Began adding abilities for armors and shields.
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armors/abilities.yml
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armors/abilities.yml
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# Armors
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- name: Acid Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: faint
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cl: 3
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 18000
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description: >-
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A suit of armor or a shield with this property normally has a dull
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gray appearance. The armor absorbs the first 10 points of acid damage
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per attack that the wearer would normally take (similar to the resist
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energy spell).
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- name: Improved Acid Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 7
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 42000
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description: >-
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As acid resistance, except it absorbs the first 20 points of acid
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damage per attack.
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- name: Greater Acid Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 11
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 66000
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description: >-
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As acid resistance, except it absorbs the first 30 points of acid
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damage per attack.
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- name: Animated
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slots: [shield]
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school: Transmutation
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grade: strong
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cl: 12
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feats: [Craft Magic Arms and Armor]
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spells: [Animate Objects]
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modifier: 2
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description: >-
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Upon command, an animated shield floats within 2 feet of the wielder,
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protecting her as if she were using it herself but freeing up both
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her hands. Only one shield can protect a character at a time. A
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character with an animated shield still takes any penalties
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associated with shield use, such as armor check penalty, arcane spell
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failure chance, and nonproficiency.
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- name: Arrow Catching
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slots: [shield]
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school: Abjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Entropic Shield]
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modifier: 1
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description: >-
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A shield with this ability attracts ranged weapons to it. It has a
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deflection bonus of +1 against ranged weapons because projectiles
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and thrown weapons veer toward it. Additionally, any projectile or
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thrown weapon aimed at a target wihin 5 feet of the shield's wearer
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diverts from its original target and targets the shield's bearer
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instead. (If the wielder has total cover relative to the attacker,
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the projectile or thrown weapon is not diverted.) Additionally, those
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attacking the wearer with ranged weapons ignore any miss chances that
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would normally apply. Projectiles and thrown weapons that have an
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enhancement bonus higher than the shield's base AC bonus or not
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diverted to the wearer (but the shield's increased AC bonus still
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applies against these weapons). The wielder can activate or
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deactivate this ability with a command word.
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- name: Arrow Deflection
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slots: [shield]
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school: Abjuration
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grade: faint
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cl: 5
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feats: [Craft Magic Arms and Armor]
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spells: [Shield]
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modifier: 2
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description: >-
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This shield protects the wielder as if he had the Deflect Arrows
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feat. Once per round when he would normally be struck by a ranged
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weapon, he can make a DC 20 Reflex save. If the ranged weapon has
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an enhancement bonus, the DC increases by that amount. If he
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succeeds, the shield deflects the weapon. He must be aware of the
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attack and not flat-footed. Attempting to deflect a ranged weapon
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doesn't count as an action. Exceptional ranged weapons, such as
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boulders hurled by giants or Melf's Acid Arrows, can't be deflected.
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- name: Bashing
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slots: [shield]
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shield:
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category: [light, heavy]
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school: Transmutation
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Bull\'s Strength]
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modifier: 1
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description: >-
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A shield with this special ability is designed to perform a shield
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bash. A bashing shield deals damage as if it were a weapon of two
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size categories larger (a Medium light shield thus deals 1d6 points
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of damage and a Medium heavy shield deals 1d8 points of damage). The
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shield acts as +1 weapon when used to bash. (Only light and heavy
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shields can have this ability.)
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- name: Blinding
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slots: [shield]
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school: Evocation
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grade: moderate
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cl: 7
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feats: [Craft Magic Arms and Armor]
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spells: [Searing Light]
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modifier: 1
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description: >-
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A shield with this ability flashes with a brilliant light up to twice
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per day upon command of the wielder. Anyone within 20 feet of the
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wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
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- name: Cold Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: faint
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cl: 3
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 18000
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description: >-
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A suit of armor or a shield with this property normally has a dull
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gray appearance. The armor absorbs the first 10 points of cold damage
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per attack that the wearer would normally take (similar to the resist
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energy spell).
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- name: Improved Cold Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 7
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 42000
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description: >-
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As cold resistance, except it absorbs the first 20 points of cold
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damage per attack.
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- name: Greater Cold Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 11
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 66000
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description: >-
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As cold resistance, except it absorbs the first 30 points of cold
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damage per attack.
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- name: Electricity Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: faint
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cl: 3
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 18000
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description: >-
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A suit of armor or a shield with this property normally has a dull
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gray appearance. The armor absorbs the first 10 points of
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electricity damage per attack that the wearer would normally take
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(similar to the resist energy spell).
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- name: Improved Electricity Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 7
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 42000
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description: >-
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As electricity resistance, except it absorbs the first 20 points of
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electricity damage per attack.
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- name: Greater Electricity Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 11
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 66000
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description: >-
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As electricity resistance, except it absorbs the first 30 points of
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electricity damage per attack.
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- name: Etherealness
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slots: [armor]
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school: Transmutation
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grade: strong
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cl: 13
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feats: [Craft Magic Arms and Armor]
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spells: [Ethereal Jaunt]
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price: 49000
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description: >-
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On command, this ability allows the wearer of the armor to become
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ethereal (as the ethreal jaunt spell) once per day. The character
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can remain ethereal for as long as desired, but once he returns to
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normal, he cannot become ethereal again that day.
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- name: Fire Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: faint
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cl: 3
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 18000
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description: >-
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A suit of armor or a shield with this property normally has a dull
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gray appearance. The armor absorbs the first 10 points of fire damage
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per attack that the wearer would normally take (similar to the resist
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energy spell).
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- name: Improved Fire Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 7
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 42000
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description: >-
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As fire resistance, except it absorbs the first 20 points of fire
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damage per attack.
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- name: Greater Fire Resistance
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slots: [armor, shield]
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school: Abjuration
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grade: moderate
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cl: 11
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feats: [Craft Magic Arms and Armor]
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spells: [Resist Energy]
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price: 66000
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description: >-
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As fire resistance, except it absorbs the first 30 points of fire
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damage per attack.
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- name: Light Fortification
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slots: [armor, shield]
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school: Abjuration
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grade: strong
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cl: 13
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feats: [Craft Magic Arms and Armor]
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spells: [Limited Wish, Miracle]
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price: +1
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description: >-
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This suit of armor or shield produced a magical force that protects
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vital areas of the wearer more effectively. When a critical hit or
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sneak attack is scored on the wearer, there is a 25% chance that the
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critical hit or sneak attack is negated and damage is instead rolled
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normally.
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- name: Moderate Fortification
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slots: [armor, shield]
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school: Abjuration
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grade: strong
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cl: 13
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feats: [Craft Magic Arms and Armor]
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spells: [Limited Wish, Miracle]
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price: +3
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description: >-
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This suit of armor or shield produced a magical force that protects
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vital areas of the wearer more effectively. When a critical hit or
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sneak attack is scored on the wearer, there is a 50% chance that the
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critical hit or sneak attack is negated and damage is instead rolled
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normally.
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- name: Heavy Fortification
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slots: [armor, shield]
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school: Abjuration
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grade: strong
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cl: 13
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feats: [Craft Magic Arms and Armor]
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spells: [Limited Wish, Miracle]
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price: +5
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description: >-
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This suit of armor or shield produced a magical force that protects
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vital areas of the wearer more effectively. When a critical hit or
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sneak attack is scored on the wearer, there is a 100% chance that the
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critical hit or sneak attack is negated and damage is instead rolled
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normally.
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- name: Ghost Touch
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slots: [armor, shield]
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school: Transmutation
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grade: strong
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cl: 15
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feats: [Craft Magic Arms and Armor]
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spells: [Etherealness]
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price: +3
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description: >-
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This armor or shield seems almost translucent. Both its enhancement
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bonus and its armor bonus count against the attacks of incorporeal
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creatures. It can be picked up, moved, and worn by incoroporeal
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creatures at any time. Incorporeal creatures gain the armor and
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shield's enhancement bonus against both corporeal and incorporeal
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attacks, and they can still pass freely through solid objects.
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shields.yml
10
shields.yml
@ -1,7 +1,6 @@
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# Shields
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- name: Buckler
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category: shield
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cost: 15
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ac: 1
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acp: -1
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@ -10,7 +9,7 @@
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- name: Light Wooden Shield
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material: wood
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category: shield
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category: light
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cost: 3
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ac: 1
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acp: -1
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@ -19,7 +18,7 @@
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- name: Light Steel Shield
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material: steel
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category: shield
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category: light
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cost: 9
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ac: 1
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acp: -1
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@ -28,7 +27,7 @@
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- name: Heavy Wooden Shield
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material: wood
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category: shield
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category: heavy
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cost: 7
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ac: 2
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acp: -2
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@ -37,7 +36,7 @@
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- name: Heavy Steel Shield
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material: steel
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category: shield
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category: heavy
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cost: 20
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ac: 2
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acp: -2
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@ -46,7 +45,6 @@
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- name: Tower Shield
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material: steel
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category: shield
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ac: 4
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dex: 2
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acp: -10
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