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