Difference between revisions of "Magic Armor and Shields"
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'''<span id="Animated">Animated</span>:''' As a move action, an ''animated shield'' can be loosed to defend its wilder on its own. For the following 4 rounds, the shield grants its bonus to the one who loosed it and then dropped. While animated, the shield provides its shield bonus and the bonuses from all of the other shield special abilities it possesses, but it cannot take actions on its own, such as those provided by the ''bashing'' and ''blinding'' abilities. It can, however, use special abilities that do not require an action to function, such as ''arrow deflection'' and ''reflecting''. While animated, a shield shares the same space as the activating character and accompanies the character who activated it, even if the character moves by magical means. A character with an ''animated shield'' still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and non-proficiency. If the wielder who loosed it has an unoccupied hand, she can grasp it to end its animation as a free action. Once a shield has been retrieved, it cannot be animated again for at least 4 rounds. This property cannot be added to a tower shield. |
'''<span id="Animated">Animated</span>:''' As a move action, an ''animated shield'' can be loosed to defend its wilder on its own. For the following 4 rounds, the shield grants its bonus to the one who loosed it and then dropped. While animated, the shield provides its shield bonus and the bonuses from all of the other shield special abilities it possesses, but it cannot take actions on its own, such as those provided by the ''bashing'' and ''blinding'' abilities. It can, however, use special abilities that do not require an action to function, such as ''arrow deflection'' and ''reflecting''. While animated, a shield shares the same space as the activating character and accompanies the character who activated it, even if the character moves by magical means. A character with an ''animated shield'' still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and non-proficiency. If the wielder who loosed it has an unoccupied hand, she can grasp it to end its animation as a free action. Once a shield has been retrieved, it cannot be animated again for at least 4 rounds. This property cannot be added to a tower shield. |
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:Strong transmutation; CL 12th; Craft Magic Arms and Armor, ''animate objects''; Price +2 bonus |
:Strong transmutation; CL 12th; Craft Magic Arms and Armor, ''animate objects''; Price +2 bonus |
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+ | |||
+ | '''<span id="Arrow catching">Arrow Catching</span>:''' 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 within 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 are not diverted to the wearer (but the shield's deflection bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word. |
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+ | :Moderate abjuration; CL 8th; Craft Magic Arms and Armor, ''entropic shield''; Price +1 bonus. |
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+ | |||
+ | '''<span id="Arrow deflection">Arrow Deflection</span>:''' 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 (or piece of ammunition) 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 ''acid arrows'', can't be deflected. |
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+ | :Faint abjuration; CL 5th; Craft Magic Arms and Armor, ''shield''; Price +2 bonus. |
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+ | |||
+ | '''<span id="Bashing">Bashing</span>:''' 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 a +1 weapon when used to bash. Only light and heavy shields can have this ability. |
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+ | :Moderate transmutation; CL 8th; Craft Magic Arms and Armor, ''bull's strength''; Price +1 bonus. |
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+ | |||
+ | '''<span id="Blinding">Blinding</span>:''' A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a DC 14 Reflex save or be blinded for 1d4 rounds. |
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+ | :Moderate evocation; CL 7th; Craft Magic Arms and Armor, ''searing light''; Price +1 bonus. |
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+ | |||
+ | '''<span id="Energy resistance">Energy Resistance</span>:''' A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy damage per attack that the wearer would normally take (similar to the ''resist energy'' spell). |
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+ | :Faint abjuration; CL 3rd; Craft Magic Arms and Armor, ''resist energy''; Price +18,000 gp. |
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+ | |||
+ | '''<span id="Energy resistance, improved">Energy Resistance, Improved</span>:''' As ''energy resistance'', except it absorbs the first 20 points of energy damage per attack. |
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+ | :Moderate abjuration; CL 7th; Craft Magic Arms and Armor, ''resist energy''; Price +42,000 gp. |
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+ | |||
+ | '''<span id="Energy resistance, greater">Energy Resistance, Greater</span>:''' As ''energy resistance'', except it absorbs the first 30 points of energy damage per attack. |
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+ | :Moderate abjuration; CL 11th; Craft Magic Arms and Armor, ''resist energy''; Price +66,000 gp. |
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+ | |||
+ | '''<span id="Etherealness">Etherealness</span>:''' On command, this ability allows the wearer of the armor to become ethereal (as the ''ethereal 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. |
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+ | :Strong transmutation; CL 13th; Craft Magic Arms and Armor, ''ethereal jaunt''; Price +49,000 gp. |
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+ | |||
+ | '''<span id="Fortification">Fortification</span>:''' This suit of armor or shield produces 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 chance that the critical hit or sneak attack is negated and damage is instead rolled normally. |
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+ | |||
+ | Fortification Type Chance for Normal Damage Base Price Modifier |
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+ | Light 25% +1 bonus |
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+ | Moderate 50% +3 bonus |
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+ | Heavy 75% +5 bonus |
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+ | Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above). |
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+ | |||
+ | '''<span id="Ghost Touch">Ghost Touch</span>:''' This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects. |
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+ | :Strong transmutation; CL 15th; Craft Magic Arms and Armor, ''etherealness''; Price +3 bonus. |
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+ | |||
+ | '''<span id="Glamered">Glamered</span>:''' Upon command, a suit of '''glamered armor''' changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised. |
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+ | :Moderate illusion; CL 10th; Craft Magic Arms and Armor, ''disguise self''; Price +2,700 gp. |
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+ | |||
+ | '''<span id="Invulernability">Invulnerability</span>:''' This suit of armor grants the wearer damage reduction 5/magic. |
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+ | Strong abjuration and evocation (if miracle is used); CL 18th; Craft Magic Arms and Armor, ''stoneskin'', ''wish'' or ''miracle''; Price +3 bonus. |
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+ | |||
+ | '''<span id="Reflecting">Reflecting</span>:''' This shield seems like a highly polished mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell. |
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+ | :Strong abjuration; CL 14th; Craft Magic Arms and Armor, ''spell turning''; Price +5 bonus. |
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+ | |||
+ | '''<span id="Shadow">Shadow</span>:''' This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally. |
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+ | :Faint illusion; CL 5th; Craft Magic Arms and Armor, ''invisibility'', ''silence''; Price +3,750 gp. |
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+ | |||
+ | '''<span id="Shadow, improved">Shadow, Improved</span>:''' As shadow, except it grants a +10 competence bonus on Stealth checks. |
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+ | :Moderate illusion; CL 10th; Craft Magic Arms and Armor, ''invisibility'', ''silence''; Price +15,000 gp. |
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+ | |||
+ | '''<span id="Shadow, greater">Shadow, Greater</span>:''' As shadow, except it grants a +15 competence bonus on Stealth checks. |
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+ | :Strong illusion; CL 15th; Craft Magic Arms and Armor, ''invisibility'', ''silence''; Price +33,750 gp. |
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+ | |||
+ | '''<span id="Slick">Slick</span>:''' Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally. |
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+ | :Faint conjuration; CL 4th; Craft Magic Arms and Armor, ''grease''; Price +3,750 gp. |
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+ | |||
+ | '''<span id="Slick, improved">Slick, Improved</span>:''' As slick, except it grants a +10 competence bonus on Escape Artist checks. |
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+ | :Moderate conjuration; CL 10th; Craft Magic Arms and Armor, ''grease''; Price +15,000 gp. |
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+ | |||
+ | '''<span id="Slick, greater">Slick, Greater</span>:''' As slick, except it grants a +15 competence bonus on Escape Artist checks. |
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+ | :Strong conjuration; CL 15th; Craft Magic Arms and Armor, ''grease''; Price +33,750 gp. |
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+ | |||
+ | '''<span id="Spell resistance">Spell Resistance</span>: This property grants the armor's wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor. |
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+ | :Strong abjuration; CL 15th; Craft Magic Arms and Armor, ''spell resistance''; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19). |
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+ | |||
+ | '''<span id="Undead controlling">Undead Controlling</span>:''' Undead controlling armor or shields often have skeletal or other grisly decorations or flourishes to their decor. They let the user control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor. |
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+ | :Strong necromancy; CL 13th; Craft Magic Arms and Armor, ''control undead''; Price +49,000 gp. |
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+ | |||
+ | '''<span id="Wild">Wild</span>:''' The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen. |
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+ | :Moderate transmutation; CL 9th; Craft Magic Arms and Armor, ''baleful polymorph''; Price +3 bonus. |
Revision as of 01:08, 17 February 2014
This page is under construction
Magical armors and weapons allowed in the game
Magical Armor Abilities | ||||
Armor Ability | Price Modifier | |||
Poison Resistant | 2250 | |||
Glamered | 2700 | |||
Jousting | 3750 | |||
Shadow | 3750 | |||
Slick | 3750 | |||
Expedious | 4000 | |||
Comfort | 5000 | |||
Creeping | 5000 | |||
Rallying | 5000 | |||
Adhesive | 7000 | |||
Radiant | 7500 | |||
Delving | 10000 | |||
Shadow, Improved | 15000 | |||
Slick, Improved | 15000 | |||
Energy Resistance | 18000 | |||
Martyring | 18000 | |||
Determination | 30000 | |||
Shadow, Greater | 33750 | |||
Slick, Greater | 33750 | |||
Energy Resistance, Improved | 42000 | |||
Etherealness | 49000 | |||
Undead Controlling | 49000 | |||
Energy Resistance, Greater | 66000 | |||
Benevolent | 1+ bonus | |||
Balanced | 1+ bonus | |||
Bitter | 1+ bonus | |||
Bolstering | 1+ bonus | |||
Brawling | 3+ bonus | |||
Champion | 1+ bonus | |||
Deathless | 1+ bonus | |||
Defiant | 1+ bonus | |||
Grinding | 1+ bonus | |||
Impervious | 1+ bonus | |||
Stanching | 1+ bonus | |||
Spell Resistance (13) | 2+ bonus | |||
Ghost Touch | 3+ bonus | |||
Invulnerability | 3+ bonus | |||
Spell Resistance (15) | 3+ bonus | |||
Titanic | 3+ bonus | |||
Wild | 3+ bonus | |||
Spell Resistance (17) | 4+ bonus | |||
Spell Resistance (19) | 5+ bonus | |||
Fortification | Varies |
Shield Special Abilities | ||||
Shield Special Ability | Price Modifer | |||
Adhesive | 7000 | |||
Animated | 2+ bonus | |||
Arrow Catching | 1+ bonus | |||
Arrow Deflection | 2+ bonus | |||
Bashing | 1+ bonus | |||
Bitter | 1+ bonus | |||
Bolstering | 1+ bonus | |||
Blinding | 1+ bonus | |||
Clangorous | 1+ bonus | |||
Defiant | 1+ bonus | |||
Determination | 30000 | |||
Energy Resistance | 18000 | |||
Energy Resistance, Greater | 66000 | |||
Energy Resistance, Improved | 42000 | |||
Fortification | Varies | |||
Ghost Touch | 3+ bonus | |||
Glamered | 2700 | |||
Grinding | 1+ bonus | |||
Impervious | 1+ bonus | |||
Poison Resistant | 2250 | |||
Radiant | 7500 | |||
Rallying | 5000 | |||
Reflecting | 5+ bonus | |||
Reflecting | 5+ bonus | |||
Undead Controlling | 49000 | |||
Wild | 3+ bonus |
Specific Armors | ||||
Specific Armors | Market Price | |||
Adamantine Breastplate | 10200 | |||
Armor of Insults | 16175 | |||
Banded Mail of Luck | 18900 | |||
Breastplate of Command | 25400 | |||
Breastplate of Vanishing | 52000 | |||
Buccaneer's Breastplate | 23850 | |||
Catskin Leather | 18910 | |||
Celestial Armor | 22400 | |||
Daystar Half-Plate | 81250 | |||
Demon Armor | 52260 | |||
Dwarven Plate | 16500 | |||
Elven Chain | 5150 | |||
Enchanted Eelskin | 11160 | |||
Equestrian Plate | 10650 | |||
Folding Plate | 12650 | |||
Forsaken Banded Mail | 25400 | |||
Hamatula Plate | 44215 | |||
Invincible Armor | 137650 | |||
Mistmail | 2250 | |||
Mithral Full Plate of Speed | 26500 | |||
Mithral Shirt | 1100 | |||
Morlock Hide | 8910 | |||
Murderer's Backcloth | 12405 | |||
Plate Armor of the Deep | 24650 | |||
Rhino Hide | 5165 | |||
Scarab Breastplate | 32350 | |||
Spirit-Bonded Plate | 3300 | |||
Warden of the Woods | 29350 |
Specific Shields | ||||
Specific Shields | Market Price | |||
Absorbing Shield | 50170 | |||
Avalanche Shield | 19170 | |||
Battlement Shield | 16180 | |||
Belligerent Shield | 36170 | |||
Burglar's Buckler | 4655 | |||
Caster's Shield | 3,153 + Special | |||
Caster's Shield, Greater | 10153 | |||
Collapsable Tower | 8170 | |||
Darkwood Buckler | 203 | |||
Darkwood Shield | 257 | |||
Dragonslayer's Shield | 7170 | |||
Elysian Shield | 52620 | |||
Force Tower | 46030 | |||
Fortress Shield | 19180 | |||
Lion's Shield | 9170 | |||
Living Steel Heavy Shield | 120 | |||
Mithral Heavy Shield | 1020 | |||
Quick Block Buckler | 36155 | |||
Spell Ward Tower Shield | 25180 | |||
Spined Shield | 5580 | |||
Volcanic Shield | 14170 | |||
Winged Shield | 17257 | |||
Wyrmslayer Shield | 20170 |
Magic Armor and Shield Special Ability Descriptions
Animated: As a move action, an animated shield can be loosed to defend its wilder on its own. For the following 4 rounds, the shield grants its bonus to the one who loosed it and then dropped. While animated, the shield provides its shield bonus and the bonuses from all of the other shield special abilities it possesses, but it cannot take actions on its own, such as those provided by the bashing and blinding abilities. It can, however, use special abilities that do not require an action to function, such as arrow deflection and reflecting. While animated, a shield shares the same space as the activating character and accompanies the character who activated it, even if the character moves by magical means. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and non-proficiency. If the wielder who loosed it has an unoccupied hand, she can grasp it to end its animation as a free action. Once a shield has been retrieved, it cannot be animated again for at least 4 rounds. This property cannot be added to a tower shield.
- Strong transmutation; CL 12th; Craft Magic Arms and Armor, animate objects; Price +2 bonus
Arrow Catching: 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 within 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 are not diverted to the wearer (but the shield's deflection bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
- Moderate abjuration; CL 8th; Craft Magic Arms and Armor, entropic shield; Price +1 bonus.
Arrow Deflection: 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 (or piece of ammunition) 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 acid arrows, can't be deflected.
- Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price +2 bonus.
Bashing: 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 a +1 weapon when used to bash. Only light and heavy shields can have this ability.
- Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength; Price +1 bonus.
Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a DC 14 Reflex save or be blinded for 1d4 rounds.
- Moderate evocation; CL 7th; Craft Magic Arms and Armor, searing light; Price +1 bonus.
Energy Resistance: A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy damage per attack that the wearer would normally take (similar to the resist energy spell).
- Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.
Energy Resistance, Improved: As energy resistance, except it absorbs the first 20 points of energy damage per attack.
- Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.
Energy Resistance, Greater: As energy resistance, except it absorbs the first 30 points of energy damage per attack.
- Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
Etherealness: On command, this ability allows the wearer of the armor to become ethereal (as the ethereal 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.
- Strong transmutation; CL 13th; Craft Magic Arms and Armor, ethereal jaunt; Price +49,000 gp.
Fortification: This suit of armor or shield produces 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 chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Fortification Type Chance for Normal Damage Base Price Modifier Light 25% +1 bonus Moderate 50% +3 bonus Heavy 75% +5 bonus Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above).
Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
- Strong transmutation; CL 15th; Craft Magic Arms and Armor, etherealness; Price +3 bonus.
Glamered: Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
- Moderate illusion; CL 10th; Craft Magic Arms and Armor, disguise self; Price +2,700 gp.
Invulnerability: This suit of armor grants the wearer damage reduction 5/magic. Strong abjuration and evocation (if miracle is used); CL 18th; Craft Magic Arms and Armor, stoneskin, wish or miracle; Price +3 bonus.
Reflecting: This shield seems like a highly polished mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.
- Strong abjuration; CL 14th; Craft Magic Arms and Armor, spell turning; Price +5 bonus.
Shadow: This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.
- Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility, silence; Price +3,750 gp.
Shadow, Improved: As shadow, except it grants a +10 competence bonus on Stealth checks.
- Moderate illusion; CL 10th; Craft Magic Arms and Armor, invisibility, silence; Price +15,000 gp.
Shadow, Greater: As shadow, except it grants a +15 competence bonus on Stealth checks.
- Strong illusion; CL 15th; Craft Magic Arms and Armor, invisibility, silence; Price +33,750 gp.
Slick: Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally.
- Faint conjuration; CL 4th; Craft Magic Arms and Armor, grease; Price +3,750 gp.
Slick, Improved: As slick, except it grants a +10 competence bonus on Escape Artist checks.
- Moderate conjuration; CL 10th; Craft Magic Arms and Armor, grease; Price +15,000 gp.
Slick, Greater: As slick, except it grants a +15 competence bonus on Escape Artist checks.
- Strong conjuration; CL 15th; Craft Magic Arms and Armor, grease; Price +33,750 gp.
Spell Resistance: This property grants the armor's wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.
- Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).
Undead Controlling: Undead controlling armor or shields often have skeletal or other grisly decorations or flourishes to their decor. They let the user control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
- Strong necromancy; CL 13th; Craft Magic Arms and Armor, control undead; Price +49,000 gp.
Wild: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.
- Moderate transmutation; CL 9th; Craft Magic Arms and Armor, baleful polymorph; Price +3 bonus.