Post by Head Moderator on Aug 30, 2013 3:11:19 GMT -5
CRAFTING: You must have Artisan Crafting (armorsmithing) to craft armor and shields. (Leatherworking) to make leather & hide armor, and (Tailor/Seamstress) allows you to make spidersilk, leather or other cloth armor. (Woodworking) would allow you to craft wooden shields. Crafting follows the same rules as elsewhere, 1CP per 500gp cost (Lowest 1CP) and you pay 1/4 of the cost to craft.
Name of Armor [Defense] Cost
Defense is used when you are attacked. It takes away from the attack upon you, such as if you are attacked for 10hp and you have +5 armor, you only take 5hp against you.
Be aware of initiative penalties, when you are asked to roll initiative any time you are wearing your armor, you must take that penalty.
Defense Cap is how much total defense including EVERYTHING except special skills that give you defense you are allowed to have. Heavy thick armor is far more defensive than light, so that is why the cap rises with the heavier armor gets.
Max Quickness is the most allowed Quickness Trait Points you can have from any means including spells, loot, and earned trait points to use that armor. People who are wearing heavy armor such as full plate aren't going to be near as fast as those wearing thin leathers.
Light DEF Cap = 20
Armored Robe [+4] 500gp
Padded or Quilted Armor [+5] 1000gp
Leather Armor [+6] 2500gp
Padded Elven Leafweave [+7] 3000gp
Bark or Wooden Armor [+7] 3000gp
Elderbark [+7] 3000gp
Bondleaf Wrap [+8] 3500gp
Elven Leafweave Leather [+8] 3500gp
Studded Leather [+9] 4000gp
Hide Shirt [+10] 4500gp
Leafweave Hide [+10] 4500gp
Moon-Ivy [+10] 4500gp
Knotswork [+10] 4500gp
Chain Shirt [+11] 5000gp
Plated Leather [+11] 5000gp
Hauberk [+12] 5500gp
Spidersilk [+12] 5500gp
Spiderweave [+13] 6000gp
Mithralweave [+13] 6000gp
Medium -5 to Initiative, Max QCK 12, DEF Cap= 30
Regged Spell Penalty: Your result is one gemstone rank lower.
Non-Regged Spell Penalty: You take a -1 to your Strike.
Palebone Armor [+14] 6500gp
Bone Mail [+15] 7000gp
Hide Armor [+15] 7000gp
Rhino Hide [+16] 7500gp
Scale Mail [+16] 7500gp
Brigandine [+17] 8000gp
Ringmail [+18] 8500gp
Chain Mail [+18] 8500gp
Breastplate [+19] 9000gp
Chitin [+20] 9500gp
Shell [+20] 9500gp
Shock Shell [+21] 10,000gp
Traveler's Plate [+22] 10,500gp
Heraldic Coin Armor [+23] 11,000gp
Coral [+24] 11,500gp
Heavy -10 to Initiative, Max QCK 8, DEF Cap = 40
Regged Spell Penalty: Your result is two gemstone ranks lower.
Non-Regged Spell Penalty: You take a -2 to your Strike.
Dendritic [+28] 14,000gp
Dwarven Stone [+29] 14,500gp
Stonemail [+30] 15,000gp
Splint Mail [+31] 15,500gp
Banded Mail [+32] 16,000gp
Half-Plate [+33] 16,500gp
Full-Plate [+34] 17,000gp
Heavy Battle Plate [+35] 17,500
SHIELDS & ITEMS
*Buckler [+1] 500gp
*Dueling Cloak [+1] 500gp
Light Wooden Shield [+1] 1000gp
Light Steel Shield [+2] 1500gp
Heavy Wooden Shield [+3] 2000gp
Rider's Shield [+3] 2000gp
Spiked Wooden Shield [+4] 2500gp
Heavy Steel Shield [+5 ] 3000gp
Tower Shield [+5] 3000gp
Locked Gauntlet 4000gp | You cannot be disarmed.
*Dual-Wielders as well as ranged combatants may use bucklers and dueling cloaks as they are not held in your hand but attached to your forearm, or worn in some way.
DESCRIPTIONS
LIGHT
Armored Robe: This nonmagical robe is designed to provide arcane spellcasters slight protection against harm without interfering too much in their spellcasting. It is essentially an ordinary wizard’s robe with leather strips sewn within the lining of the fabric. The arms of the robe are unarmored, leaving the arms of the wearer free for somatic gestures.
Padded or Quilted Armor: Padded armor features quilted layers of cloth and batting. It gets hot quickly, and can become fouled with sweat, grime, lice, and fleas.
Elderbark: The hard bark of elderly trees is soaked in a cauldron of special hardening, flexing chemicals once known only to the elves. The hard yet flexible bark is then layered over light cloth, thin hides or thin leather and tied with cording to provide a light armor even druids can wear. Elderbark provides torso, arm and leg protection
Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather.
Padded Elven Leafweave: Made from lacquered leaves by elven crafters, this armor is light, durable, and extremely flexible.
Bark or Wooden: This strangely thin, yet durable armor is typically made from the bark of an oak or yew tree, though armor made from other trees is not uncommon.
Elven Leafweave Leather: As the name suggests, leafweave armor is made from forest leaves, which are then treated with a special alchemical process that makes them as tough and flexible as leather.
Bondleaf Wrap: Bondleaf wraps are each crafted from a single enormous leaf found on magical trees. A bondleaf wrap is inactive until worn for 24 hours. During this time, it grows into the skin, drawing water and nutrients from its host. Afterward, as a normal action, you can command it to wrap around your body.
Studded Leather: This armor is made from tough but flexible leather (not hardened leather, as with normal leather armor) reinforced with close-set metal rivets.
Hide Shirt: Usually made from animal hide and often incorporating giant lizard scales over a shirt of interwoven cords, these chest and shoulder coverings protect without restricting mobility.
Knotswork Armor: Knotswork armor is crafted by weaving natural fibers into strong cabling which is then woven and strategically knotted into a light and flexible shirt and leggings that protect the torso, legs and arms.
Chain Shirt: A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. A chain shirt comes with a steel cap.
Plated Leather: This thick leather armor is reinforced with metal plates. The plates cover only large areas of the body, leaving the joints covered only by leather. Plated leather has enough metal components to be vulnerable to the rust monster’s rust ability and similar attacks.
Hauberk: A hauberk is a one-piece set of chain armor. It is similar to a chain shirt, except that it hangs lower, to just below the knee. Most hauberks have a hood attached that protects the wearer’s head.
Spidersilk: This exotic armor feels light and soft to wear, yet is strong and resilient. It is made from specially treated aranea or drider silk.
Spiderweave: Spiderweave is silver spidersilk that has been more thickly woven giving just a bit more protection.
Mithralweave: This cloth based armor is made of woven threads of mithral making it light, yet strong.
Leafweave Hide: Treated and lacquered leaves as leafweave, but woven to be thicker and sturdier.
Moon-Ivy: Moon-ivy armor is a close-fitting bodysuit that grows every night and dies at the end of every day. You put on a wreathlike choker before going to sleep. Overnight, a tight but flexible bodysuit of ivy grows over your body. When you awaken, you are wearing a tough, fibrous light armor. Removing the choker causes the moon-ivy armor to wither in 5 rounds.
MEDIUM
Palebone Armor: Palebone starts with a thin cloth or tanned skin backing and is reinforced by the boiled and bleached white bones of dead creatures. Palebone protects the torso only and is otherwise sleeveless.
Bone Mail: An unusual twist in chainmail design, the bone armor has become the pride of many barbarians. Over the course of their adventuring, many of these warriors take to collecting the bones of their hunting targets. Once they have collected enough bones, they can be crafted into an ornamental suit of bone mail.
Hide: This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. Druids, who wear only nonmetallic armor, favor hide.
Scale Mail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Brigandine: This intricate set of brigandine armor is made from the scales of the various powerful creatures. Some of the more obscure types of this armor are patterned in mysterious and often eye-catching designs.
Ringmail: Large metal rings cover a thick suit of leather armor, providing good flexibility and protection.
Chainmail: This armor is made of interlocking metal rings. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. The suit includes gauntlets.
Breastplate: A breastplate covers your front and your back. It comes with a helmet and greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much.
Chitin Armor: One of the most bizarre looking of all the armor types, chitin armor is constructed from the shells of giant vermin or similar creatures. Chitin is flexible and can be rather comfortable to wear, especially when the inner surfaces are polished and fitted with padding.
Shell: This armor is created out of specially treated tortoise shells and more exotic sea life. The armor-making process softens the shells, making them far more pliable and likely to bend instead of shatter when struck. Shell armor includes a breastplate, shoulder guards, and even gauntlets created from smaller and smaller shells.
Shock Shell: This slightly grotesque approximation of plate mail is made from the carapace and exoskeleton of dead creatures. Although not as sturdy as metal, shock shell is fairly light, and proves to be quite effective in a fight. Most people would find the designs rather unsightly.
Traveler's Plate: This light plate armor that makes traveling long distances easier on the wearer.
Heraldic Coin Armor: This unique set of armor is crafted from the various types of coins found in the realms. Everything from copper to the platinum has been used to create intricate patterns, including family crests in some instances. This armor is highly prized by war captains and nobles as a symbol of their status.
Coral: Commonly worn by warriors of seafaring races, such as merfolk and tritons, coral armor is not so much created as grown. Exotic and rare corals are shaped over time to create armor for a specific person. Coral armor covers only the top half of the wearer—breastplate and bracers.
HEAVY
Dendritic: Dwarf armorsmiths grow dendritic armor from seed crystals deep underground; dendritic armor never reaches the smith’s fire. Each suit of dendritic armor is tailored for a specific wearer. This superb armor is socketed rather than riveted together, leaving almost no gaps or chinks. It protects better than full
plate armor, but is also heavier and more cumbersome. Dendritic armor constantly grinds crystal flecks off, and regrows itself to its original shape. Anyone
tracking a person wearing dendritic armor finds a fine trail of crystals left behind. To remove dendritic armor, you must break your way out. As long as you leave at least 5 pounds of dendritic armor somewhere on your body, the armor grows back in 8 hours.
Dwarven Stone: Found almost exclusively among dwarven kingdoms, this extremely rare armor is created from thin sheets of a specially treated stone resembling marble. Dwarven stone armor is very heavy and more ornamental than practical; consequently it is the dress uniform for many dwarven defenders. It provides impressive protection, as long as the person wearing it does not plan on moving very fast. Dwarven stone armor includes greaves and helmet, but not gauntlets.
Stonemail: This armor is made of interlocking stone plates, cunningly carved for both thinness and strength. A layer of cured hide underneath the stone prevents chafing and cushions the impact of blows. Several layers of stone plates hang over vital areas, and most of the armor's weight hangs from the shoulders. The suit includes hide gauntlets with tiny stone plates sewn onto them.
Splint Mail: First developed by the dwarves, splint mail consists of vertical strips of metal bound to a thick layer of leather and chainmail. Because it is so heavy and ponderous, few other than dwarves wear it in battle. While it lacks the protective elements of plate, it is scale armor’s equal. More important, its rigid construction allows it to absorb some portion of an enemy’s blows.
Banded Mail: Banded mail consists of a suit of chainmail reinforced with layers of metal plates arranged in strips along the suit’s midsection. Banded mail offers the same level of protection as chainmail while proving lighter and more flexible. A warrior in banded mail moves as quickly as one in leather armor.
Half-Plate: This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tassels, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. The suit includes gauntlets.
Full Plate: Though the dwarves are loath to admit it, human smiths crafted the first suits of full plate for the use of mounted knights. Of course, the dwarves are quick to add, they did perfect those initial, flawed designs. Among all the kinds of heavy armor, full plate offers unmatched protection and flexibility.
Heavy Battle Plate: Forged for the strongest of warriors, heavy battle plate armor is simply a heavily reinforced suit of full plate armor.
SHIELDS
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow while carrying it. You can also use your shield arm to wield a weapon.
Dueling Cloak:
Light Shield, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.
Heavy Shield, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else. Wooden or steel shields offer the same basic protection, though they respond differently to special attacks.
Tower Shield: This massive wooden shield is nearly as tall as you are.
Spiked Shield: Although a shield is usually a defensive item, a spiked shield turns the tables on attackers because of the long spikes and blades attached to it. While too awkward to use as a weapon, a spiked shield provides added protection against enemies that attempt to grab you, because the spikes and barbs built into it cut into them.
DEFENSIVE ITEM CREATION
These defensive items can be made to give you added defense according to the lists below. It is perfectly acceptable to purchase armor above and assume it comes with helmets, coifs, gorgets and the like if applicable but if you wish to specifically boost individual pieces of armor, this is where you do that.
It is stated whether the items give mundane, or magical defense. Mundane defense blocks mundane attacks like sword strikes, bludgeoning, and even fireballs and the like. Sometimes attacks are done in such a way that only magical defense counts, such as attacks that bypass mundane armor like a ghost's incorporeal attack.
If someone wishes to bump their items to max, you just subtract what they have from what they want, such as someone with a +2 Amulet who wants the max allowed, +7. You'd subtract the cost of +7 from the cost of +2 and do the same with the CP. Prices DO get higher the more defense you want an on item.
Also note that you can further enchant these items with ONE enchantment. These are not loot pieces, these are simple defensive pieces so they aren't going to have a lot of special traits and enchantments like a fancy loot piece you find on quests. So, a +5 DEF Cloak could have a stealth enchantment added, or a helmet could have an enchantment to understand languages, or something could boost Spot.
Remember, there are defense caps! Light Armor = 20, Medium Armor = 30, Heavy Armor = 40.
Cost to Buyer | Cost to Crafter | CP Cost
--Amulet or Brooch (neck) There are a couple types of amulets or brooches.
Brooch of Natural Armor
This brooch magically hardens your own natural skin or scales, giving you a boost to mundane defense only from your hardened skin. It can be worn with any armor, or unarmored. MAX DEF +5
+1 | 2,000gp | 500gp | 4CP
+2 | 4,000gp | 1,000gp | 8CP
+3 | 6,000gp | 1,500gp | 12CP
+4 | 8,000gp | 2,000gp | 16CP
+5 | 10,000gp | 2,500gp | 20CP
[Slot: Neck]
[Craft Magic Item: Jewelry]
Amulet of Armor This gives both magical and mundane defense. MAX DEF +7
+1 | 3500gp | 875gp | 7CP
+2 | 5500gp | 1375gp | 11CP
+3 | 7500gp | 1875gp | 15CP
+4 | 9500gp | 2375gp | 19CP
+5 | 11,500gp | 2875gp | 23CP
+6 | 13,500gp | 3375gp | 27CP
+7 | 15,500gp | 3875gp | 31CP
[Slot: Neck]
[Craft Magic Item: Jewelry]
--Defensive Items
CMI Crafters: If someone wishes you to provide magical defense for any of these items, the costs are still the same. So if they bring you a +3 Helmet, you may enchant it with magical defense at the +3 cost listed.
If you are purchasing from the Emporium, simply double the cost to make your item both magical and mundane, so for instance if you were buying a +5 Helmet and want it magical AND mundane, it would cost 20,000gp.
Each item has a MAX DEF that it is allowed to be boosted to, please be sure to abide by these! The chart for all items is below the list of items and their Max Defenses.
Helmet, Coif (head) MAX DEF +5
[Artisan: Armorsmithing]
Gorget (neck) MAX DEF +3
[Artisan: Armorsmithing]
Bracers, Pauldron or Vambraces (arm) MAX DEF +7
[Artisan: Armorsmithing or Leatherworking]
Gauntlets or Gloves(hands) MAX DEF +5
[Artisan: Armorsmithing, Leatherworking, Seamstress/Tailor]
Coat or Cloak (cloak) MAX DEF +7
[Artisan: Armorsmithing, Leatherworking or Seamstress/Tailor]
Greaves, Tassets or Leggings (legs) MAX DEF +3
[Artisan: Armorsmithing, Leatherworking or Seamstress/Tailor]
+1 | 1500gp | 375gp | 3CP
+2 | 3000gp | 750gp | 6CP
+3 | 5000gp | 1250 | 10CP
+4 | 7000gp | 1750gp | 14CP
+5 | 9000gp | 2250gp | 18CP
+6 | 12,000gp | 3000gp | 24CP
+7 | 15,000gp | 3750gp | 30CP
---One time "Fix" for Ill-Fitting Armor--
Form Fitting 500gp | Can not be crafted.
[One time Enchantment, no enchantment points used]
This allows you to refit armor that is not your size, such as giant's armor. Form fitting armor flexes perfectly in time with your own body. The armor appears to flex and take the form of the body held underneath. This can be applied to any type of armor, causing it to refit to your body, unless the description of the loot particularly says it cannot be resized.
READY-MADE ARMORS
These armors cannot be crafted, you must purchase them at the stated price from the Emporium. If there are open enchantment points, you may have a crafter add enchantments, but that is all.
Armor of the Construct [Heavy Armor] ☼ ☼ ☼ ☼ ☼
As you put on the armor your body turns to iron and stone, giving you the body of a golem with a defense of +35. This armor grants construct immunities as it fuses with your body, transforming you into living armor. You gain low-light vision, darkvision out to 60 ft., immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immunity to sleep effects, paralysis, disease, negative energy. You may be raised and resurrected as normal, and retain normal effects when dropping below 0 hp. You cannot benefit from positive energy healing, you must be repaired in some way. You cannot gain any other defensive boosts while wearing this armor, except from skills, class/profession bonuses and a buckler or shield. All heavy armor cap and penalties apply.
[36,000gp]
Armor of the Deep [Medium Armor] ☼ ☼
This +19 breastplate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the breastplate remains as heavy and bulky as normal, the wearer of armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.
[18,000gp]
Backbreaker Mail [Heavy Armor] ☼ ☼
This spiked splint mail (+31 DEF) is fashioned from hacked-off chunks of tanned hide and held together by humanoid spines. Used mainly by orcs, these sets of armor are seen as a status symbol, and are adorned with trophies from slain foes. The vertebrae of the spines adorning the backbreaker mail are sharpened, acting as armor spikes, giving it the "Rending" enhancement.
[21,000gp]
Blended Quartz Breastplate [Medium Armor] ☼ ☼
This rare, naturally occurring blend of iron and quartz is cumbersome and difficult
to work, available only as medium armor, though due to their weight they have the penalties for intiative and QCK cap for HEAVY armor. The benefit of this armor, though is that it is a surprisingly good conduit of magical energy, so wearing this breastplate grants you +19 DEF, but no spell penalties for casting magic, regged or non-regged.
[45,000gp]
Daystar Half-Plate [Heavy Armor] ☼ ☼ ☼
This glowing +33 DEF half-plate is decorated with various images of the sun and depictions of nature. At will, the wearer can command the armor to shine with a daylight spell for 10 minutes at a time. Once per day, the wearer can command it to burst forth with a globe of searing radiance in a radius of 30 feet, blinding all who fail an Endurance Save of DC20 for 1d3 rounds as well as doing 2d10 damage to creatures weak to sunlight, and undead creatures. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. The sunburst is centered on the wearer and the wearer is immune to its effects, but any allies caught in the radius are not immune and if they do not take action to cover their eyes (or are themselves weak to sunlight) they will be blinded and take damage as well.
[18,000gp]
Demon Armor [Heavy Armor] ☼ ☼
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. This +34 DEF full plate allows the wearer to make claw attacks that deal 1d4 points of damage each hand (you do not need dual wield to use this). The “claws” are built into the armor’s vambraces and gauntlets. Non-evil characters that wear this armor cannot be healed by any means until they've removed the armor, including potions.
Dryad Chainmail [Medium Armor] ☼ ☼
(Devout Class Special - No Evil, No Chaotic)
This suit of +18 armor feels like mithral chainmail to the touch, but its minuscule rings are a pale green color that turn brighter when exposed to the sun. If you are chaotic, dryad's chainmail functions simply as mithral chainmail while you wear it. Evil characters cannot wear this armor. It is considered light armor with no init penalty, and no QCK cap, but your max defense is +30. If you are of the Devout Class, a suit of dryad chainmail painlessly extends tiny green roots into your skin when you don it. This effect grants you up to 10 points of self-healing each combat as long as you are in brighter than shadowy illumination.
Lore: The original suit of dryad chainmail was created by a dryad cleric for her lover, an elf hero who kept the surrounding woodlands safe. Upon the elf’s death, the armor was consecrated to various woodland deities, whose followers duplicated it for several of their chosen heroes (Knowledge [religion] DC 20).
[32,000gp]
Equestrian Armor [Heavy Armor] ☼
Shined to a mirror finish, this suit of +34 DEF full plate is decorated with gold inlay. When the wearer is mounted, the plates of the armor expand and reposition to protect the wearer's mount. In this form, the armor becomes a suit of +24 DEF banded mail for the wearer and a suit of +10 DEF barding worn by the mount. A second move action merges it back into +34 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon.
[30,000gp]
Folding Plate [Heavy Armor][Neck and Armor Slots] ☼
This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +34 DEF full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.
[18,500gp]
Ghoul Shell Armor [Medium Armor] ☼ ☼ ☼ ☼
This suit of +15 DEF hide armor is made of shaped and fitted pieces of ghoul hide. Wearing this armor causes you to be immune to paralyzation, but when wearing this you always take a -5 to all Charisma-based skills.
[14,000gp]
Hawkfeather Armor [Light Armor] ☼ ☼
This suit of armor is covered by a layer of gigantic golden feathers that seem to shimmer in even the dimmest light. While wearing this +9 DEF studded leather armor, you gain a +5 bonus on Spot checks. In addition, three times per day, you can cause the armor to sprout wings, allowing you to fly at a speed of 60 feet (good maneuver-
ability) for up to 3 rounds in combat, or 15 minutes outside of combat.
[8,000gp]
Hellwasp Corset [Light Armor] ☼ ☼ ☼
This studded leather armor (+9 DEF) is lavishly adorned with a bound swarm of hellwasps. Once ranking among the most spectacular pieces of clothing, the discomfort caused during the creation of this corset is as legendary as the protection it offers. Not only giving defense, but this corset prevents the first 15 points of damage the wearer takes each day (resetting at midnight). Once the wasps have prevented 15 points of damage for the day, they angrily animate and swarm around the wearer, and the wearer must make a DC18 Endurance save or gain the nauseated condition for 1 round. After 1 round the swarm returns to the corset and goes dormant. The swarm cannot be targeted separately from the armor and cannot be killed unless the armor is destroyed (not just broken.)
[23,000gp]
Lantern Shield ☼ ☼
A lantern shield (+5 DEF) is a bulky and heavy piece of steel designed to include a number of items an adventurer might find useful, but can’t conveniently carry if using a shield. Most notably it has a bullseye lantern hooked to the front (which is automatically broken if the shield is sundered). It also has small blades and barbs coming off it it making it spiked. It has clips on the inside that can easily hold a map. It also has a slot at the top that can hold a rod (such as a sunrod) or a wand.
[6,000gp]
Lucky Banded Mail [Heavy Armor] ☼ ☼
Ten 100-gp gems adorn this (+32 DEF) banded mail. Once per week, the armor allows its wearer to require that a strike roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the strike roll rerolled BEFORE damage is rolled.
[20,000gp]
Mithralmist Shirt [Light Armor] ☼ ☼
This delicate-looking chain shirt is forged from a silver-white mithral alloy that gleams like starlight. Once per day, you can activate this +11 DEF mithral shirt
to fill your space with a billowing silver mist. This gleaming fog grants you concealment against attack but does not interfere with your vision. The mist lasts for 1 round, and it remains in the space where you activated the effect (it doesn’t move with you if you leave that space). This concealment grants you a +3 to your DDC for that one round it is used as long as you do not move that round.
[12,000gp]
Serpent Armor [Light Armor] ☼ ☼ ☼
This suit of +6 DEF armor looks to have been made from the deep green scales of some giant snake. A serpentine motif gives the armor’s gauntlets the appearance of fanged reptilian heads. Its belt looks like a coiled snake, and a gemlike slitted eye stares out from the gorget. This armor gives you a +3 to Escape Checks, and also when worn gives you immunity to common poisons.
[17,000gp]
Shield of Mercy [Shield] ☼
This +2 light steel shield is finely crafted and engraved with the image of a holy warrior healing a wounded beggar. It grants someone with Healing Affinity an extra 5 healing points per gemstone rank of the user.
[5,000gp]
Shield of the Severed Hand [Shield] ☼ ☼
This +3 DEF heavy wooden shield is emblazoned with a gory handprint and decorated with bloody symbols. The bloody marks appear fresh and wet. This gory item is favored by orcs for its shock value to enemies, as well as for its special properties. A shield of the severed hand functions normally if you are chaotic evil, chaotic neutral, or neutral evil. Once per combat, when attacked while holding this shield, you may immediately attempt a shield bash, if they fail a DC15 Endurance they are knocked out for one round.
[12,000gp]
Skeleton Armor [Medium Armor] ☼ ☼ ☼
This +15 DEF bone armor is prepared from the remains of an animated skeleton, this armor covers the upper body with a white, riblike structure that resembles bleached
bones. Large skulls serve as epaulets. It grants damage reduction of 5/bludgeoning when it is worn.
[35,000gp]
Vampire Hide Armor [Medium Armor] ☼ ☼ ☼
This +15 DEF armor is prepared from a single layer of vampire skin and decorated with flanges and spikes. A gaunt, skull-like face with bat wings at the temples decorates the chestpiece. This grants you damage reduction of 5/silver.
[35,000gp]
Zombie Hide Armor [Medium Armor] ☼ ☼ ☼
This armor is prepared from a single layer of pieced and stitched zombie skin. Sections of the flesh appear rotted and torn. Though the armor sports various holes and rents, these imperfections in no way compromise its integrity. This grants you damage reduction of 5/slashing.
[35,000gp]
AUGMENT CRYSTALS
These crystals cannot be crafted. You may only ever have ONE augment crystal on your armor, and one on your shield. The unique thing about augment crystals are that you may buy as many as you like, and trade them out as they are needed. It takes a round of combat to switch out an augment crystal with another. Augment crystals are placed inside a special clasp made for your shield or armor. Augment crystals are their own special magical item, they are not counted as innate to your shield or armor, in other words for instance if you were to drop your shield with an augment crystal into Fizzwinken's machine, it would count as two items - the shield and the augment crystal.
All augment crystals cost a flat 15,000gp unless otherwise stated.
Crystal of Acid Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against acid, which can go above the allowed defense cap. This hazy green crystal hisses faintly when exposed to open air.
Crystal of Adamant Armor [Armor Crystal]
This is a small diamond crystal with a sphere of steel in the center. This crystal strengthens your armor or shield, allowing it to be immune to being sundered.
Crystal of Adaptability [Armor Crystal]
This bright green, circular crystal is pleasantly warm to the touch. It protects from extreme temperatures such as the endure elements spell protects, but also from the alignment traits of any plane including negative or positive plane. It does not offer defense against attacks, merely environment.
Crystal of Aquatic Action [Armor Crystal]
This sea-green crystal always feels moist to the touch. You need not make any checks to fight in or underwater. You can swim as fast as you can walk, and you have no penalties for armor while moving underwater.
Crystal of Arrow Deflection [Shield Crystal]
This blue sapphire is cut into a large cabochon. It contains a small flint arrowhead in its center. This grants you a +2 to your DDC against mundane ranged attacks.
Crystal of Cold Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against cold, which can go above the allowed defense cap. It is an icy clear crystal covered with a sheen of frost.
Crystal of Electricity Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against electricity, which can go above the allowed defense cap. This brilliant blue-white crystal crackles with static discharge when touched.
Crystal of Fire Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against fire, which can go above the allowed defense cap. It is a fiery red crystal that is slightly warm to the touch.
Crystal of Iron Warding [Armor Crystal]
This dun and ecru diamond is incredibly durable and grants you a damage reduction of 1/- as it helps your armor absorb blows in combat.
Crystal of Lifekeeping [Armor Crystal]
This bright crystal gleams and sparkles in the light. Once per week, if an attack does enough damage to kill you, you are instead brought to within 1 point of death.
Crystal of Mind Cloaking [Armor Crystal]
This crystal is black as a clouded night sky. It protects you from any sort of mind reading, as well as grants you a +3 to any save you make against a mind-effect.
Crystal of Rubicund Frenzy [Armor Crystal]
This ruby is cut into a torus—beveled on top, flat below. It is meant to be attached to a suit of armor. A rubicund frenzy drinks your blood when you are wounded, whipping you into a savage frenzy. This item functions only for living creatures that bleed. This grants you a +2 to weapon damage, as well as a +2 to any saves made against fear effects.
Crystal of Sonic Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against sonic, which can go above the allowed defense cap. This deep purple crystal gives off a faint hum, and rings with a sonorous chime when tapped.
Crystal of Stamina [Armor Crystal]
This dull red crystal pulses in time with your heartbeat. It grants you protection for your physical body, giving you a +3 to any save against disease and poison.
Crystal of Spellbinding I [Armor Crystal]
This bright rainbow crystal shimmers when you use magic. It grants you the ability to bypass all magical penalties from wearing medium armor.
Crystal of Spellbinding II [Armor Crystal] 30,000gp
This bright rainbow crystal shimmers when you use magic. It grants you the ability to bypass all magical penalties from wearing heavy armor.