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Magical Armor

Armor and Shields may gain increased defensive bonuses through Enchantment, up to +10 . Armor and Shields may also be Masterworked, but keep in mind that Masterwork bonuses and Enchantment bonuses do not stack. Due to this, many adventurers Enchant their defensive items for greater bonuses, and Masterwork them to ease the Armor Check Penalty, or to raise the maximum Dexterity allowed by the armor.

Shields gain an additional Parry per Enchantment bonus.

Armor gains 5 additional AP per Enchantment Bonus, and Masterwork may not add AP. Every 2 enchantment bonus improves armor's DR by 1

Below are the TU values of magical Armor and Shields during Character Creation. As with other purchases, procuring magical equipment in-game is often significantly more expensive - spend wisely!

Armor or Shield Enchantment Tier TU Value
+1 Armor/Shield 20
+2 Armor/Shield 80
+3 Armor/Shield 180
+4 Armor/Shield 320
+5 Armor/Shield 500
+6 Armor/Shield 720
+7 Armor/Shield 980
+8 Armor/Shield 1,280
+9 Armor/Shield 1,620
+10 Armor/Shield 2,000

Unique Magical Effects

Sealed (150 TU)

The armor is sealed from the outside environment making the user immune to most non-magical environmental effects, such as airborne toxins, water, extreme heat, extreme cold, vacuums, deep sea pressure, radiation and most disease. This effect lasts for up to 10 before the seal must be broken and refilled with safe environment. Instead an Air Rune (1 TU) can be added to the suit to restore or “bank” ten more minutes. The seal also breaks if the suit loses all AP. Regardless the suit provides a +5 on all saves versus the above environments.

Can only be added to Full armor.

Adhesive (100 TU)

The armor's wearer can become incredibly sticky on command and by spending 2 TP/MP. This grants a climb speed of 20 ft and a +2 on CMB checks to disarm, Grapple, Reposition, Steal or Trip. It also makes the wearer immune to being Knocked Prone. This effect lasts one minute.

Bastion (+2)

The wielder is incredibly resistant to mind-effecting abilities in this armor. Whenever the wear fails a Will saving throw against a mind effecting spell the armor the armor suppresses the effect for a number of rounds equal to the Enhancement Bonus

Bloodthirsty (+2)

Whenever the wearer inflicts HP damage in melee combat they restore their HD in Armor Points. Whenever they inflict Wounds damage in melee combat they restore twice their HD in Armor Points. This can not exceed maximum armor points.

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