Welcome again to From the Workshop, where we showcase a bevy of new magic items, monsters and even alternate class features. This week I have several +1 and +2 equivalent magic armor properties.
Aura Faint abjuration; CL 3rd;
Description:
A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. Three times per day the wearer can activate the armor with a swift action, granting the wearer energy resistance 10 for one minute.
Construction Requirements:
Craft Magic Arms and Armor, resist energy; Price +1 bonus
Aura Moderate conjuration; CL 8th;
Description:
Bane armor excels against certain foes. Against a designated foe, the armor's enhancement bonus is +4 better than its actual bonus. It also grants a +2 enhancement bonus to all saves against the designated foe.
To randomly determine a weapon's designated foe, roll on the following table:
d% |
Designated Foe |
01–05 |
Aberrations |
06–09 |
Animals |
10–16 |
Constructs |
17–22 |
Dragons |
23–27 |
Fey |
28–60 |
Humanoids (pick one subtype) |
61–65 |
Magical Beasts |
66–70 |
Monstrous Humanoids |
71–72 |
Oozes |
73–88 |
Outsiders (pick one subtype) |
89–90 |
Plants |
91–98 |
Undead |
99–100 |
Vermin |
Construction Requirements:
Craft Magic Arms and Armor, summon monster I; Price +2 bonus
Aura Faint transmutation; CL 3rd;.
Description:
Swimming armor grants its armor enhancement bonus as a competence bonus on all Swim checks. Additionally, characters wearing swimming armor ignore their armor check penalty for Swim checks.
Construction Requirements:
Craft Magic Arms and Armor, touch of the seaAPG; Price +2 bonus
Aura Faint transmutation; CL 5th;
Description:
This armor allows the wearer to use fly (as the spell) once per day.
Construction Requirements:
Craft Magic Arms and Armor, fly; Price +1 bonus