Magic Armor Abilities (Dragonstar)
This page describes abilities for magic armor. The list is by no means complete, but is intended to be a useful guide for players who wish to upgrade their character's equipment. Shield-only abilities are not listed.
Ability | Reference | Note | Cost | Bonus |
---|---|---|---|---|
Adaptaion | DaS | Armor provides air bubble, works underwater and in vacuum. | +13,500 | - |
Called | DoF | Don armor or shield as standard action. | - | +1 |
Elemental resistance (1) | DMG | (Element) resistance 10. | +18,000 | - |
Element resistance, improved (1) | DMG | (Element) resistance 20. | +42,000 | - |
Element resistance, greater (1) | DMG | (Element) resistance 30. | +66,000 | - |
Fortification, light | DMG | Negate critical 25% | - | +1 |
Fortification, moderate | DMG | Negate critical 75% | - | +3 |
Fortification, heavy | DMG | Negate critical 100% | - | +5 |
Ghost touch | DMG | Armor and enhancement bonus counts against incorporeal attacks. | - | +3 |
Invulnerability | DMG | Gives damage reduction 5/magic | - | +3 |
Nimbleness | MF | Increase Dex max by +2. Reduce armor penalty by 1. | - | +1 |
Sacred | AEG | Add +2 to effective turning level. | - | +2 |
Shadow | DMG | Competence bonus of +5 to Hide checks | +3,750 | - |
Shadow, improved | DMG | Competence bonus of +10 to Hide checks | +15,000 | - |
Shadow, greater | DMG | Competence bonus of +15 to Hide checks | +33,750 | - |
Silent moves | DMG | Competence bonus of +5 to Move Silently checks | +3,750 | - |
Silent moves, improved | DMG | Competence bonus of +10 to Move Silently checks | +15,000 | - |
Silent moves, greater | DMG | Competence bonus of +15 to Move Silently checks | +33,750 | - |
Slick | DMG | Competence bonus of +5 to Escape Artist checks | +3,750 | - |
Slick, improved | DMG | Competence bonus of +10 to Escape Artist checks | +15,000 | - |
Slick, greater | DMG | Competence bonus of +15 to Escape Artist checks | +33,750 | - |
Spell resistance | DMG | Spell resistance 13 | - | +2 |
Spell resistance | DMG | Spell resistance 15 | - | +3 |
Spell resistance | DMG | Spell resistance 17 | - | +4 |
Spell resistance | DMG | Spell resistance 19 | - | +5 |
Weightless moves | GG | Competence bonus of +5 to Freefall checks | +3,750 | - |
Weightless moves, improved | GG | Competence bonus of +10 to Freefall checks | +15,000 | - |
Weightless moves, greater | GG | Competence bonus of +15 to Freefall checks | +33,750 | - |
Requirements
A suit of armor must be masterwork in order to be enchanted. If it has at least +1 enhancement, it can have other abiliites as well.
Cost
Abilities have either a fixed cost or a magic bonus equivalent. Total cost is 1000*bonus^2 plus fixed cost enhancements.
Example: The cost for enchanting a suit of armor to +1 slick of nimbleness is 1000*(1+1)^2+3750 = 7750.
Note that a suit or armor must have an enhancement bonus of least +1 before it can be enchanted further.
(1) Elemental resistance
This ability is purchased separately for each element. Applicable elements are acid, cold, fire, radiation and sonic.
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