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ARMOR/SHIELD ABILITIES

This chart exists solely as an attempt to catalog all the various armor/shield abilities I've encountered in my library of 3E books.  I'm sure there's plenty more out there, and if you find (or create) a special ability that's not on this list, we'll talk over coffee and you'll probably get it added to the list as well as your armor or shield.

 

Ability

Equiv. Bonus

C.L.

Prerequisites1

Brief Description

Source

Absorbing +3 7th restoration Absorbs as many ability-draining or level-draining attacks as it has enhancement bonus.  Allows Fort saves against energy-drain attacks that normally don't allow a save, success meaning half the normal effect. Defenders of the Faith
Acid Resistance +2 3rd resist energy Absorbs the first 10 points of acid damage per attack. DMG
Acid Resistance, Improved +3 7th resist energy Absorbs the first 20 points of acid damage per attack. DMG
Acid Resistance, Greater +5 11th resist energy Absorbs the first 30 points of acid damage per attack. DMG
Animated +2 12th animate objects Shield only.  Floats within 2 feet of wielder, protecting as if he was using it, but freeing up both his hands. DMG
Antipathy +4 15th antipathy 1/day, creatures of a specified type (chosen at creation) within 60' must make Will save DC 24 or flee the 60' area and not reenter for 2 hours. Defenders of the Faith
Arrow Catching +1 8th entropic shield Shield only.  Attracts ranged weapons within 5 feet of wielder, making them target wielder instead.  Grants +1 to AC vs. ranged weapons. DMG
Arrow Deflection +2 5th shield Shield only.  1/round, wielder can make Ref save DC 20 for this shield to deflect ranged weapons, as per the feat Deflect Arrows. DMG
Aquatic +2 7th freedom of movement Wearer can move freely through water without the need for Swim checks.  Drowning rules still apply. Defenders of the Faith
Aquatic, w/Water Breathing +3 7th freedom of movement, water breathing Wearer can move freely through water without the need for Swim checks.  Further, he can breathe normally. Defenders of the Faith
Bashing +1 8th bull's strength Light & heavy shields only.  Deals damage from a shield bash maneuver as if it were a +1 weapon two sizes larger.  (Light shield deals 1d6; heavy shield deals 1d8.) DMG
Blinding +1 7th searing light Shield only.  Flashes with brilliant light 2/day on command.  All except wielder make Ref save DC 14 or be blinded 1d4 rounds. DMG
Called +1 9th teleport On command, wearer calls item to him and is properly donned at the end of the round. Defenders of the Faith
Charming +3 7th charm monster or charm person Enhances the physical beauty of its wearer, granting a +2 bonus to COM.  An opponent who strikes the item must make Will save DC 16 or be charmed.  If the foe actually hits the wearer, he is +4 to this save. Defenders of the Faith
Cold Resistance +2 3rd resist energy Absorbs the first 10 points of cold damage per attack. DMG
Cold Resistance, Improved +3 7th resist energy Absorbs the first 20 points of cold damage per attack. DMG
Cold Resistance, Greater +5 11th resist energy Absorbs the first 30 points of cold damage per attack. DMG
Command +2 5th   Grants +4 to CHA & +2 to Will saves to allies within 30 feet.  Imposes -6 to Hide checks. Defenders of the Faith
Dancing +3 15th animate objects Shield only.  Can be loosed to float in front of a chosen target, providing cover against attacks from one opponent per round, lasting 4 rounds. Sword & Fist
Daylight +2 5th daylight Glows with the brilliant light of daylight for up to 30 minutes per day.  May be turned on and off by command. Defenders of the Faith
Ease +1 5th soften earth and stone Allows wearer to sleep in the armor without removing it, regardless of weight.  Dons & doffs easily. Defenders of the Faith
Electricity Resistance +2 3rd resist energy Absorbs the first 10 points of electricity damage per attack. DMG
Electricity Resistance, Improved +3 7th resist energy Absorbs the first 20 points of electricity damage per attack. DMG
Electricity Resistance, Greater +5 11th resist energy Absorbs the first 30 points of electricity damage per attack. DMG
Energy Drain +2 7th enervation Allows wearer to drain levels with his touch attack (if armor) or with a shield bask (if shield). Defenders of the Faith
Etherealness +4 13th ethereal jaunt 1/day the wielder can become ethereal on command, remaining so for as long as desired. DMG
Fearsome +2 7th fear Creates aura of fear around wearer, affecting all foes within 40 feet. Defenders of the Faith
Feathered +2 5th air walk Allows wearer to fly up to 50 minutes per day at a speed of 90 with good maneuverability. Defenders of the Faith
Fire Resistance +2 3rd resist energy Absorbs the first 10 points of fire damage per attack. DMG
Fire Resistance, Improved +3 7th resist energy Absorbs the first 20 points of fire damage per attack. DMG
Fire Resistance, Greater +5 11th resist energy Absorbs the first 30 points of fire damage per attack. DMG
Fortification, Light +1 13th limited wish or miracle Provides 25% chance that critical hits against the wearer are negated and normal damage rolled instead. DMG
Fortification, Medium +3 13th limited wish or miracle Provides 50% chance that critical hits against the wearer are negated and normal damage rolled instead. DMG
Fortification, Heavy +5 13th limited wish or miracle Provides 75% chance that critical hits against the wearer are negated and normal damage rolled instead. DMG
Ghost Touch +3 15th etherealness Can be used by incorporeal creatures. DMG
Glamered +1 10th disguise self On command, changes shape and form to assume the appearance of a normal set of clothing. DMG
Ice +3 5th slow, ray of frost Affects the 1st five opponents to come within 30 feet with a slow effect.  Also, wearer may invoke a ray of frost up to 5/day. Defenders of the Faith
Invulnerability +3 18th stoneskin, wish or miracle Armor only.  Grants wearer damage reduction of 5/magic. DMG
Reflecting +5 14th spell turning Shield only.  1/day reflects a spell back at its caster. DMG
Sacred +2 8th creator must have ability to turn or rebuke undead Wearer with ability to turn or rebuke undead does so as if he were two levels higher. Defenders of the Faith
Shadow +1 5th invisibility Armor only.  Blurs wearer, granting +5 competence bonus to Hide checks. DMG
Shadow, Improved +2 10th invisibility Armor only.  Blurs wearer, granting +10 competence bonus to Hide checks. DMG
Shadow, Greater +3 15th invisibility Armor only.  Blurs wearer, graining +15 competence bonus to Hide checks. DMG
Silent Moves +1 5th silence Armor only.  Dampens sound around it, granting +5 competence bonus to Move Silently checks. DMG
Silent Moves, Improved +2 10th silence Armor only.  Dampens sound around it, granting +10 competence bonus to Move Silently checks. DMG
Silent Moves, Greater +3 15th silence Armor only.  Dampens sound around it, granting +15 competence bonus to Move Silently checks. DMG
Slick +1 4th grease Armor only.  Coated with slightly greasy oil, granting +5 competence bonus to Escape Artist checks. DMG
Slick, Improved +2 10th grease Armor only.  Coated with slightly greasy oil, granting +10 competence bonus to Escape Artist checks. DMG
Slick, Greater +3 15th grease Armor only.  Coated with slightly greasy oil, granting +15 competence bonus to Escape Artist checks. DMG
Sonic Resistance +2 3rd resist energy Absorbs the first 10 points of sonic damage per attack. DMG
Sonic Resistance, Improved +3 7th resist energy Absorbs the first 20 points of sonic damage per attack. DMG
Sonic Resistance, Greater +5 11th resist energy Absorbs the first 30 points of sonic damage per attack. DMG
Speed +3 5th haste Grants wearer the effects of a haste spell. Defenders of the Faith
Spell Resistance +2 - +5 15th spell resistance Grants spell resistance of 13 (or 15, 17, 19). DMG
Undead Controlling +4 13th control undead Wearer may control up to 26 HD of undead per day, losing this control each dawn. DMG
Undead Disrupting +2 5th disrupt undead Wearer may attack undead as with disrupt undead spell up to 4/day. Defenders of the Faith
Wild +3 9th baleful polymorph Wearer preserves his armor bonus (and enhancement bonus) while in a wild shape. DMG

 

 

 

 

 

 

1All prerequisites include the item creation feat Craft Magic Arms & Armor.