User:Ghostwheel/Saga/Armor

Magic Armor
Any of the armors below that is not already magical can also be found with an enchantment, or enchanted by those with the appropriate magical abilities. Enchantment comes in three levels, Lesser, Medium and Greater. The costs and abilities of each level are shown below.

Lesser Enchantment

 * Energy Resistance: You gain Energy Resistance to one form of energy (chosen when the armor is enchanted) equal to your character level
 * Light Fortification: You have a 25% chance to reduce any critical hit or sneak attack to a normal attack.
 * Arrow Deflection: The first nonmagical ranged attack against you each round has a 50% miss chance.
 * Ghost Touch: The Armor bonus of this armor (including any enhancement bonus) applies against Ethereal and Incorporeal opponents.
 * Glamered: Upon command this armor appears as normal clothing. The ACP and armor bonus do not change, and the illusion is only visual.
 * Skill Bonus: The armor provides a +5 Competence bonus to any one skill (except UMD) chosen when the armor is enchanted.

Moderate Enchantment

 * Energy Immunity: You gain Immunity to one form of energy (chosen when the armor is enchanted). This does not give you weakness to any other forms of energy.
 * Medium Fortification: You have a 50% chance to reduce any critical hit or sneak attack to a normal attack.
 * Adaption: You do not need to breathe whilst wearing this armor.
 * Luck: The wearer may call on the power of the armor as a Non-action to reroll any saving throw or force an opponent to reroll an attack made against you. Once used the armor cannot be used again for 10 rounds.
 * Weightless - Light and Medium armors only: The weight of this armor is reduced to 0, and its Max Dex and ACP improve by 2.

Greater Enchantment

 * Heavy Fortification: You have a 75% chance to reduce any critical hit or sneak attack to a normal attack.
 * Etherealness: As a standard action you may become Ethereal as per the spell Etheral Jaunt. This effect lasts until you choose to end it, however once deactivated it cannot be reactivated for 1 hour.
 * Planar Travel: Once per day you and up to one other willing person per level may hold hands and Plane Shift as per the spell.
 * Freedom: You are under a continual Freedom of Movement effect.
 * Invulnerability: Once per day as an immediate action you may become Invulnerable. For the next round any attacks against your AC or spells which allows spell resistance cast against you automatically fail to affect you and you become immune to all physical and energy damage.
 * Absorbing: Once per day you may activate the power of the armor as an immediate action. For the next round your armor glows bright green and anything that touches it (except you and magic items attuned to you) is affected as if by a disintegrate spell with a caster level equal to your character level. This includes any weapons that hit your touch AC, any creatures making natural weapon attacks that hit your touch AC and creatures you are grappling.

Cloth
Lesser:
 * Camouflaged Clothing: Camouflaged clothing provides a +3 circumstance bonus to Hide checks
 * Fancy Clothing: Fancy Clothing provides a +3 circumstance bonus to Bluff and Diplomacy checks in civilized settings.
 * Functional Clothing: Retrieving or storing non-magic items (not weapons) is a free action for you. Items small enough to fit in your pocket only count half their weight towards your weight allowance.
 * Thieves Clothing: Thieves Clothing provides a +3 circumstance bonus to Sleight of Hand checks.

Moderate:
 * Kenpo Gi: You gain a natural Slam attack as a first level monk. If you already have a Slam attack you may instead use it as a ranged attack on targets up 30' away. Any time you make an unarmed or natural attack against a viable target you gain Evasion for one round.
 * Magic Clothing: Magic Clothing provides a +2 circumstance bonus to Charisma based checks
 * Robe of Many Colours: A Robe of Many Colours provides a 20% miss chance against any attack targeting your AC. Once per day as a standard action you may release the colours of the robe. This creates an effect identical to a Rainbow Pattern spell, with a caster level equal to your caster level.

Greater:
 * Robe of the Archmagi: A Robe of the Archmagi increases your Spell Resistance by four and provides a +4 levels bonus to caster level for the purpose of dispelling, overcoming dispels and piercing Spell Resistance.
 * Robe of Eyes: A Robe of Eyes provides a +5 enhancement bonus to Spot and Search checks. Whilst wearing a Robe of Eyes you gain the benefits of a True Seeing spell, with a caster level equal to your caster level.

Light Armor
Lesser:
 * Brigadine Armor: Brigadine armor prevents an amount of Bludgeoning damage per attack equal to one-half your BAB.
 * Chain Shirt: A chain shirt prevents an amount of Slashing damage per attack equal to one-half your BAB.
 * Cord Armor: As an Immediate Action, you can replace the AC for one attack made against you with the result of a tumble check. You may use this ability after an attack has hit you, but not after damage has been rolled.
 * Darkleaf Armor: You gain the Woodland Stride and Trackless Step abilities as if you were a Druid. If you already have these class features, you may instead Spontaneously cast any spells from the Plant domain you know while this armour is worn.
 * Gray Armor: You always act in the surprise round of any combat.
 * Leather Armor: You gain fire resistance 5.
 * Padded Armor: You may reroll a failed Tumble check once per round.
 * Still Suit: Whilst wearing a Still Suit you do not have to make Fortitude checks for hot environments and use half the daily allowance of water.
 * Studded Leather Armor: You may ignore a number of points of damage from each critical hit or sneak attack damage equal to twice your BAB.
 * Winter Clothing: You do not have to make Fortitude checks for cold environments whilst wearing Winter Clothing and you gain Cold resistance 5.

Moderate:
 * Mysterious Membrane: Whilst Invisible you can see invisible creatures as per the spell See Invisibility.
 * Naga Hide: You gain +2 to defenses against mind affecting effects and a +2 bonus to all Charisma checks.
 * Spiderweb Clothing: You are immune to all poisons and the effect of Web spells and effects.
 * Wicker Armor: Whilst wearing Wicker Armor you are immune to falling damage.

Greater:
 * Thought Armor: You may choose to use your Int for initiative rolls rather than your Dex and are immune to mind affecting effects.
 * Unreal Armor: As a Move action you may teleport to any point you can see that is within your normal walking speed and may activate and deactivate the effects of a Blink spell with a swift action.

Medium Armor
Lesser:
 * Animal Spirit Armor: Whilst Charging all your attacks deal +1d6 damage. At 6 BAB and every 5 BAB later, increase the damage by +1d6.
 * Breastplate: Whenever you suffer lethal physical damage you can convert an amount of that damage equal to your BAB into nonlethal damage.
 * Chainmail: Chainmail prevents an amount of Slashing damage per attack equal to one-half your BAB.
 * Dragonscale shirt: You gain Energy Resistance to one Energy type [chosen when the armor is made] equal to one-half your BAB.
 * Elaborate Gown: You gain a +2 bonus to Intimidate and Perform checks. You can hide weapons of a size up to your own inside your outfit with a normal Sleight of hand check.
 * Gith Armor: You do not suffer any Arcane Spell Failure in this armor if you are proficient with it.
 * Hide Armor: Animals will not attack you unless you attack or otherwise threaten them first, and you cannot be detected by Scent.
 * Lamellar Armor: Lamellar armor prevents an amount of Piercing damage per attack equal to one-half your BAB.
 * Ringmail: Prevents an amount of Slashing damage per attack equal to one-half your BAB.
 * Scale Mail: Prevents an amount of Bludgeoning damage per attack equal to one-half your BAB.

Moderate:
 * Adamantine Breastplate: You gain DR equal to one-half your BaB/Adamantine.
 * Bone Armor: You may choose to change Positive or Negative Energy into the opposite type when it affects you. This may change whether it heals or harms you.
 * Chitin Carapace: You gain a climb speed equal to your land speed.
 * Living Breastplate: Once per round when you make any melee attack this breastplate will extend a pseudopod and attack an enemy within your natural reach with a BaB equal to yours and Strength 18. The attack deals 2D6+4 Bludgeoning damage and has a 20/x2 critical profile. Increase the damage dealt by 1d4 for every 4 BAB you possess.
 * Lobster Mail: Whilst underwater this armor allows you to breathe water, and its ACP is reduced to 0 if you are proficient with it.
 * Rime Hauberk: You are Immune to cold damage and as a Swift action you may cause everyone within your natural reach to suffer 1d6 cold damage for every 4 points of BaB you have.
 * Troll Hide: You gain Fast Healing 1 whilst wearing Troll Hide and below 1/2 your maximum HP. You also become immune to poison and disease and may gain sustenance from eating any nomagical matter.

Greater:
 * Tempest Armour: Whilst wearing Tempest Armour you gain a Fly speed of 60’ with Good maneuverability and as a standard action you can hurl a bolt of lightning up to Medium range. These are a touch attack which deals d6 Electricity damage per level (save half). Make a Constitution-based attack; on a successful hit your target is Stunned for 1 round.

Heavy Armor
Lesser:
 * Dragonscale Suit: You gain Energy Resistance to one Energy type [chosen when the armor is made] equal to one-half your BAB.
 * Full Plate: Whenever you suffer lethal physical damage you can convert an amount of that damage equal to your BAB into nonlethal damage.
 * Great Armor: Great Armor includes arm panels which provide a +1 Shield bonus to AC.
 * Silk Steel Armor: The ACP of this armor is ignored when using Stealth checks, and Stealth checks gain a +3 bonus while wearing this armor.

Moderate:
 * Adamantine Carapace: You gain DR equal to one-half your BaB/Adamantine.
 * Coral Armor: Whenever you are attacked by a physical melee attack, the attacker takes 1d6 damage. Increase this damage by 1d6 at level 11, and again at level 20.
 * Demon Armor: You gain DR equal to your BaB/Magic and Good. Every time you kill a living creature of at least 1 HD or greater, you heal hit points equal to its HD.
 * Elukian Clay Armor: Whilst underwater you gain the Aquatic subtype and a swim speed equal to your land speed.
 * Hoplite Armor: Hoplite Armor provides Medium Fortification as an Ex ability whilst worn.
 * Stone Plate: Whilst in contact with an unworked earth or stone floor you gain DR equal to one-half your BaB/&mdash;. You gain Tremorsense to 30’.

Greater:
 * Force Plate: Touch attacks against you do not gain the normal +4 bonus to attack. Any physical attack against your AC or a spell which allows spell resistance cast against you has a 20% chance of failing to affect you unless it specifies it can penetrate Force effects.
 * Mechanus Armor: Whilst wearing Mechanus armor you are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain as if you were a construct.
 * Sun Plate: You radiate light like a Daylight effect. As a swift action you may cause any Undead creatures and Evil Outsiders within this area to suffer 1d6 Light damage per four points of BAB you have. Once per day, the armor will cast a Heal spell on you with a Caster level of 11. This is a contingent effect and goes off when you need it to.

Shields
Lesser:
 * Buckler: A buckler provides no bonuses while you are denied your Dexterity bonus to AC. You may use a weapon with the hand using the Buckler, but doing so causes you to suffer a -1 penalty to attack rolls using this hand (including two handed weapons).
 * Kappa Tower: You may use both your hands while using this shield, but your attacks suffer a -2 penalty.
 * Kite Tower: Your mount gains any benefit you gain from this shield.
 * Tower Shield: You may claim ½ Cover. This must be declared at the start of your action and lasts until the start of your next action, but your own attacks suffer a -2 to hit penalty during this time.
 * Vine Shield: Gain a +2 bonus to your CMD.
 * Wooden/Steel Shield: Whilst there are no enemies within your natural reach you gain a +2 bonus against ranged attacks.

Moderate:
 * Adamantine Shield: As an Immediate action you may force an opponent to reroll a successful physical attack against you. You may use this ability once per encounter.
 * Bone Tower: A Bone Tower provides a +4 bonus to saves against Death Effects and Necromancy spells.
 * Crystal Tower: A Crystal Tower provides a +2 bonus to saving throws against Spell-Like Abilities. The DC of any spell-like ability you use whilst using this shield is increased by one.
 * Dragonscale Shield: Whilst carrying this shield you may use an Immediate Action to gain Improved Evasion for 1 round. You may use this ability once per encounter.
 * Force Shield: A Force Shield cannot be sundered by anything less than a completely arbitrary effect like a Sphere of Annihilation and touch attacks against you do not gain the usual +4 bonus.
 * Ice Tower: An Ice Tower provides resistance to Fire and Cold equal to one-half your BAB and provides a +2 bonus to saving throws against spells with the Fire or Cold descriptors.
 * Mithril Shield: Attacks against you by enemies that are not flanking you have a 20% miss chance.

A Note on Tower Shields
You may claim total cover whilst using a Tower. This must be declared at the start of your action and lasts until the start of your next action. You may not make any attack actions, including spellcasting, whilst claiming total cover.