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<blockquote data-quote="Arkhandus" data-source="post: 5579742" data-attributes="member: 13966"><p><strong>Further Aurelian magic items</strong></p><p></p><p>I'll add more to this post later. Already added a lot more in the last day or two. Moved a few items at the end to the next post.</p><p></p><p>ARMOR AND SHIELD SPECIAL ABILITIES</p><p></p><p><strong>Acid Resistance</strong></p><p>A suit of armor or a shield with this enchantment normally has a dull gray appearance. The armor absorbs the first 12 points of acid damage per round that the wearer would normally take (similar to the <em>Resist Elements</em> spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Resist Elements</em>. <em>Cost to Create:</em> 3,000 gp and 240 XP. <em>Market Price:</em> +6,000 gp.</p><p></p><p><strong>Cold Resistance</strong></p><p>A suit of armor or a shield with this enchantment normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 12 points of cold damage per round that the wearer would normally take (similar to the <em>Resist Elements</em> spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Resist Elements</em>. <em>Cost to Create:</em> 3,000 gp and 240 XP. <em>Market Price:</em> +6,000 gp.</p><p></p><p><strong>Entangling</strong></p><p>A shield with this ability sprouts short vines whenever it hits a creature successfully in a shield bash attack. The vines tangle about the victim and hinder them briefly, depending on whether or not the Entangling shield's wielder chooses to hold the foe close or not. If not, then the vines break off from the shield and simply cause the foe to be entangled for 1 round similarly to the <em>Entangle</em> spell (but the vines cannot immobilze), except on a successful Reflex save (DC 11). The vines shrivel away to dust after that 1 round when entangling a foe.</p><p></p><p>If the wielder chooses to hold the foe close with the vines, then they remain attached to the shield and instead attempt to grapple the opponent (use the wielder's grapple check modifiers, but the wielder does not need a free hand, the vines do not need a touch attack, and this grapple attempt does not provoke attacks of opportunity). The grappling vines deal damage on successful grapple checks to establish a hold or to deal damage, as per the wielder's unarmed strikes. The wielder and victim are considered grappling so long as the vines maintain a successful hold, but the vines shrivel away to dust (ending the grapple) as soon as the opponent wins an opposed grapple check against them.</p><p></p><p>Damage dealt to the vines can destroy them sooner, whether they are entangling a foe or grappling them (5 HP, hardness 1, AC 10, full damage from fire, otherwise identical to standard objects for damage purposes). Only shields made primarily of wood may be given the Entangling ability, and only if they are useable for shield bash attacks. This is a new ability.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Entangle</em>. <em>Cost to Create:</em> 1,000 gp and 80 XP. <em>Market Price:</em> +2,000 gp.</p><p></p><p><strong>Fire Resistance</strong></p><p>A suit of armor or a shield with this enchantment normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 12 points of fire damage per round that the wearer would normally take (similar to the <em>Resist Elements</em> spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Resist Elements</em>. <em>Cost to Create:</em> 3,000 gp and 240 XP. <em>Market Price:</em> +6,000 gp.</p><p></p><p><strong>Healing</strong></p><p>Once per day, this armor heals the wearer as if casting <em>Cure Moderate Wounds</em> on him or her (healing 2d8+3 hit points). This occurs automatically the first time in a day the wearer has been wounded to at least 20 hit points below his or her maximum hit points. The Healing magic armor ability functions an additional once per day per point of actual, magical enhancement bonus the armor possesses beyond +1 (for instance, if the armor has a +2 enhancement, then this ability triggers again on the second time the wearer is sufficiently injured in the same day). This is a similar but slightly different version of the original ability from Oriental Adventures.</p><p></p><p><em>Caster Level</em>: 3rd. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Cure Moderate Wounds, Deathwatch</em>. <em>Market Price:</em> +1 bonus.</p><p></p><p><strong>Ironbane</strong></p><p>Once per day on command, a suit of armor with this ability produces the effects of a <em>Rusting Grasp</em> spell for the wearer. The spell automatically affects any suitable ferrous creature or nonmagical, nonpsionic ferrous object that strikes the armor while this spell is active (unlike normal for <em>Rusting Grasp</em>, but the spell still has its other functions). Striking the armor includes physical attacks (except touch attacks) that miss the wearer by an amount less than or equal to the armor's AC bonus, but not attacks that successfully hit the wearer instead. Only nonmetallic armors may be given the Ironbane ability. This is a new ability.</p><p></p><p><em>Caster Level:</em> 7th. <em>Aura:</em> Moderate Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Rusting Grasp</em>. <em>Cost to Create:</em> 5,000 gp and 400 XP. <em>Market Price:</em> +10,000 gp.</p><p></p><p><strong>Lightning Resistance</strong></p><p>A suit of armor or a shield with this enchantment normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 12 points of electricity damage per round that the wearer would normally take (similar to the <em>Resist Elements</em> spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Resist Elements</em>. <em>Cost to Create:</em> 3,000 gp and 240 XP. <em>Market Price:</em> +6,000 gp.</p><p></p><p><strong>Regenerating</strong></p><p>Once per day on command, a suit of armor with this ability grants the wearer the benefits of a <em>Regenerate Serious Wounds</em> spell. This has no effect on nonliving subjects. The armor itself also repairs its own damage at the rate of 1 point per round while that ability is active. Only armors made from living or once-living material, such as padded, leather, studded leather, hide, shell, or wooden armor, may be given the Regenerating ability. This is a new ability.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Regenerate Serious Wounds.</em> <em>Cost to Create:</em> 1,800 gp and 144 XP. <em>Market Price:</em> +3,600 gp.</p><p></p><p><strong>Sonic Resistance</strong></p><p>A suit of armor or a shield with this enchantment normally has a glistening appearance. The armor absorbs the first 12 points of sonic damage per round that the wearer would normally take (similar to the <em>Resist Elements</em> spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Resist Elements</em>. <em>Cost to Create:</em> 3,000 gp and 240 XP. <em>Market Price:</em> +6,000 gp.</p><p></p><p></p><p></p><p>ARMORS</p><p></p><p><strong>Armor of Solidarity</strong></p><p>This suit of +1 Studded Leather armor grants the wearer a +2 morale bonus on Will saving throws whenever he or she has a conscious ally of Intelligence 3 or higher within 10 feet, and provides this same morale bonus to conscious allies of Intelligence 3+ within 10 feet of the wearer. The armor is adorned with symbols of people working together or lined up together, on small steel shoulder pauldrons and shinguards.</p><p></p><p><em>Caster Level</em>: 5th. <em>Aura:</em> Faint Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Friendship</em> or <em>Remove Fear</em>. <em>Cost to Create:</em> 5,725 gp and and 404 XP. <em>Market Price:</em> 10,275 gp. <em>Weight:</em> 20 lbs.</p><p></p><p><strong>Ascetic's Armor</strong></p><p>A suit of +1 Padded Armor that appears to be nothing more than bulky religious garments, usually adorned with the symbols and colors of the maker's faith. Ascetic's Armor lends support to any priest (or other individual) wearing it when finding themselves in dangerous situations or on long pilgrimmages. The wearer may call upon a <em>Create Food and Water</em>, Heightened <em>Calm Emotions</em> (3rd-level, DC 14), or Heightened <em>Sanctuary</em> (3rd-level, DC 14) spell from the armor once per day on command, his or her choice which of these spells each time.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Heighten Spell, <em>Calm Emotions, Create Food and Water, Sanctuary</em>. <em>Cost to Create:</em> 2,155 gp and 140 XP. <em>Market Price:</em> 4,155 gp. <em>Weight:</em> 10 lbs.</p><p></p><p><strong>Banded Mail of Bushido</strong></p><p>A fine suit of +3 Mithral Banded Mail armor, the Banded Mail of Bushido is designed in the Mentari <em>samurai</em> style with a broad helm and fearsome mask, decorated in the colors of whichever clan commissioned it. This enchanted armor grants its wearer a +3 resistance bonus on Will saving throws, and its armor bonus (including any enhancement bonuses to it) magically applies against touch attacks, but these benefits only apply if the wearer is of Lawful alignment. Creatures of Chaotic alignment must make a Will save (DC 15) on each round that they attack anyone wearing Banded Mail of Bushido in melee, otherwise they become shaken with fear for that round (factored in before their attack rolls). This shaken condition does not stack.</p><p></p><p>The Banded Mail of Bushido bestows one negative level on any non-Lawful creature wearing it, or two negative levels on any Chaotic-aligned creature wearing it. These negative levels remain as long as the armor is worn and disappear as soon as the armor is removed. These negative levels never result in actual level loss, but cannot be overcome in any way (including Restoration spells) while the armor is worn.</p><p></p><p><em>Caster Level:</em> 10th. <em>Aura:</em> Moderate Abjuration. <em>Prerequisites:</em> Lawful alignment, Craft Lesser Magic Arms & Armor, <em>Cause Fear, Remove Fear, Shield of Faith</em>. <em>Cost to Create:</em> 15,400 gp and 480 XP. <em>Market Price:</em> 21,400 gp. <em>Weight:</em> 17-1/2 lbs.</p><p></p><p><strong>Chainmail of Chaos</strong></p><p>This haphazard suit of +2 Chainmail armor is made with links of different shapes and sizes, with a few small steel plates here and there, giving it the look of something uncomfortable and ineffective. However, it's surprisingly effective and surprisingly unimpeding, as the links move and warp their size and position to some degree whenever the wearer moves or is attacked. This has the effect of lowering the armor's check penalty to just -1, raising its maximum allowed Dexterity bonus to AC to +5, and reducing its arcane spell failure chance to just 15%. Furthermore, the Chainmail of Chaos grants a +2 luck bonus to AC against attacks by foes of Lawful alignment, and provides you with a +2 luck bonus on saving throws against attacks and effects from such foes, including saves against other effects with the Lawful descriptor.</p><p></p><p>Furthermore, any foe who scores a critical hit against you while you wear the Chainmail of Chaos must make a DC 11 Will save or suffer the effects of a <em>Random Action</em> spell, or instead a DC 16 Will save against the effects of a <em>Confusion</em> spell if the foe is of Lawful alignment. The Chainmail of Chaos bestows one negative level on any non-Chaotic creature wearing it, or two negative levels on any Lawful-aligned creature wearing it. These negative levels remain as long as the armor is worn and disappear as soon as the armor is removed. These negative levels never result in actual level loss, but cannot be overcome in any way (including Restoration spells) while the armor is worn.</p><p></p><p><em>Caster Level:</em> 8th. <em>Aura:</em> Moderate Enchantment. <em>Prerequisites:</em> Chaotic alignment, Craft Lesser Magic Arms & Armor, <em>Confusion, Random Action</em>. <em>Cost to Create:</em> 6,300 gp and 480 XP. <em>Market Price:</em> 12,300 gp. <em>Weight:</em> 40 lbs.</p><p></p><p><strong>Crabclaw Cuirass</strong></p><p>The Crabclaw Cuirass is a suit of +1 Shell Armor made from crabshells and adorned with sharpened crabclaws that function as +1 Armor Spikes. This armor provides a +4 enhancement bonus on the wearer's grapple checks as its claws animate when needed to help out in such situations. The wearer of a Crabclaw Cuirass never provokes attacks of opportunity for making a grapple attempt. The wearer of this unusual armor can use <em>Air Breathing</em> or <em>Protection from Elements</em> or <em>Water Breathing</em> or <em>Swim</em> (with one application of Extend Spell to <em>Swim</em>) as a free action once per day upon himself or herself only, ending prematurely if the armor is removed, but functioning otherwise as per the spells of the same names. Choose which of these abilities to use each time.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Extend Spell, <em>Air Breathing, Protection from Elements, Swim, Water Breathing</em>. <em>Cost to Create:</em> 4,325 gp and 308 XP. <em>Market Price:</em> 8,175 gp. <em>Weight:</em> 30 lbs.</p><p></p><p><strong>Desert Harness</strong></p><p>A Desert Harness consists of a +1 Bronze Breastplate of Fire Resistance, including bronze epaulets and a few other armor-pieces, with elaborate sculpting to give the wearer a highly-muscular appearance, and magically alters its shape to fit male or female wearers and complement their figures. Moreso than just giving the appearance of exquisite musculature, the Desert Harness actually modifies the wearer's body slightly to make them more physically-fit, with a +2 enhancement bonus to Strength and Constitution.</p><p></p><p>A Desert Harness includes light cloth robes and head-coverings, as well as a silk face-mask and darkened-crystal goggles, incorporating a Desert Outfit and providing its benefits despite being armored, thanks to the armor's own heat-dampening making it a non-issue. The goggles and facemask provide protection against sandstorms and dust storms (not magically-damaging ones, however), as well as negating the effects of glare (not light sensitivity or light blindness) and providing a +2 circumstance bonus on saving throws against blindness or dazzling caused by bright light. These latter benefits for desert survival (not the enhancements or Desert Outfit benefit) apply even if the armor's magic is suppressed.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Bull's Strength, Endurance, Resist Elements</em>. <em>Cost to Create:</em> 8,356 gp and 632 XP. <em>Market Price:</em> 16,256 gp. <em>Weight:</em> 33 lbs.</p><p></p><p><strong>Equestrian's Padding</strong></p><p>This suit of +1 Padded Armor is checkered and colorful, usually depicting the original maker's or buyer's family colors and heraldry. It includes a heavily-padded but simple helmet with a wooden, steel, or bronze cap for added protection. Made for horse-riders in most cases (sometimes griffon-riders or others), Equestrian's Padding is ideally suited to breaking falls and assisting with mounted finesse. It grants the wearer a +5 enhancement bonus on Handle Animal and Ride skill checks as well as magically reducing the effective height of any fall by 10 feet for purposes of damage suffered, thus negating damage from any normal fall from a mount (but not one flying high up). It is made from very light and compact but springy materials, so it weighs less than other padded armors, and also has a maximum allowed Dexterity bonus to AC of +10 instead of +8 so long as its magical properties are in effect.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Handle Animal 5+ ranks, Ride 5+ ranks, <em>Levitate</em>. <em>Cost to Create:</em> 1,560 gp and 112 XP. <em>Market Price:</em> 2,960 gp. <em>Weight:</em> 5 lbs.</p><p></p><p><strong>Farstride Leather</strong></p><p>A finely-tooled suit of +1 Leather decorated with stitchings of swift animals like deer, antelopes, cheetahs, horses, and wolves, Farstride Leather lends its wearer some of the speed possessed by such animals. The wearer gains an enhancement bonus of +10 feet added to his or her base movement speed, and also enjoys a +5 enhancement bonus on Tumble skill checks.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Expeditious Retreat</em>. <em>Cost to Create:</em> 1,485 gp and 66 XP. <em>Market Price:</em> 2,810 gp. <em>Weight:</em> 15 lbs.</p><p></p><p><strong>Glacial Breastplate</strong></p><p>This +3 Mithral Breastplate is freezing-cold to the touch, except to its wearer. Decorated with emblems of ice and white dragons as well as Aquan and Auran runes, a Glacial Breastplate is always coated on the outer side with a layer of frost. The Breastplate and its wearer are immune to cold damage and the effects of cold (such as hypothermia), though donning the Breastplate doesn't negate any such effects already suffered beforehand (just halting the progress of hypothermia). Any successful melee attack against the Breastplate or its wearer causes 1d6 points of cold damage to the attacker, as a surge of frost travels along their weapon or striking appendage onto them. Furthermore, the wearer of this armor is virtually as immovable as a glacier, adding the Breastplate's total armor bonus to his or her opposed checks against bull rush or trip attempts (or similar knockback or knockdown effects, such as from a <em>Telekinesis</em> spell), and on Balance checks to stand or move on slippery surfaces (and to remain standing on them).</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Balance 5+ ranks, must know the Aquan and Auran languages, must be literate, <em>Lesser Cold Orb, Protection from Elements</em>. <em>Cost to Create:</em> 25,500 gp and 1,692 XP. <em>Market Price:</em> 46,650 gp. <em>Weight:</em> 15 lbs.</p><p></p><p><strong>Greenwood Armor</strong></p><p>A harness of greenish wooden plates over thin leather, this +1 Regenerating Wooden Armor is crafted from the flexible greenwood of a young tree, usually one knocked down in a storm or other incident. Greenwood Armor is magically altered to be more flexible than normal wooden armor yet just as tough, making its maximum Dexterity bonus to AC +5 instead of +4 and reducing its armor check penalty to -1 instead of the -2 that masterwork wooden armor would otherwise have, and its arcane spell failure chance is 10% instead of 15%. Besides these differences, Greenwood Armor grants its wearer extra vitality in the form of a +4 luck bonus on saving throws against Death effects (including saving throws against coup de grace attempts or death from massive damage), and on saving throws against other negative energy effects, and against the paralyzing touch or bite of ghouls, ghasts, and abyssal ghouls (including the <em>Ghoul Touch</em> spell). Only living creatures may gain this saving throw bonus.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Regenerate Serious Wounds, Wood Shape</em>. <em>Cost to Create:</em> 3,515 gp and 268 XP. <em>Market Price:</em> 6,865 gp. <em>Weight:</em> 15 lbs.</p><p></p><p><strong>Harness of the Hero</strong></p><p>This suit of +1 Healing Adamantine Splintmail bears a bold design and glitters with fierce golden lion-heads, silver dragons, electrum ram's-heads, bronze griffons, and platinum angels. In addition to being stylish and menacing, the Harness of the Hero grants its wearer heroic stature and valor. It grants a +2 circumstance bonus on the wearer's Diplomacy and Intimidate checks. Once per day, it may bestow an <em>Enlarge</em> spell upon the wearer as a free action. Good-aligned characters wearing this armor are immune to fear effects. Anyone wearing the Harness of the Hero ignores the speed reduction for heavy armor and/or a heavy load when charging at an opposing creature for a melee attack.</p><p></p><p>The Harness of the Hero bestows one negative level on any non-Good creature wearing it, or two negative levels on any Evil-aligned creature wearing it. These negative levels remain as long as the armor is worn and disappear as soon as the armor is removed. These negative levels never result in actual level loss, but cannot be overcome in any way (including Restoration spells) while the armor is worn.</p><p></p><p><em>Caster Level:</em> 10th. <em>Aura:</em> Moderate Conjuration. <em>Prerequisites</em>: Good alignment, Craft Lesser Magic Arms & Armor, <em>Cure Moderate Wounds, Deathwatch, Enlarge, Remove Fear</em>. <em>Cost to Create:</em> 16,575 gp and 458 XP. <em>Market Price:</em> 20,800 gp. <em>Weight:</em> 45 lbs.</p><p></p><p><strong>Hauberk of the Harbinger</strong></p><p>This +2 Chain Shirt is always gleaming and never soiled or tarnished, no matter what it's exposed to. It never rusts and is immune to corrosive effects, including acid damage (though the wearer gains no such protection). Furthermore, it glimmers and shines in anything but magical or psionic darkness, shedding light equivalent to a <em>Light</em> spell, and gives off a slight glare in the eyes of those attacking its wearer, imposing a -1 penalty on attack rolls against the wearer as though from dazzling light. The armor may produce a <em>Sculpt Sound</em> spell effect once per day on command, subject to the wearer's control, and the wearer may also invoke a <em>Summon Monster III</em> spell effect once per day on command. The armor always bestows a +2 enhancement bonus to the wearer's Bluff, Diplomacy, Intimidate, and Perform (Oratory or Singing) skill checks.</p><p></p><p>Lastly, a Hauberk of the Harbinger grants its wearer one extra use of Bardic Music per day, or provides them with one use of Bardic Music per day as per a 1st-level basic Bard (with all of the applicable Bardic Music options of such) if they do not already have the ability (this does not qualify them for feats that would require Bardic Music). Anyone granted Bardic Music in this manner (if they did not already possess it) is treated as having 4 ranks in all Perform skills for purposes of using Bardic Music and making the Perform checks for it.</p><p></p><p><em>Caster Level:</em> 6th. <em>Aura:</em> Moderate Transmutation. <em>Prerequisites:</em> Bardic Music, Craft Lesser Magic Arms & Armor, Perform (Oratory or Singing) 4+ ranks, <em>Light, Sculpt Sound, Summon Monster III</em>. <em>Cost to Create:</em> 7,925 gp and 514 XP. <em>Market Price:</em> 15,600 gp. <em>Weight:</em> 25 lbs.</p><p></p><p><strong>Insulation Suit</strong></p><p>An unusual suit of +1 Padded Armor of mottled colors and patterns, the Insulation Suit protects its wearer from a wide variety of dangers as well as proving surprisingly springy when stricken. The wearer gains Damage Reduction 5/+1, Resistance to Acid 5, Resistance to Cold 5, Resistance to Electricity 5, Resistance to Fire 5, and Resistance to Sonics 5 as supernatural qualities (the Insulation Suit itself also has these Resistances, but not DR). Since an Insulation Suit covers the entire body, including the head, neck, hands, and feet, it magically seals the wearer off from some environmental and unnatural hazards, such as gasses and airborne illnesses, among other things (such as <em>Mind Fog</em>, <em>Cloudkill</em>, or a troglodyte's Stench, but not an <em>Incendiary Cloud</em>).</p><p></p><p>It does not prevent normal damage from such effects, however, beyond what its granted DR and ER provides (though the suit does immediately seal any tears or other damaged portions of the armor; this does not repair damage, but merely maintains the environmental seal). The suit magically protects against normal insects, arachnids, worms, and leeches while sealed, but not monstrous, magical, psionic, or unusually-large ones (such as giant bees, monstrous scorpions, giant leeches, purple worms, or <em>Summon Swarm</em>). Attacks that hit the wearer still deliver their normal effects, but the magical seal still prevents environmental hazards (including the unnatural ones as mentioned above, such as normal insects and the damage they would deal) from passing through to the Insulation Suit's wearer.</p><p></p><p>The wearer's head is covered by the padded hood and face-mask of the Insulation Suit, with built-in wide-lens goggles providing eye protection without inhibiting sight. The Insulation Suit does not have its own air supply, but does magically filter air through the face-mask to purify it, so the wearer may breathe normally while sealed within the armor. The wearer may remove the hood and face-mask when desired (a move-equivalent action to don or remove that portion of the armor), but doing so negates the magical seal until they are donned again. An Insulation Suit is always magically clean and never soiled.</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Endure Elements, Filter, Mage Armor, Prestidigitation</em>. <em>Cost to Create:</em> 6,830 gp and 534 XP. <em>Market Price:</em> 13,505 gp. <em>Weight:</em> 10 lbs.</p><p></p><p><strong>Reefwarrior Armor</strong></p><p>This suit of +3 Ironbane Coral Armor is both colorful and deadly, with sharp protrusions on the outer side that serve as +1 Armor Spikes. Anyone wearing this enchanted coral may tread upon, climb upon, or otherwise come into contact with coral and suffer no harm or hindrance for doing so, not even from other organisms growing upon the coral or living amongst it (so long as they do not pass outside the formation). Furthermore, once per day on command, the wearer may call upon the armor for the effects of a <em>Poison</em> (DC 19 after including a +5 bonus granted by this armor) spell or a <em>Neutralize Poison</em> spell, his or her choice which one each time.</p><p></p><p><em>Caster Level:</em> 7th. <em>Aura:</em> Moderate Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Spell Focus (Necromancy), <em>Neutralize Poison, Poison, Rusting Grasp</em>. <em>Cost to Create:</em> 13,025 gp and 1,012 XP. <em>Market Price:</em> 25,675 gp. <em>Weight:</em> 40 lbs.</p><p></p><p><strong>Swordbreaker Plate</strong></p><p>A truly formidable-looking harness, the Swordbreaker Plate is a suit of +5 Adamantine Full Plate armor with +1 Adamantine Armor Spikes, set in a wicked design to strike fear into the hearts of enemies. It provides a +2 circumstance bonus on the wearer's Intimidate checks. However, its most formidable feature is its ability to break virtually any weapon striking it. Only adamantine weapons (and others of hardness 20 or higher) or weapons with a higher enhancement bonus are immune to this armor's weapon-breaking ability. The armor's magical enhancement bonus is its effective magic weapon enhancement bonus for this purpose. Other weapons that hit the armor (including those that miss the wearer by an amount equal to or less than the Swordbreaker Plate's total armor bonus, but not attacks that miss by more than that or which hit the wearer), excluding touch attacks and whips (or lassos, or similar weapons made of soft, corded material), must succeed at a DC 15 Fortitude save or suffer 20 points of bludgeoning damage from the impact (subject to the weapon's hardness as normal). Natural weapons or unarmed strikes that suffer this effect instead simply cause 5 points of bludgeoning damage to the attacking creature (subject to Damage Reduction or Regeneration, if any).</p><p></p><p><em>Caster Level:</em> 15th. <em>Aura:</em> Strong Evocation. <em>Prerequisites:</em> Craft Greater Magic Arms & Armor, Craft Lesser Magic Arms & Armor, <em>Shatter</em>. <em>Cost to Create:</em> 61,550 gp and 3,724 XP. <em>Market Price:</em> 108,100 gp. <em>Weight:</em> 60 lbs.</p><p></p><p><strong>Timberwolf Hide</strong></p><p>This suit of +1 Hide Armor of Cold Resistance is furry and obviously wolf-hide, with the head and shoulders of a wolf on top in place of a helm. Alchemical preservatives give it a musky smell. The wearer gains the Scent ability of a wolf (including the wolf's +4 racial bonus on Wilderness Lore checks to follow a trail by smell), which is not hampered by the Timberwolf Hide's own musk. Furthermore, the wearer gains a +5 circumstance bonus on Hide skill checks in forested or cold environments, such as arctic tundra or a jungle, as the Timberwolf Hide shifts colors and patterns to blend in with such environments. Lastly, the wolf-head on this armor animates and bites at foes on occasion, effectively granting the wearer one extra attack of opportunity per round. This attack of opportunity cannot be used for other purposes, and only applies within 5 feet of the wearer. The bite is made at a +4 attack bonus and deals 1d6+2 damage on a successful hit (double on a critical hit, and threatening critical hits on a natural attack roll of 20). Treat it as a +1 magic weapon (already factored in). The bite cannot trip foes, unlike a living wolf's bite.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Magic Fang, Resist Elements, Scent</em>. <em>Cost to Create:</em> 6,940 gp and 532 XP. <em>Market Price:</em> 13,715 gp. <em>Weight:</em> 25 lbs.</p><p></p><p></p><p></p><p>SHIELDS</p><p></p><p><strong>Darkthorn Shield</strong></p><p>This simple-looking +1 Heavy Darkwood Spiked Shield of Entangling is deceptively dangerous, for it sprouts thorny vines on impact when used for shield bashes. While its own shield spikes are darkwood specially grown from the shield and hardened by magic, the true danger is the thorny vines of this shield's Entangling ability. Unlike a typical magic shield of Entangling, the Darkthorn Shield's vines from that ability are covered in sharp, poisonous thorns.</p><p></p><p>These thorns inflict 1d4 points of bonus piercing damage with each successful grapple check made by the vines, and on any successful entangling done by the vines when breaking off from the shield. This bonus damage is not multiplied on critical hits. However, each time that these thorns directly, successfully damage a foe (after factoring in Damage Reduction and other defenses), that foe must attempt a Fortitude save against DC 15 to avoid 1 point of temporary Strength damage from the poison (with another save 1 minute later against the same effect, regardless of the first save's outcome). Only living creatures are susceptible to the poison.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Necromancy. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Entangle, Poison</em>. <em>Cost to Create:</em> 2,817 gp and 160 XP. <em>Market Price:</em> 5,317 gp. <em>Weight:</em> 7-1/2 lbs.</p><p></p><p><strong>Shield of the Sirine</strong></p><p>A +1 Mithral Buckler designed to look like the face of a beautiful woman with flowing hair around her, this enchanted item is just as alluring and tricky as the sea-maidens it is designed after. The wearer of this shield may use either a Heightened <em>Charm Person</em> spell effect, a <em>Confusion</em> spell effect, a Heghtened <em>Hold Person</em> spell effect, a Heightened <em>Major Image</em> spell effect, a <em>Rainbow Pattern</em> spell effect, or a Heightened <em>Suggestion</em> spell effect, once per day on command. Choose which of these abilities to use each time. Each is considered a 4th-level spell with a Will save DC of 16. In addition, the wearer gains a +5 enhancement bonus on Perform and Swim skill checks.</p><p></p><p><em>Caster Level:</em> 7th. <em>Aura:</em> Moderate Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Heighten Spell, Perform (Singing) 5+ ranks, Swim 5+ ranks, <em>Charm Person, Confusion, Hold Person, Major Image, Rainbow Pattern, Suggestion</em>. <em>Cost to Create:</em> 8,515 gp and 548 XP. <em>Market Price:</em> 15,865 gp. <em>Weight:</em> 2-1/2 lbs.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5579742, member: 13966"] [b]Further Aurelian magic items[/b] I'll add more to this post later. Already added a lot more in the last day or two. Moved a few items at the end to the next post. ARMOR AND SHIELD SPECIAL ABILITIES [B]Acid Resistance[/B] A suit of armor or a shield with this enchantment normally has a dull gray appearance. The armor absorbs the first 12 points of acid damage per round that the wearer would normally take (similar to the [I]Resist Elements[/I] spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Resist Elements[/I]. [I]Cost to Create:[/I] 3,000 gp and 240 XP. [I]Market Price:[/I] +6,000 gp. [B]Cold Resistance[/B] A suit of armor or a shield with this enchantment normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 12 points of cold damage per round that the wearer would normally take (similar to the [I]Resist Elements[/I] spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Resist Elements[/I]. [I]Cost to Create:[/I] 3,000 gp and 240 XP. [I]Market Price:[/I] +6,000 gp. [B]Entangling[/B] A shield with this ability sprouts short vines whenever it hits a creature successfully in a shield bash attack. The vines tangle about the victim and hinder them briefly, depending on whether or not the Entangling shield's wielder chooses to hold the foe close or not. If not, then the vines break off from the shield and simply cause the foe to be entangled for 1 round similarly to the [I]Entangle[/I] spell (but the vines cannot immobilze), except on a successful Reflex save (DC 11). The vines shrivel away to dust after that 1 round when entangling a foe. If the wielder chooses to hold the foe close with the vines, then they remain attached to the shield and instead attempt to grapple the opponent (use the wielder's grapple check modifiers, but the wielder does not need a free hand, the vines do not need a touch attack, and this grapple attempt does not provoke attacks of opportunity). The grappling vines deal damage on successful grapple checks to establish a hold or to deal damage, as per the wielder's unarmed strikes. The wielder and victim are considered grappling so long as the vines maintain a successful hold, but the vines shrivel away to dust (ending the grapple) as soon as the opponent wins an opposed grapple check against them. Damage dealt to the vines can destroy them sooner, whether they are entangling a foe or grappling them (5 HP, hardness 1, AC 10, full damage from fire, otherwise identical to standard objects for damage purposes). Only shields made primarily of wood may be given the Entangling ability, and only if they are useable for shield bash attacks. This is a new ability. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Entangle[/I]. [I]Cost to Create:[/I] 1,000 gp and 80 XP. [I]Market Price:[/I] +2,000 gp. [B]Fire Resistance[/B] A suit of armor or a shield with this enchantment normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 12 points of fire damage per round that the wearer would normally take (similar to the [I]Resist Elements[/I] spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Resist Elements[/I]. [I]Cost to Create:[/I] 3,000 gp and 240 XP. [I]Market Price:[/I] +6,000 gp. [B]Healing[/B] Once per day, this armor heals the wearer as if casting [I]Cure Moderate Wounds[/I] on him or her (healing 2d8+3 hit points). This occurs automatically the first time in a day the wearer has been wounded to at least 20 hit points below his or her maximum hit points. The Healing magic armor ability functions an additional once per day per point of actual, magical enhancement bonus the armor possesses beyond +1 (for instance, if the armor has a +2 enhancement, then this ability triggers again on the second time the wearer is sufficiently injured in the same day). This is a similar but slightly different version of the original ability from Oriental Adventures. [I]Caster Level[/I]: 3rd. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Cure Moderate Wounds, Deathwatch[/I]. [I]Market Price:[/I] +1 bonus. [B]Ironbane[/B] Once per day on command, a suit of armor with this ability produces the effects of a [I]Rusting Grasp[/I] spell for the wearer. The spell automatically affects any suitable ferrous creature or nonmagical, nonpsionic ferrous object that strikes the armor while this spell is active (unlike normal for [I]Rusting Grasp[/I], but the spell still has its other functions). Striking the armor includes physical attacks (except touch attacks) that miss the wearer by an amount less than or equal to the armor's AC bonus, but not attacks that successfully hit the wearer instead. Only nonmetallic armors may be given the Ironbane ability. This is a new ability. [I]Caster Level:[/I] 7th. [I]Aura:[/I] Moderate Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Rusting Grasp[/I]. [I]Cost to Create:[/I] 5,000 gp and 400 XP. [I]Market Price:[/I] +10,000 gp. [B]Lightning Resistance[/B] A suit of armor or a shield with this enchantment normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 12 points of electricity damage per round that the wearer would normally take (similar to the [I]Resist Elements[/I] spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Resist Elements[/I]. [I]Cost to Create:[/I] 3,000 gp and 240 XP. [I]Market Price:[/I] +6,000 gp. [B]Regenerating[/B] Once per day on command, a suit of armor with this ability grants the wearer the benefits of a [I]Regenerate Serious Wounds[/I] spell. This has no effect on nonliving subjects. The armor itself also repairs its own damage at the rate of 1 point per round while that ability is active. Only armors made from living or once-living material, such as padded, leather, studded leather, hide, shell, or wooden armor, may be given the Regenerating ability. This is a new ability. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Regenerate Serious Wounds.[/I] [I]Cost to Create:[/I] 1,800 gp and 144 XP. [I]Market Price:[/I] +3,600 gp. [B]Sonic Resistance[/B] A suit of armor or a shield with this enchantment normally has a glistening appearance. The armor absorbs the first 12 points of sonic damage per round that the wearer would normally take (similar to the [I]Resist Elements[/I] spell, but it can function alongside such spells when they are applied to different energy types). This is a similar but slightly different version of the original ability from the core rules. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Resist Elements[/I]. [I]Cost to Create:[/I] 3,000 gp and 240 XP. [I]Market Price:[/I] +6,000 gp. ARMORS [B]Armor of Solidarity[/B] This suit of +1 Studded Leather armor grants the wearer a +2 morale bonus on Will saving throws whenever he or she has a conscious ally of Intelligence 3 or higher within 10 feet, and provides this same morale bonus to conscious allies of Intelligence 3+ within 10 feet of the wearer. The armor is adorned with symbols of people working together or lined up together, on small steel shoulder pauldrons and shinguards. [I]Caster Level[/I]: 5th. [I]Aura:[/I] Faint Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Friendship[/I] or [I]Remove Fear[/I]. [I]Cost to Create:[/I] 5,725 gp and and 404 XP. [I]Market Price:[/I] 10,275 gp. [I]Weight:[/I] 20 lbs. [B]Ascetic's Armor[/B] A suit of +1 Padded Armor that appears to be nothing more than bulky religious garments, usually adorned with the symbols and colors of the maker's faith. Ascetic's Armor lends support to any priest (or other individual) wearing it when finding themselves in dangerous situations or on long pilgrimmages. The wearer may call upon a [I]Create Food and Water[/I], Heightened [I]Calm Emotions[/I] (3rd-level, DC 14), or Heightened [I]Sanctuary[/I] (3rd-level, DC 14) spell from the armor once per day on command, his or her choice which of these spells each time. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Heighten Spell, [I]Calm Emotions, Create Food and Water, Sanctuary[/I]. [I]Cost to Create:[/I] 2,155 gp and 140 XP. [I]Market Price:[/I] 4,155 gp. [I]Weight:[/I] 10 lbs. [B]Banded Mail of Bushido[/B] A fine suit of +3 Mithral Banded Mail armor, the Banded Mail of Bushido is designed in the Mentari [I]samurai[/I] style with a broad helm and fearsome mask, decorated in the colors of whichever clan commissioned it. This enchanted armor grants its wearer a +3 resistance bonus on Will saving throws, and its armor bonus (including any enhancement bonuses to it) magically applies against touch attacks, but these benefits only apply if the wearer is of Lawful alignment. Creatures of Chaotic alignment must make a Will save (DC 15) on each round that they attack anyone wearing Banded Mail of Bushido in melee, otherwise they become shaken with fear for that round (factored in before their attack rolls). This shaken condition does not stack. The Banded Mail of Bushido bestows one negative level on any non-Lawful creature wearing it, or two negative levels on any Chaotic-aligned creature wearing it. These negative levels remain as long as the armor is worn and disappear as soon as the armor is removed. These negative levels never result in actual level loss, but cannot be overcome in any way (including Restoration spells) while the armor is worn. [I]Caster Level:[/I] 10th. [I]Aura:[/I] Moderate Abjuration. [I]Prerequisites:[/I] Lawful alignment, Craft Lesser Magic Arms & Armor, [I]Cause Fear, Remove Fear, Shield of Faith[/I]. [I]Cost to Create:[/I] 15,400 gp and 480 XP. [I]Market Price:[/I] 21,400 gp. [I]Weight:[/I] 17-1/2 lbs. [B]Chainmail of Chaos[/B] This haphazard suit of +2 Chainmail armor is made with links of different shapes and sizes, with a few small steel plates here and there, giving it the look of something uncomfortable and ineffective. However, it's surprisingly effective and surprisingly unimpeding, as the links move and warp their size and position to some degree whenever the wearer moves or is attacked. This has the effect of lowering the armor's check penalty to just -1, raising its maximum allowed Dexterity bonus to AC to +5, and reducing its arcane spell failure chance to just 15%. Furthermore, the Chainmail of Chaos grants a +2 luck bonus to AC against attacks by foes of Lawful alignment, and provides you with a +2 luck bonus on saving throws against attacks and effects from such foes, including saves against other effects with the Lawful descriptor. Furthermore, any foe who scores a critical hit against you while you wear the Chainmail of Chaos must make a DC 11 Will save or suffer the effects of a [I]Random Action[/I] spell, or instead a DC 16 Will save against the effects of a [I]Confusion[/I] spell if the foe is of Lawful alignment. The Chainmail of Chaos bestows one negative level on any non-Chaotic creature wearing it, or two negative levels on any Lawful-aligned creature wearing it. These negative levels remain as long as the armor is worn and disappear as soon as the armor is removed. These negative levels never result in actual level loss, but cannot be overcome in any way (including Restoration spells) while the armor is worn. [I]Caster Level:[/I] 8th. [I]Aura:[/I] Moderate Enchantment. [I]Prerequisites:[/I] Chaotic alignment, Craft Lesser Magic Arms & Armor, [I]Confusion, Random Action[/I]. [I]Cost to Create:[/I] 6,300 gp and 480 XP. [I]Market Price:[/I] 12,300 gp. [I]Weight:[/I] 40 lbs. [B]Crabclaw Cuirass[/B] The Crabclaw Cuirass is a suit of +1 Shell Armor made from crabshells and adorned with sharpened crabclaws that function as +1 Armor Spikes. This armor provides a +4 enhancement bonus on the wearer's grapple checks as its claws animate when needed to help out in such situations. The wearer of a Crabclaw Cuirass never provokes attacks of opportunity for making a grapple attempt. The wearer of this unusual armor can use [I]Air Breathing[/I] or [I]Protection from Elements[/I] or [I]Water Breathing[/I] or [I]Swim[/I] (with one application of Extend Spell to [I]Swim[/I]) as a free action once per day upon himself or herself only, ending prematurely if the armor is removed, but functioning otherwise as per the spells of the same names. Choose which of these abilities to use each time. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Extend Spell, [I]Air Breathing, Protection from Elements, Swim, Water Breathing[/I]. [I]Cost to Create:[/I] 4,325 gp and 308 XP. [I]Market Price:[/I] 8,175 gp. [I]Weight:[/I] 30 lbs. [B]Desert Harness[/B] A Desert Harness consists of a +1 Bronze Breastplate of Fire Resistance, including bronze epaulets and a few other armor-pieces, with elaborate sculpting to give the wearer a highly-muscular appearance, and magically alters its shape to fit male or female wearers and complement their figures. Moreso than just giving the appearance of exquisite musculature, the Desert Harness actually modifies the wearer's body slightly to make them more physically-fit, with a +2 enhancement bonus to Strength and Constitution. A Desert Harness includes light cloth robes and head-coverings, as well as a silk face-mask and darkened-crystal goggles, incorporating a Desert Outfit and providing its benefits despite being armored, thanks to the armor's own heat-dampening making it a non-issue. The goggles and facemask provide protection against sandstorms and dust storms (not magically-damaging ones, however), as well as negating the effects of glare (not light sensitivity or light blindness) and providing a +2 circumstance bonus on saving throws against blindness or dazzling caused by bright light. These latter benefits for desert survival (not the enhancements or Desert Outfit benefit) apply even if the armor's magic is suppressed. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Bull's Strength, Endurance, Resist Elements[/I]. [I]Cost to Create:[/I] 8,356 gp and 632 XP. [I]Market Price:[/I] 16,256 gp. [I]Weight:[/I] 33 lbs. [B]Equestrian's Padding[/B] This suit of +1 Padded Armor is checkered and colorful, usually depicting the original maker's or buyer's family colors and heraldry. It includes a heavily-padded but simple helmet with a wooden, steel, or bronze cap for added protection. Made for horse-riders in most cases (sometimes griffon-riders or others), Equestrian's Padding is ideally suited to breaking falls and assisting with mounted finesse. It grants the wearer a +5 enhancement bonus on Handle Animal and Ride skill checks as well as magically reducing the effective height of any fall by 10 feet for purposes of damage suffered, thus negating damage from any normal fall from a mount (but not one flying high up). It is made from very light and compact but springy materials, so it weighs less than other padded armors, and also has a maximum allowed Dexterity bonus to AC of +10 instead of +8 so long as its magical properties are in effect. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Handle Animal 5+ ranks, Ride 5+ ranks, [I]Levitate[/I]. [I]Cost to Create:[/I] 1,560 gp and 112 XP. [I]Market Price:[/I] 2,960 gp. [I]Weight:[/I] 5 lbs. [B]Farstride Leather[/B] A finely-tooled suit of +1 Leather decorated with stitchings of swift animals like deer, antelopes, cheetahs, horses, and wolves, Farstride Leather lends its wearer some of the speed possessed by such animals. The wearer gains an enhancement bonus of +10 feet added to his or her base movement speed, and also enjoys a +5 enhancement bonus on Tumble skill checks. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Expeditious Retreat[/I]. [I]Cost to Create:[/I] 1,485 gp and 66 XP. [I]Market Price:[/I] 2,810 gp. [I]Weight:[/I] 15 lbs. [B]Glacial Breastplate[/B] This +3 Mithral Breastplate is freezing-cold to the touch, except to its wearer. Decorated with emblems of ice and white dragons as well as Aquan and Auran runes, a Glacial Breastplate is always coated on the outer side with a layer of frost. The Breastplate and its wearer are immune to cold damage and the effects of cold (such as hypothermia), though donning the Breastplate doesn't negate any such effects already suffered beforehand (just halting the progress of hypothermia). Any successful melee attack against the Breastplate or its wearer causes 1d6 points of cold damage to the attacker, as a surge of frost travels along their weapon or striking appendage onto them. Furthermore, the wearer of this armor is virtually as immovable as a glacier, adding the Breastplate's total armor bonus to his or her opposed checks against bull rush or trip attempts (or similar knockback or knockdown effects, such as from a [I]Telekinesis[/I] spell), and on Balance checks to stand or move on slippery surfaces (and to remain standing on them). [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Balance 5+ ranks, must know the Aquan and Auran languages, must be literate, [I]Lesser Cold Orb, Protection from Elements[/I]. [I]Cost to Create:[/I] 25,500 gp and 1,692 XP. [I]Market Price:[/I] 46,650 gp. [I]Weight:[/I] 15 lbs. [B]Greenwood Armor[/B] A harness of greenish wooden plates over thin leather, this +1 Regenerating Wooden Armor is crafted from the flexible greenwood of a young tree, usually one knocked down in a storm or other incident. Greenwood Armor is magically altered to be more flexible than normal wooden armor yet just as tough, making its maximum Dexterity bonus to AC +5 instead of +4 and reducing its armor check penalty to -1 instead of the -2 that masterwork wooden armor would otherwise have, and its arcane spell failure chance is 10% instead of 15%. Besides these differences, Greenwood Armor grants its wearer extra vitality in the form of a +4 luck bonus on saving throws against Death effects (including saving throws against coup de grace attempts or death from massive damage), and on saving throws against other negative energy effects, and against the paralyzing touch or bite of ghouls, ghasts, and abyssal ghouls (including the [I]Ghoul Touch[/I] spell). Only living creatures may gain this saving throw bonus. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Regenerate Serious Wounds, Wood Shape[/I]. [I]Cost to Create:[/I] 3,515 gp and 268 XP. [I]Market Price:[/I] 6,865 gp. [I]Weight:[/I] 15 lbs. [B]Harness of the Hero[/B] This suit of +1 Healing Adamantine Splintmail bears a bold design and glitters with fierce golden lion-heads, silver dragons, electrum ram's-heads, bronze griffons, and platinum angels. In addition to being stylish and menacing, the Harness of the Hero grants its wearer heroic stature and valor. It grants a +2 circumstance bonus on the wearer's Diplomacy and Intimidate checks. Once per day, it may bestow an [I]Enlarge[/I] spell upon the wearer as a free action. Good-aligned characters wearing this armor are immune to fear effects. Anyone wearing the Harness of the Hero ignores the speed reduction for heavy armor and/or a heavy load when charging at an opposing creature for a melee attack. The Harness of the Hero bestows one negative level on any non-Good creature wearing it, or two negative levels on any Evil-aligned creature wearing it. These negative levels remain as long as the armor is worn and disappear as soon as the armor is removed. These negative levels never result in actual level loss, but cannot be overcome in any way (including Restoration spells) while the armor is worn. [I]Caster Level:[/I] 10th. [I]Aura:[/I] Moderate Conjuration. [I]Prerequisites[/I]: Good alignment, Craft Lesser Magic Arms & Armor, [I]Cure Moderate Wounds, Deathwatch, Enlarge, Remove Fear[/I]. [I]Cost to Create:[/I] 16,575 gp and 458 XP. [I]Market Price:[/I] 20,800 gp. [I]Weight:[/I] 45 lbs. [B]Hauberk of the Harbinger[/B] This +2 Chain Shirt is always gleaming and never soiled or tarnished, no matter what it's exposed to. It never rusts and is immune to corrosive effects, including acid damage (though the wearer gains no such protection). Furthermore, it glimmers and shines in anything but magical or psionic darkness, shedding light equivalent to a [I]Light[/I] spell, and gives off a slight glare in the eyes of those attacking its wearer, imposing a -1 penalty on attack rolls against the wearer as though from dazzling light. The armor may produce a [I]Sculpt Sound[/I] spell effect once per day on command, subject to the wearer's control, and the wearer may also invoke a [I]Summon Monster III[/I] spell effect once per day on command. The armor always bestows a +2 enhancement bonus to the wearer's Bluff, Diplomacy, Intimidate, and Perform (Oratory or Singing) skill checks. Lastly, a Hauberk of the Harbinger grants its wearer one extra use of Bardic Music per day, or provides them with one use of Bardic Music per day as per a 1st-level basic Bard (with all of the applicable Bardic Music options of such) if they do not already have the ability (this does not qualify them for feats that would require Bardic Music). Anyone granted Bardic Music in this manner (if they did not already possess it) is treated as having 4 ranks in all Perform skills for purposes of using Bardic Music and making the Perform checks for it. [I]Caster Level:[/I] 6th. [I]Aura:[/I] Moderate Transmutation. [I]Prerequisites:[/I] Bardic Music, Craft Lesser Magic Arms & Armor, Perform (Oratory or Singing) 4+ ranks, [I]Light, Sculpt Sound, Summon Monster III[/I]. [I]Cost to Create:[/I] 7,925 gp and 514 XP. [I]Market Price:[/I] 15,600 gp. [I]Weight:[/I] 25 lbs. [B]Insulation Suit[/B] An unusual suit of +1 Padded Armor of mottled colors and patterns, the Insulation Suit protects its wearer from a wide variety of dangers as well as proving surprisingly springy when stricken. The wearer gains Damage Reduction 5/+1, Resistance to Acid 5, Resistance to Cold 5, Resistance to Electricity 5, Resistance to Fire 5, and Resistance to Sonics 5 as supernatural qualities (the Insulation Suit itself also has these Resistances, but not DR). Since an Insulation Suit covers the entire body, including the head, neck, hands, and feet, it magically seals the wearer off from some environmental and unnatural hazards, such as gasses and airborne illnesses, among other things (such as [I]Mind Fog[/I], [I]Cloudkill[/I], or a troglodyte's Stench, but not an [I]Incendiary Cloud[/I]). It does not prevent normal damage from such effects, however, beyond what its granted DR and ER provides (though the suit does immediately seal any tears or other damaged portions of the armor; this does not repair damage, but merely maintains the environmental seal). The suit magically protects against normal insects, arachnids, worms, and leeches while sealed, but not monstrous, magical, psionic, or unusually-large ones (such as giant bees, monstrous scorpions, giant leeches, purple worms, or [I]Summon Swarm[/I]). Attacks that hit the wearer still deliver their normal effects, but the magical seal still prevents environmental hazards (including the unnatural ones as mentioned above, such as normal insects and the damage they would deal) from passing through to the Insulation Suit's wearer. The wearer's head is covered by the padded hood and face-mask of the Insulation Suit, with built-in wide-lens goggles providing eye protection without inhibiting sight. The Insulation Suit does not have its own air supply, but does magically filter air through the face-mask to purify it, so the wearer may breathe normally while sealed within the armor. The wearer may remove the hood and face-mask when desired (a move-equivalent action to don or remove that portion of the armor), but doing so negates the magical seal until they are donned again. An Insulation Suit is always magically clean and never soiled. [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Endure Elements, Filter, Mage Armor, Prestidigitation[/I]. [I]Cost to Create:[/I] 6,830 gp and 534 XP. [I]Market Price:[/I] 13,505 gp. [I]Weight:[/I] 10 lbs. [B]Reefwarrior Armor[/B] This suit of +3 Ironbane Coral Armor is both colorful and deadly, with sharp protrusions on the outer side that serve as +1 Armor Spikes. Anyone wearing this enchanted coral may tread upon, climb upon, or otherwise come into contact with coral and suffer no harm or hindrance for doing so, not even from other organisms growing upon the coral or living amongst it (so long as they do not pass outside the formation). Furthermore, once per day on command, the wearer may call upon the armor for the effects of a [I]Poison[/I] (DC 19 after including a +5 bonus granted by this armor) spell or a [I]Neutralize Poison[/I] spell, his or her choice which one each time. [I]Caster Level:[/I] 7th. [I]Aura:[/I] Moderate Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Spell Focus (Necromancy), [I]Neutralize Poison, Poison, Rusting Grasp[/I]. [I]Cost to Create:[/I] 13,025 gp and 1,012 XP. [I]Market Price:[/I] 25,675 gp. [I]Weight:[/I] 40 lbs. [B]Swordbreaker Plate[/B] A truly formidable-looking harness, the Swordbreaker Plate is a suit of +5 Adamantine Full Plate armor with +1 Adamantine Armor Spikes, set in a wicked design to strike fear into the hearts of enemies. It provides a +2 circumstance bonus on the wearer's Intimidate checks. However, its most formidable feature is its ability to break virtually any weapon striking it. Only adamantine weapons (and others of hardness 20 or higher) or weapons with a higher enhancement bonus are immune to this armor's weapon-breaking ability. The armor's magical enhancement bonus is its effective magic weapon enhancement bonus for this purpose. Other weapons that hit the armor (including those that miss the wearer by an amount equal to or less than the Swordbreaker Plate's total armor bonus, but not attacks that miss by more than that or which hit the wearer), excluding touch attacks and whips (or lassos, or similar weapons made of soft, corded material), must succeed at a DC 15 Fortitude save or suffer 20 points of bludgeoning damage from the impact (subject to the weapon's hardness as normal). Natural weapons or unarmed strikes that suffer this effect instead simply cause 5 points of bludgeoning damage to the attacking creature (subject to Damage Reduction or Regeneration, if any). [I]Caster Level:[/I] 15th. [I]Aura:[/I] Strong Evocation. [I]Prerequisites:[/I] Craft Greater Magic Arms & Armor, Craft Lesser Magic Arms & Armor, [I]Shatter[/I]. [I]Cost to Create:[/I] 61,550 gp and 3,724 XP. [I]Market Price:[/I] 108,100 gp. [I]Weight:[/I] 60 lbs. [B]Timberwolf Hide[/B] This suit of +1 Hide Armor of Cold Resistance is furry and obviously wolf-hide, with the head and shoulders of a wolf on top in place of a helm. Alchemical preservatives give it a musky smell. The wearer gains the Scent ability of a wolf (including the wolf's +4 racial bonus on Wilderness Lore checks to follow a trail by smell), which is not hampered by the Timberwolf Hide's own musk. Furthermore, the wearer gains a +5 circumstance bonus on Hide skill checks in forested or cold environments, such as arctic tundra or a jungle, as the Timberwolf Hide shifts colors and patterns to blend in with such environments. Lastly, the wolf-head on this armor animates and bites at foes on occasion, effectively granting the wearer one extra attack of opportunity per round. This attack of opportunity cannot be used for other purposes, and only applies within 5 feet of the wearer. The bite is made at a +4 attack bonus and deals 1d6+2 damage on a successful hit (double on a critical hit, and threatening critical hits on a natural attack roll of 20). Treat it as a +1 magic weapon (already factored in). The bite cannot trip foes, unlike a living wolf's bite. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Magic Fang, Resist Elements, Scent[/I]. [I]Cost to Create:[/I] 6,940 gp and 532 XP. [I]Market Price:[/I] 13,715 gp. [I]Weight:[/I] 25 lbs. SHIELDS [B]Darkthorn Shield[/B] This simple-looking +1 Heavy Darkwood Spiked Shield of Entangling is deceptively dangerous, for it sprouts thorny vines on impact when used for shield bashes. While its own shield spikes are darkwood specially grown from the shield and hardened by magic, the true danger is the thorny vines of this shield's Entangling ability. Unlike a typical magic shield of Entangling, the Darkthorn Shield's vines from that ability are covered in sharp, poisonous thorns. These thorns inflict 1d4 points of bonus piercing damage with each successful grapple check made by the vines, and on any successful entangling done by the vines when breaking off from the shield. This bonus damage is not multiplied on critical hits. However, each time that these thorns directly, successfully damage a foe (after factoring in Damage Reduction and other defenses), that foe must attempt a Fortitude save against DC 15 to avoid 1 point of temporary Strength damage from the poison (with another save 1 minute later against the same effect, regardless of the first save's outcome). Only living creatures are susceptible to the poison. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Necromancy. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Entangle, Poison[/I]. [I]Cost to Create:[/I] 2,817 gp and 160 XP. [I]Market Price:[/I] 5,317 gp. [I]Weight:[/I] 7-1/2 lbs. [B]Shield of the Sirine[/B] A +1 Mithral Buckler designed to look like the face of a beautiful woman with flowing hair around her, this enchanted item is just as alluring and tricky as the sea-maidens it is designed after. The wearer of this shield may use either a Heightened [I]Charm Person[/I] spell effect, a [I]Confusion[/I] spell effect, a Heghtened [I]Hold Person[/I] spell effect, a Heightened [I]Major Image[/I] spell effect, a [I]Rainbow Pattern[/I] spell effect, or a Heightened [I]Suggestion[/I] spell effect, once per day on command. Choose which of these abilities to use each time. Each is considered a 4th-level spell with a Will save DC of 16. In addition, the wearer gains a +5 enhancement bonus on Perform and Swim skill checks. [I]Caster Level:[/I] 7th. [I]Aura:[/I] Moderate Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Heighten Spell, Perform (Singing) 5+ ranks, Swim 5+ ranks, [I]Charm Person, Confusion, Hold Person, Major Image, Rainbow Pattern, Suggestion[/I]. [I]Cost to Create:[/I] 8,515 gp and 548 XP. [I]Market Price:[/I] 15,865 gp. [I]Weight:[/I] 2-1/2 lbs. [/QUOTE]
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