Magic body armor must be worn to gain its effects, while magic shields must be wielded. You cannot imbue magic body armor effects on ordinary
clothing, even if that clothing is worn on the body instead of armor.
9.6.1 Magic Armor Damage Resistance
While you are attuned to magical body armor, that armor gains a multiplier to the damage resistance it provides. This multiplier does not apply to
any special properties the armor might have, such as an enhancement bonus to your damage resistance. It only applies to the normal damage
resistance normally provided by body armor of that type. The magnitude of the multiplier is based on the magic item’s rank, as listed
below.
Normally, it is impossible for body armor to have multiple properties, or for body armor made from a special material to have a magical
property. If that happens, use the highest applicable damage resistance multiplier rather than applying both multipliers. This multiplier to damage
resistance still applies even if the armor’s magical properties are suppressed, such as with the suppress item spell, as long as you are still attuned to
the body armor.
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Being prone(half speed, -2 Armor and Ref) does not reduce your movement speed.
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Rank 3 (100 gp): Being prone also does not reduce your defenses.
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When you use the total defense ability, you gain a +2 bonus to Armor defense in addition to the normal bonuses from taking that action (see Total
Defense). This property cannot be applied to tower shields.
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Whenever you would take damage from an ability that attacked your Armor or Reflex defense, your armor crumples under
the attack, reducing that damage by 10. After damage is reduced twice in this way, this has no effect until you finish a short
rest.
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Rank 5 (2,500 gp): The damage reduction improves to 20.
Rank 7 (62,500 gp): The damage reduction improves to 40.
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You gain a +1 enhancement bonus to your Armor defense.
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This armor’s encumbrance is reduced by 1.
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Rank 3 (100 gp): The encumbrance reduction improves to 2.
Rank 5 (2,500 gp): The encumbrance reduction improves to 3.
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You gain a +4 bonus to your defenses when determining whether a strike gets a critical hit against you instead of a normal
hit.
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Rank 6 (12,500 gp): The bonus applies against all attacks, not just strikes.
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This armor does not increase your damage resistance. Instead, you gain a bonus to your hit points equal to the damage resistance the armor would
normally provide.
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Rank 4 (500 gp): The armor also grants you a +8 enhancement bonus to your hit points.
Rank 6 (12,500 gp): The hit point bonus increases to +16.
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Whenever a creature misses or glances you with a melee strike, it briefly takes a -1 penalty to Armor defense. As normal, this bonus does not
stack with itself, even if the same creature misses you with multiple melee attacks.
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Rank 6 (12,500 gp): The penalty increases to -2.
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You can activate this armor as a standard action. If you do, it appears to change shape and form to assume the shape of a normal set of clothing.
You may choose the design of the clothing. The item retains all of its properties, including weight and sound, while disguised in this way. Only its
visual appearance is altered. This effect lasts until you revert it as a standard action.
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Rank 3 (100 gp): The armor also makes sound appropriate to its disguised form while disguised.
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You gain a +16 enhancement bonus to your damage resistance. However, you take a -8 penalty to your hit points.
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Rank 5 (2,500 gp): The damage resistance bonus increases to +32, but the hit point penalty increases to -16.
Rank 7 (62,500 gp): The damage resistance bonus increases to +64, but the hit point penalty increases to -32.
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If your Dexterity is at least 3, you gain a +1 enhancement bonus to your Armor defense.
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Rank 7 (62,500 gp): The bonus increases to +2 if your Dexterity is at least 5.
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You gain a +6 enhancement bonus to your damage resistance.
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Rank 4 (500 gp): The bonus increases to +12.
Rank 6 (12,500 gp): The bonus increases to +24.
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Whenever an ally adjacent to you is targeted by a ranged strike, the attack is redirected to target you instead. Resolve the attack as if it had initially
targeted you, except that the attack is not affected by cover or any miss chance.
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Rank 3 (100 gp): The redirection extends to your allies within a Small (15 ft.) radius emanation from you.
Rank 5 (2,500 gp): The redirection extends to your allies within a Large (60 ft.) radius emanation from you.
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You gain a +2 enhancement bonus to your defenses against ranged strikes.
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Rank 6 (12,500 gp): The bonus increases to +4.
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Whenever a creature within Long (90 ft.) range of you misses or glances you with a ranged strike, it treats itself as a target of that attack in
addition to any other targets.
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Rank 5 (2,500 gp): The attacker takes a -4 penalty to all defenses against attacks reflected in this way.
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This shield normally has a cloth covering its face. As a standard action, you can pull the cloth back and reveal the horrifying face emblazoned on
the shield. If the cloth is prematurely pulled back, allowing creatures to see the shield without a dramatic reveal, the shield has no effect on
them.
When you activate the shield, make an attack vs. Fortitude against all creatures within a Medium (30 ft.) cone. Your minimum
accuracy is +5. Whether you hit or miss, each creature who can see the face is immune to this ability until it finishes a short
rest.
Hit: Each target is slowed(half speed, -2 Armor and Ref) as a condition. During this condition, if it takes a vital wound that leaves it
unconscious, it immediately dies. When a creature dies in this way, its body is petrified in the form of a stone statue.
Critical hit: The condition must be removed an additional time before the effect ends.
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Rank 7 (62,500 gp): Your minimum accuracy increases to +12, and the condition also causes each target to take 5d8 damage during each of your
subsequent actions.
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Whenever you use the total defense ability, you can activate this shield. When you do, any targetedmagical ✨ abilities that
target you this round also target the creature using that ability in addition to you. It cannot choose to reduce its accuracy or damage against itself.
Any other targets of the ability are affected normally.
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Whenever you would be affected by a condition, you have a 25% chance to avoid gaining that condition. This does not prevent any other effects of
the attack.
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Rank 6 (12,500 gp): The chance increases to 50%.
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You gain a +12 enhancement bonus to your damage resistance. However, you take a -2 penalty to your power with all abilities.
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Rank 5 (2,500 gp): The damage resistance bonus increases to +24, but the power penalty increases to -3.
Rank 7 (62,500 gp): The damage resistance bonus increases to +48, but the power penalty increases to -4.
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You gain a +12 enhancement bonus to your damage resistance. However, you take a -10 foot penalty to your speed with all movement modes. In
addition, this armor’s encumbrance is increased by 2.
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Rank 4 (500 gp): The bonus increases to +24.
Rank 6 (12,500 gp): The bonus increases to +48.
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This armor does not penalize your movement speed for being heavy (see Armor Usage Classes). If the armor is not heavy armor, this has no
effect.
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If your Dexterity bonus to your Armor is reduced by at least 2 due to your body armor, you gain a +1 enhancement bonus to your Armor defense.
This typically requires a Dexterity of 3.
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Rank 4 (500 gp): The Armor defense bonus increases to +2 if your Dexterity bonus to Armor is reduced by at least 3.
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Your maximum hit points are halved. However, you are immune to conditions.