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