Armor

New Armor

Armor of the Unstoppable Warrior

Slot Armor; Aura faint Enhancement and Life; CL 6th;
Weight 50 lbs.; Scaling Prize; Price 2,650 gp

This +1 full plate is functional and plain. It bears no identifying marks, and resizes to fit any creature between Small and Large size categories. The armor itself is made of polished steel that never tarnishes, and when struck, it sheds light as a torch.

7th Level - 3,525 gp: Once per day as a standard action, the wearer of the armor can grant themselves fast healing 1 for 2 minutes.
8th Level - 4,950 gp: The armor becomes +2 full plate. Additionally, the wearer may use the restore of the Life sphere as a 1st level caster twice per day.
9th Level - 6,900 gp: The ability gained at 7th level can be used three times per day.
10th Level - 9,300 gp: The armor becomes +3 full plate.
11th Level - 12,300 gp: Once per day as a standard action, the wearer of the armor may touch a target that died within the last round and heal 1d8+12 hp. If the target’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise the target remains dead. Creatures brought back to life in this manner gain a temporary negative level.
12th Level - 16,200 gp: The armor becomes +4 full plate.
13th Level - 21,000 gp: Once per day, the armor restores 50 hp to the wearer in response to the wearer’s death. If the wearer’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise the target remains dead. Creatures brought back to life in this manner gain a temporary negative level.
14th Level - 27,750 gp: The armor grants fast healing 1 at all times.
15th Level - 36,000 gp: The armor becomes +5 full plate.
16th Level - 47,250 gp: The armor becomes +5 light fortification full plate.
17th Level - 61,500 gp: The armor becomes +5 medium fortification full plate.
18th Level - 79,500 gp: The armor becomes +5 heavy fortification full plate.
19th Level - 102,750 gp: The wearer of the armor becomes immune to ability damage and ability drain.
20th Level - 152,500 gp: The wearer of the armor becomes immune to fear effects and energy drain.

Construction Requirements
Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Enhancement sphere, Life sphere, Greater Restore, Restore Soul, Resuscitate, Revitalize; Cost 76,250 gp

New Shields

Shield of Close Calls

Slot Shield; Aura faint Enhancement and Life; CL 5th;
Weight 5 lbs.; Scaling Prize; Price 1,575 gp

This +1 buckler is thin and light, and has a pair of bronze dice embossed on the front of it. As a move action, the shield of close calls can be changed into an equivalent heavy steel shield and vice versa.
6th Level - 2,400 gp: Once per day as an immediate action, the shield restores 1d8+2 hp to the wearer in response to the wearer’s death. If the wearer’s new hit point total is at a negative amount greater than its Constitution score, then he comes back to life and stabilizes at his new hit point total. Otherwise the wearer remains dead. Creatures brought back to life in this manner gain a temporary negative level.
7th Level - 3,525 gp: The shield becomes a +2 buckler.
9th Level - 6,900 gp: The shield becomes a +3 buckler.
10th Level - 9,300 gp: Once per day as an immediate action, the wearer of the shield can reroll a failed saving throw. The wearer must take the results of the second roll, even if it is worse.
11th Level - 12,300 gp: The shield becomes a +4 buckler.
12th Level - 16,200 gp: The ability gained from 6th level now restores 1d8+10 hp, rather than 1d8+2. The ability gained from 10th level is now usable three times per day.
13th Level - 21,000 gp: The shield becomes a +5 buckler.
15th Level - 36,000 gp: The ability gained from 6th level now heals 1d8+30 hp, rather than 1d8+10.
16th Level - 47,250 gp: The shield becomes a +5 moderate fortification buckler.
17th Level - 61,500 gp: The shield becomes a +5 heavy fortification buckler.
18th Level - 79,500 gp: Once per day in response to the wearer's death, the shield can revive the wearer on the end of their next round as if the wearer had Greater Resurrection cast on them. This is only used after the ability gained from 6th level has already been used for the day, or if it fails to restore enough hp.
19th Level - 102,750 gp: When using the ability gained from 18th level, the wearer of the shield also restores 1d8+100 hp.
20th Level - 150,575: The ability gained at 10th level is now usable at will, as is the ability gained at 15th level.
Construction Requirements
Craft Arms and Armor, Craft Rod, Craft Wondrous Item, Enhancement sphere, Life sphere, Protection sphere, War sphere, Greater Resurrection, Luck, Resuscitate; Cost 75,287 gp


New Armor and Shield Properties

Green-Touched

Green-touched armor or shields of are overgrown with vines which soak up the damage that the bearer normally would be receiving. Green-touched armor and shields grant Damage Reduction/- equal to twice its enhancement bonus, but only against the first attack that hits the bearer each round.

Moderate nature; CL 15th; Craft Magic Arms and Armor, living steel; Price: +1 bonus.

Intercepting (Shield only)

An intercepting shield allows the bearer to use an immediate action to switch places with an adjacent ally when that ally is attacked. The attack is redirected to the shield’s carrier.

Moderate enchantment; CL 6th; Craft Magic Arms and Armor, War sphere; Price: +1 bonus

Jamais Vu

Armor with this special quality may be activated by command word twice per day. Once activated, those who see you must make a DC 16 Will save. Failing the save prompts these creatures to immediately disregard you and forget that they saw you. You remain unremarkable and forgettable in this manner mind for one minute, and your presence only strikes them as noteworthy if they see you again after this minute passes.

Construction Requirements: Craft Magic Arms and Armor, Mind sphere, the Amnesia talent; Price: +2 bonus

Selfless (Armor only)

Selfless armor allows the wearer to give of themselves so that others may follow their example. Once per turn as swift action, the wearer can choose to accept 1d6 hit points of non-lethal damage. This damage can not be healed by any means other than getting a full night’s rest, which removes all of this damage. Whenever the wearer does this, allies other than their self within 30 ft. gain a bonus for 1 round. The wearer chooses the bonus, and all allies gain the same bonus. The options are:

  • +4 morale bonus on attack rolls with weapons and natural weapons
  • +4 morale bonus on weapon and natural weapon melee damage rolls
  • +4 morale bonus on saving throws
  • +4 morale bonus on Strength, Dexterity, and Constitution checks, or skill checks using those skills.

Moderate necromancy; CL 10th; Craft Magic Arms and Armor, War sphere; Price: +2 bonus

Shaded (7,500 gp)

A set of shaded armor lines the wearer in gloom. She is treated as being under the effects of a the Shadowed Mien talent, using the armor’s effective enhancement bonus to determine the caster level of the effect. This effect does not grant temporary hit points. It can be suppressed or resumed on command, and does not count against the limit of one active (shadow) talent on a target.

Shadow Warded

A set of shadow warded armor’s protection extends beyond the physical, providing shielding against effects that would target or manipulate her shadow. Shadow warded armor adds its full armor bonus to touch AC against attacks delivered by a caster’s shadow or targeting the wearer’s shadow. The wearer adds shadow warded armor’s enhancement bonus to saves against effects targeting her shadow.

Price: +1 bonus

Wiki Note: Other information on enchanting with this effect was not provided. We suggest Craft Magical Arms and Armor as the feat, CL 5th, and the Dark sphere as a prerequisite.


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