Unstable Fabric (3.5e Equipment)

Unstable Fabric
Despite it's daunting name, this fabric is becoming popular with many adventurers. An artificer who was tired of ruining shirts when his experiments blew up in his face began experimenting with mend, endure elements and other spells, and eventually designed a fabric that adapted instantly to magic and elements around it. While it doesn't protect the wearer as armor does, the fabric is fire-proof, acid-proof, non-conductive, stretches to fit any changing size or shape of the wearer, is tear-resistant, and even self-repairs minor cuts and punctures (to the fabric, not the wearer). It breathes well, can be dyed, and is stain and odor resistant. Different thicknesses of thread can be used for anything from lightweight, almost spandex-like garments to heavier travel cloaks which can be treated to be waterproof as well, though this stiffens the fabric considerably. The fabric is also commonly found in places such as the City of Brass in the elemental plane of fire.

Aside from not being easily damaged or soiled, unstable fabric provides the wearer with 1 point of resistance to all forms of energy. Additionally, creatures wearing unstable fabric garments as their top layer of clothing (meaning not underneath their armor) receive a +6 circumstance bonus to saves against catching fire, as the fabric does not burn. Cuts and tears in the fabric repair themselves at an approximate rate of six square inches per minute.

Creating 10 yards of the fabric requires a DC 15 Craft (Alchemy) check, and materials worth 200 gp. Making clothes with the fabric requires a separate craft check. Outfits made from this fabric typically cost at least 400 gp more than their mundane counterparts.