Wednesday, June 3, 2020

House Rules - New Magic Armor and Shield Special Abilities

Armor and shields may have special abilities, such as acid resistance or fortification. Special abilities count as additional bonuses for determining the market value of the item, but do not modify defensive bonuses (except where specifically noted). A single shield or suit of armor cannot have a modified bonus (enhancement bonus plus special ability bonus equivalent) higher than +10. A suit of armor or shield with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Daylight Ward: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Armor and shields with this special ability grant creatures with light sensitivity the ability to ignore the negative effects of sunlight and daylight spells.
  Aura: Moderate abjuration; Caster Level: 2nd; Prerequisites: Craft Magic Arms and Armor, endure sunlight; Cost: +1 bonus.

Fleet: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Fleet armor is built using the very lightest materials and processes available. It also incorporates ingenious springs and roller to move the wearer quickly along the ground. A creature in fleet armor increases its base speed by +10 feet. Only light armor may be imbued with this special ability.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat; Cost: +1 bonus.

Grudge: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Grudge armor and shields excel at defending against one type of creature. Against the designated foe, their effective enhancement bonus is +3 better than normal. To randomly determine a designated foe, roll on the following table:

d%Designated Foe
01 - 05Aberrations
06 - 13Animals
14 - 20Constructs
21 - 25Dragons
26 - 30Elementals
31 - 35Fæy
36 - 40Giants
41 - 45Magical Beasts
46 - 50Monstrous Humanoids
51 - 53Oozes
54 - 58Outsiders, Chaotic
59 - 65Outsiders, Evil
66 - 70Outsiders, Good
71 - 75Outsiders, Lawful
76 - 77Plants
78 - 85Shapechangers
86 - 92Undead
93 - 94Vermin
95 - 00Humanoid (choose subtype)

  Aura: Moderate conjuration; Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, summon monster I; Cost: +2 bonus.

Horselord: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) This armor is built for mounted combat and includes spurs and intricate systems of rings to tie the wearer to a mount. It grants a +10 circumstance bonus on Ride checks. Only light and medium armor may have this special ability.
  Aura: Moderate transmutation; Caster Level: 2nd; Prerequisites: Craft Magic Arms and Armor, creator must have at least 8 ranks in Ride; Cost: +1 bonus.

Pack Mule: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Armor with this special ability is designed balance as much weight as possible on the hips, allowing its wearer to carry far more weight than normal. A wearer of pack mule armor suffers no encumbrance penalty for carrying a medium load, and incurs only the normal penalty for a medium load while carrying a heavy load. The wearer's maximum load is unchanged. Only armor may have this special ability.
  Aura: Moderate evocation; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divine power; Market Price: +2 bonus.

Ram: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Ram armor is specially reinforced along the joints and buttressed with heavy struts that run along the wearer's back and shoulders. it also includes various handles and grips on the back. The wearer gains a +8 competence bonus on Strength checks made to break open doors and the armor's construction allows a second person to aid the attempt, adding another +2 circumstance bonus to the check if successful. Opponents who attempt to grapple the wearer also gain a +2 circumstance bonus on the grapple check from the many handholds on this armor. Only medium or heavy armor may have this special ability.
  Aura: Moderate evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, force ram; Market Price: +1 bonus.

Seeming: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Armor of seeming is a favorite of assassins and burglars alike. Once per day, with a command word, the wearer can instantly disguise himself as with the spell alter self as if cast by a 6th level caster (1 hour duration). Only armor may have this special ability.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, alter self; Market Price: +2 bonus.

Tailored: (Wrath and Rage: A Guidebook to Orcs and Half-Orcs) Tailored armor must be built for a particular creature. When worn by the intended wearer, its armor check penalty is 1 better than that of masterwork armor (thus, +1 tailored hide would have an armor check penalty of -1). A suit of tailored armor worn by anyone other than its intended wearer does not confer this benefit, and actually worsens the armor check penalty by 1 - just as if the armor were not masterwork. Only armor may have this special ability.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, creator must have at least 8 ranks in Craft (Armorsmithing); Market Price: +1 bonus.

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