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Celestial Armor

This bright silver or gold +3 chainmail is so fine and light that it can be worn
under normal clothing without betraying its presence. It has a maximum Dexterity
bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of
15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to
use fly on command (as the spell) once per day.

Blueshine

A suit of armor imbued with this property never tarnishes and is immune to acid
damage and rusting effects. While wearing blueshine armor, you gain a +2 competence
bonus on Hide checks.

Death Ward

Armor and shields that have this property are favored by those dedicated to
fighting the foul art of necromancy. While wearing or using death ward armor or a
death ward shield, you can activate the armor to ignore any death effect (including
death spells, magical death effects, and energy drain) or negative energy effect
(such as inflict spells or chill touch).

The death ward property functions once per day.

Easy Travel

When wearing armor that has this property, you can carry up to a medium load as if
it were a light load (ignoring the maximum Dexterity bonus, check penalty, and
reduced speed normally incurred by a medium load). These reductions apply only to
penalties for the load you carry, not to any reduction in speed caused by the armor
itself.

In addition, you can walk for up to 10 hours in a day before having to make
Constitution checks to avoid taking nonlethal damage (PH 164).

Healing

This armor has a faint golden sheen, and its surface is embossed with healing
runes. On its breastplate is a depiction of an open eye.

When activated, armor that has this property heals you of 2d8+5 points of damage.
If your hit points are reduced to - 1 to - 9 , this effect occurs automatically,
without requiring any action.

The healing property functions once per day.

Prerequisites: Craft Magic Arms and Armor, cure moderate wounds.

Cost to Create: 4,000 gp, 320 XP, 8 days.

Mindamor

Constructed of seamless and tightly bound layers, this item steadies your thoughts
when worn.

When activated, a suit of armor or a shield that has this property grants you a +5
bonus on Will saves to resist mind-affecting spells and abilities until the start
of your next turn.
The mindarmor property functions three times per day.

Shadow

+5 Competence bonus to hide checks

Slick

+5 competence bonus on Escape Artist checks.

Quickness

This silvery armor feels light and flexible to the touch.

A suit of armor that has this property grants a +5-foot enhancement bonus to your
land speed.

Speed

This item is decorated with silvery arabesques and seems to vibrate with restless
energy.

A suit of armor or shield that has this property can quicken your movements. Three
times per day, you can command it to produce a haste effect on you (as the haste
spell) that lasts for 1 round.

Stamina

This armor appears sturdier than other armor of its type.

While wearing armor that has this property, you gain a +1 resistance bonus on
Fortitude saving throws.

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