Adamatine Breastplate
Price 10,200 gp; Aura no aura (nonmagical); CL —; Weight 30 lbs.
This nonmagical breastplate is made of adamantine, giving its wearer damage reduction 2/—.
Armor Of Insults
Price 16,175 gp; Aura moderate enchantment; CL 7th; Weight 20 lbs.
Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language.
Construction Requirements
Cost 7,675 gp
Craft Magic Arms and Armor, confusion
Banded Mail of Luck
Price 18,900 gp; Aura strong enchantment; CL 12th; Weight 35 lbs.
Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled.
Construction Requirements
Cost 9,650 gp
Craft Magic Arms and Armor, bless
Boneless Leather
Price 12,160 gp; Aura faint transmutation; CL 3rd; Weight 15 lbs.
This suit of +1 leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.
Construction Requirements
Cost 6,160 gp
Craft Magic Arms and Armor, alter self, creator must have 5 ranks in Acrobatics and Escape Artist
Breastplate of Command
Price 25,400 gp; Aura strong enchantment; CL 15th; Weight 30 lbs.
This +2 breastplate typically bears the image of a rampant grizzly bear or other impressive predator. It bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.
Construction Requirements
Cost 12,875 gp
Craft Magic Arms and Armor, mass charm monster
Breastplate of Vanishing
Price 15,200 gp; Aura faint conjuration; CL 5th; Weight 15 lbs.
This battered +1 mithral breastplate bears a resemblance to a stylized turtle shell. On command, its wearer can vanish inside the armor, leaving the breastplate behind while she stays safely hidden in an extradimensional space. This space is barely large enough for the wearer to sit comfortably, but does provides breathable air and light to see by. The wearer cannot perceive the environs around the armor while inside. A second command word returns the wearer to the armor's location, wearing the armor. If the wearer can't return to the space the armor is in, she is instead shunted to the nearest empty space that can contain her, but no longer wearing the armor.
If the breastplate is destroyed, the wearer immediately returns to the square the armor was in when it was destroyed. Successfully dispelling the armor likewise returns the wearer, though in this case still wearing the armor.
Construction Requirements
Cost 9,700 gp
Craft Magic Arms and Armor, rope trick
buccaneer's breastplate
Price 23,850 gp; Aura moderate transmutation; CL 9th; Weight 30 lbs.
This +1 breastplate is made of shining amber metal and decorated with faint motifs of the waves and water. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.
Construction Requirements
Cost 12,100 gp
Craft Magic Arms and Armor, water walk
Catskin Leather
Price 18,910 gp; Aura strong transmutation; CL 13th; Weight 15 lbs.
Rather than the hide of a cat, this extremely supple suit of jet-black +1 shadow leather armor grants a portion of the grace and fortune of a feline. It has no armor check penalty or maximum Dexterity bonus. The wearer receives a +5 competence bonus on Acrobatics checks and takes only half normal damage from falling. When the wearer's hit points would be reduced to a negative amount equal to her Constitution score from an attack or spell, the armor falls to pieces and is destroyed, and the wearer takes only half damage from the attack or spell.
Construction Requirements
Cost 9,535 gp
Craft Magic Arms and Armor, cat's grace, feather fall, and limited wish, wish, or miracle
Celestial Armor
Price 22,400 gp; Aura faint transmutation [good]; CL 5th; Weight 20 lbs.
This +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 and allows the wearer to use fly on command (as the spell) once per day.
Construction Requirements
Cost 11,350 gp
Craft Magic Arms and Armor, fly, creator must be good
Daystar Half-Plate
Price 81,250 gp; Aura strong evocation; CL 15th; Weight 50 lbs.
This glowing +1 half-plate is decorated with various images of the sun and depictions of nature. At will, the wearer can command the armor to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell. The sunburst is centered on the wearer and the wearer is immune to its effects.
Construction Requirements
Cost 41,000 gp
Craft Magic Arms and Armor, daylight, sunburst
Demon Armor
Price 52,260 gp; Aura strong necromancy [evil]; CL 13th; Weight 50 lbs.
This plate armor is fashioned to make the wearer appear to be a demon. Glowing red energy emanates from sigils engraved on the armor's key plates and joints, and the runes intermittently surge with fiendish power. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The "claws" are built into the armor's vambraces and gauntlets, and cannot be disarmed.
A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.
Construction Requirements
Cost 26,955 gp
Craft Magic Arms and Armor, contagion
Dragonhide Plate
Price 3,300 gp; Aura no aura (nonmagical); CL —; Weight 50 lbs.
This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.
The wearer of dragonhide plate tends to draw the ire of dragons of the same type as that used in the armor's creation.
Dwarven Plate
Price 16,500 gp; Aura no aura (nonmagical); CL —; Weight 50 lbs.
This full plate is made of adamantine, giving its wearer damage reduction 3/—.
Elven Chain
Price 5,150 gp; Aura no aura (nonmagical); CL —; Weight 20 lbs.
This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.
Enchanted Eelskin
Price 11,160 gp; Aura faint transmutation; CL 5th; Weight 15 lbs.
This +1 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. In addition, during a surprise round the wearer can act as if she had a full round of actions, rather than a single standard action, as long as those actions do not require leaving the water. If she does leave the water, her surprise round turn immediately ends.
Construction Requirements
Cost 5,660 gp
Craft Magic Arms and Armor, grease, invisibility, touch of the sea
Equestrian Plate
Price 10,650 gp; Aura moderate transmutation; CL 9th; Weight Varies
Full Plate 50lbs.; Banded mail 35 lbs.; Barding 70 lbs.
Shined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer's mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon.
If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer's armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well.
Construction Requirements
Cost 6,150 gp
Craft Magic Arms and Armor, fabricate
Folding Plate
Price 12,650 gp; Aura moderate conjuration; CL 10th; Weight 50 lbs.
This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.
Construction Requirements
Cost 7,650 gp
Craft Magic Arms and Armor, instant summons
Forsaken Banded Mail
Price 25,400 gp; Aura moderate evocation; CL 11th; Weight 35 lbs.
A massive skull adorns the chest piece of this suit of +1 banded mail, and smaller gilted images of defaced holy symbols cover the other parts of the armor. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 against any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor's enhancement bonus as +2 higher against creatures with these abilities.
Construction Requirements
Cost 12,900 gp
Craft Magic Arms and Armor, creator cannot be a divine spellcaster
Giant-Hide Armor
Price Varies; Aura strong transmutation; CL 15th; Weight 25lbs.
Ogre 39,165 gp; Hill Giant 46,665 gp; Stone, fire, or frost giant 54,165 gp; Troll 59,165 gp; Cloud giant 69,165 gp; Storm giant 76,665 gp
This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands.
Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.
Construction Requirements
Cost varies
Ogre 19,660 gp; Hill Giant 23,415 gp; Stone, fire, or frost giant 27,165 gp; Troll 29,665 gp; Cloud giant 34,665 gp; Storm giant 38,415 gp
Craft Magic Arms and Armor, giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant)
Hamatula Hide
Price 44,215 gp; Aura moderate transmutation; CL 9th; Weight 12 lbs.
Crafted from the flayed skin of a barbed devil, this imposing +2 spiked hide armor weighs half the normal weight. When its wearer rages, the armor's spikes elongate and the hide bonds to her skin, providing fire resistance 10. Any creature that strikes the wearer with a melee weapon, unarmed strike, or a natural weapon while the spikes are elongated takes 1d8+6 points of piercing damage from the armor's barbs (unless using a weapon with reach). While the wearer is enraged, spells that cause additional damage to evil outsiders deal that increased damage to her.
A barbarian with fiend totem rage powers gains additional benefits from hamatula hide. If she has the lesser fiend totem rage power, she gains a +1 profane bonus to Armor Class while raging. If she has the fiend totem rage power, the damage caused by her barbs increases to 2d8+6 and stacks with the barbed defense granted by the armor. If she has the greater fiend totem ability, she gains fire resistance 20 when raging.
Construction Requirements
Cost 22,215 gp
Craft Magic Arms and Armor, polymorph, resist fire
Invincible Armor
Price 137,650 gp; Aura strong abjuration; CL 13th; Weight 50 lbs.
Invincible armor shifts between three different appearances, but always weighs the same and protects as +2 impervious moderate fortification full plate. As an immediate action, the wearer can change the armor into heavy plate that blocks slashing attacks (DR 10/bludgeoning or piercing), thickly layered chainmail that blocks piercing attacks (DR 10/bludgeoning or slashing), or overlapping metal scales that block bludgeoning attacks (DR 10/piercing or slashing). In addition, invincible armor provides the wearer with 5 points of resistance to acid, cold, electricity, fire, and sonic, and is itself unharmed by damage from any of these energy types.
Construction Requirements
Cost 69,650 gp
Craft Magic Arms and Armor, fabricate, make whole, resist energy, and limited wish or miracle
Mail of Malevolence
Price 61,300 gp; Aura moderate abjuration; CL 10th; Weight 40 lbs.
Mail of malevolence hangs in rags and tatters and acts as nonmagical chainmail to wearers who lack at least a moderate evil aura (Core Rulebook 266). When worn by a sufficiently evil character, it instead functions as +2 unrighteous chainmail. Mail of malevolence does not bestow a negative level on good wearers.
The wearer of mail of malevolence gains SR 21, but only against spells with the good descriptor. In addition, whenever the wearer channels negative energy to harm living creatures, she heals a like amount of damage herself regardless of whether she is living or undead.
Construction Requirements
Cost 30,800 gp
Craft Magic Arms and Armor, righteous might, spell resistance
Mistmail
Price 2,250 gp; Aura faint conjuration; CL 3rd; Weight 25 lbs.
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.
Construction Requirements
Cost 1,250 gp
Craft Magic Arms and Armor, obscuring mist
Mithral full plate of speed
Price 26,500 gp; Aura faint transmutation; CL 5th; Weight 25 lbs.
As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.
Construction Requirements
Cost 18,500 gp
Craft Magic Arms and Armor, haste
Mithral Shirt
Price 1,100 gp; Aura no aura (nonmagical); CL —; Weight 10 lbs.
This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.
Morlock Hide
Price 8,910 gp; Aura moderate illusion and transmutation; CL 10th; Weight 15 lbs.
This +1 shadow leather armor causes the wearer's skin to warp and distort into a welter of horrid scarification. The armor itself disappears from view under this coat of scars and the wearer's face appears as a loathsome, eyeless veil of flesh. This change is illusory, similar to glamered armor; however, morlock hide does cause the wearer's arms and legs to extend and her posture to become hunched. She gains a +2 circumstance bonus on Acrobatics, Climb, and Escape Artist checks, and she can move through narrow spaces while squeezing at normal speed and with no penalty to AC or on attack rolls.
Construction Requirements
Cost 4,535 gp
Craft Magic Arms and Armor, alter self, invisibility
Murderer's Blackcloth
Price 12,405 gp; Aura moderate necromancy; CL 9th; Weight 10 lbs.
This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue's sneak attacks by +1.
Construction Requirements
Cost 6,280 gp
Craft Magic Arms and Armor, bleed, invisibility, silence
Otyugh Hide
Price 2,565 gp; Aura faint evocation; CL 5th; Weight 25 lbs.
This muddy brown +1 hide armor carries a fetid stench like raw sewage, and occasionally sprouts angry and uncomfortable-looking blisters. Creatures other than the wearer are repulsed by the otyugh armor's vile putridity.
Any creature ending its turn adjacent to the wearer becomes sickened (Fortitude DC 13 negates) for as long as it remains adjacent to the wearer and for 1 round thereafter. A creature that strikes the wearer with a bite attack is affected the same way, even if it possesses exceptional reach and attacks while not adjacent to the wearer. If the wearer is swallowed whole, the attacker is automatically sickened and must succeed at a DC 13 Fortitude save at the beginning of its turn or be forced to regurgitate and drop the wearer harmlessly in an adjacent square (though the wearer is knocked prone during the regurgitation). Creatures with the scent ability suffer a –2 penalty to their saving throw against the stench of the otyugh armor. These abilities are poison effects; creatures immune to poison are immune to these effects as well. The wearer is immune to this effect.
The wearer gains a +2 competence bonus on saves against disease, poison, and any effect that would cause her to become nauseated or sickened.
Construction Requirements
Cost 1,365 gp
Craft Magic Arms and Armor, contagion, stinking cloud
Plate Armor of the Deep
Price 24,650 gp; Aura moderate abjuration; CL 11th; Weight 50 lbs.
This +1 full plate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.
Construction Requirements
Cost 13,150 gp
Craft Magic Arms and Armor, freedom of movement, tongues, water breathing
Prismatic Plate
Price 160,650 gp; Aura strong abjuration; CL 13th; Weight 50 lbs.
This resplendent suit of +3 full plate shimmers and shifts between all the colors of the rainbow. A single color dominates the others at any given time. As a swift action, the wearer can change the dominant color. This color remains dominant until the wearer changes it again. When the wearer of prismatic plate is struck by a prismatic spray, or when he passes through a prismatic sphere or prismatic wall, he ignores the effect that matches the dominant armor color. He receives no special protection against the other colors of those spells. In addition to this benefit, each color provides a unique type of protection.
Construction Requirements
Cost 81,150 gp
Craft Magic Arms and Armor, dimensional anchor, mind blank, neutralize poison, resist energy, stone to flesh, and prismatic sphere, prismatic spray, or prismatic wall
Rhino Hide
Price 5,165 gp; Aura moderate transmutation; CL 9th; Weight 25 lbs.
This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.
Construction Requirements
Cost 2,665 gp
Craft Magic Arms and Armor, bull's strength
Scarab Breastplate
Price 32,350 gp; Aura moderate transmutation; CL 8th; Weight 30 lbs.
This +3 breastplate is crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel. The wearer suffers only half damage from vermin swarms and gains a +2 resistance bonus on saving throws against the extraordinary abilities of vermin swarms.
In addition, once per day on command, the wearer can transform the scarab breastplate into a swarm of scarab beetles that skitter from her chest to attack creatures nearby. This swarm has statistics identical to an army ant swarm and attacks any creatures within its space. The wearer can command the swarm to move (including changing the shape of the swarm) as a move action, but the swarm must remain adjacent to her. If the swarm is reduced to 0 hit points, if the wearer is forced to move away from the swarm, or if the wearer commands it to return to her as a move action, the swarm crawls back onto the wearer's torso and returns to armor form. While the swarm is active, the wearer is not considered to be wearing the scarab breastplate (except for purposes of commanding the swarm) and gains no defensive benefits from it.
A druid of 6th level wearing a scarab breastplate can use her wild shape ability to duplicate vermin shape I. At 8th level, she can also use it to duplicate vermin shape II.
Construction Requirements
Cost 16,350 gp
Craft Magic Arms and Armor, creeping doom, spell turning, vermin shape II
Soothsayer's Raiment
Price 10,300 gp; Aura faint divination; CL 5th; Weight 40 lbs.
This +1 chainmail is attuned to a particular oracular mystery and contains a revelation associated with that mystery (see the oracle class description in the Advanced Player's Guide). Its design and coloration are typically suggestive of its related mystery. While wearing the armor, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the armor; for example, a soothsayer's raiment (battlecry) is only usable by an oracle of battle. If the wearer already has that revelation and the revelation grants an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. This ability has no effect if the armor is worn by a non-oracle.
For divination spells with a percentage-based chance of success (such as augury and divination), the wearer's chance increases by +5.
Construction Requirements
Cost 5,300 gp
Craft Magic Arms and Armor, augury, creator must be an oracle with the desired revelation
Warden of the Woods
Price 29,350 gp; Aura moderate transmutation; CL 11th; Weight 25 lbs.
The warden of the woods is a suit of +3 greenwood splint mail made of strips of laminated greenwood that flex with the wearer's movement but stiffen when struck in battle. This armor is treated in all ways like medium armor, including when determining proficiency. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +2, and an armor check penalty of –4.
As a move action, the wearer can snap a strip of wood loose from the armor. The strip lengthens into a weapon of a type chosen by the armor's wearer. It can become a +1 greenwood club, a +1/+1 greenwood quarterstaff, or a +1 keen greenwood wooden stake. If the wearer creates a club or quarterstaff in this way, it gains the benefits of the shillelagh spell with a duration of 1 minute. Each weapon removed from the warden of the woods reduces the armor's enhancement bonus by 1. Consequently, a maximum of three such weapons can be separated from the armor at any given time. The greenwood weapons keep their enhancement bonuses only while they're in the wearer's hands, though they remain masterwork weapons for other wielders.
The wearer can reintegrate a weapon back into the warden of the woods as a move action and restore the lost enhancement bonus. Each day at dawn, the armor regenerates any missing strips (regaining its full enhancement bonus), and any weapons still detached from the armor crumble into dust.
Construction Requirements
Cost 14,850 gp
Craft Magic Arms and Armor, ironwood, shillelagh, wood shape