command, the bearer can expend 1 to 15 charges from the shield to have it create a breath weapon in a 30 foot cone dealing 1d4 points of energy damage per charge expended (Reflex DC 17 half). This damage is the same type as the shield’s keyed energy type. A shield can store up to 15 charges at a time, and stored charges expire harmlessly after 24 hours. A shield cannot have more than one wyrmsbreath ability.

​**+1 Bonus**

* ​**Calculating, Lesser:** Whenever you are struck by an attack, your armor bonus to AC increases by +2 against the next attack that targets you. This ability can also be added to shields, and increases shield bonus instead of armor when added to them.
* **Charging:** A set of charging armor increases your base land speed by 20 ft whenever you charge, run, or withdraw.
* **Flexible:** You add the armor or shield's enchantment bonus to its maximum dex bonus.

​**+2 Bonus**

* **Calculating:** This functions as lesser calculating, except the bonus is +4.

* **Intercepting:** Whenever an adjacent creature is targeted by an attack or effect that requires a touch (such as cure light wounds), or is included in an area effect, you may spend an attack of opportunity to switch places with the creature and have it affect you instead. An unwilling creature is granted a DC 14 reflex save to negate the affect. This can only be placed on shields.

**+3 Bonus**

* **Calculating, Improved:** This functions as lesser calculating, except the bonus is +6.
* **Flexible, Improved:** You add twice the armor or shield's enchantment bonus to its maximum dex bonus.

**+4 Bonus**

* **Calculating, Greater:** This functions as lesser calculating, except the bonus is +8.

**+5 Bonus**

* **Calculating, Master:** This functions as lesser calculating, except the bonus is +10.
* **Flexible, Greater:** The armor or shield has no maximum dexterity bonus.

**Epic Bonuses**

* **Calculating, Epic (+6):** This functions as lesser calculating, except the bonus is +15. Additionally, 3/day you may treat an attack against you as if it had missed as an immediate action.

* **Fortification, Epic (+7):** You are completely immune to critical hits and sneak attacks (as well as other forms of precision damage). This can also be applied to shields.