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.
Property Limits: A suit of body armor can only have one magic item property. A shield can also have one magic item property.
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You gain a +2 enhancement bonus to your durability.
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Rank 3 (100 gp): The bonus increases to +3.
Rank 5 (2,500 gp): The bonus increases to +4.
Rank 7 (62,500 gp): The bonus increases to +5.
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Being prone(half speed, -2 Armor and Ref) does not reduce your movement speed or defenses.
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At the end of each round, you regain 2d8 hit points.
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Rank 5 (2,500 gp): The healing increases to 4d10.
Rank 7 (62,500 gp): The healing increases to 8d10.
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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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You gain a +1 enhancement bonus to your Armor defense.
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Rank 7 (62,500 gp): The bonus increases to +2.
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You gain a +2 enhancement bonus to your Reflex defense.
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Rank 4 (500 gp): The bonus increases to +3.
Rank 7 (62,500 gp): The bonus increases to +4.
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If your Constitution is at least 3, you are fortified(+2 Brawn, Fort, Ment).
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Rank 7 (62,500 gp): This item does not require deep attunement, but it requires 5 Constitution.
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This armor does not increase your Armor defense. Instead, you gain an enhancement bonus to your Fortitude defense equal to the
Armor defense bonus the armor would normally provide. In addition, the armor grants you a +3 enhancement bonus to your
durability.
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Rank 4 (500 gp): The durability bonus increases to +4.
Rank 6 (12,500 gp): The durability bonus increases to +5.
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You gain a +2 enhancement bonus to your Brawn defense.
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Rank 4 (500 gp): The bonus increases to +3.
Rank 7 (62,500 gp): The bonus increases to +4.
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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. An observer can recognize the armor’s true nature with a difficulty value 15 Awareness
check.
You can suppress or resume this effect as a free action once per round.
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Rank 3 (100 gp): The sound and texture of the armor are also appropriate to its disguised form while disguised, and the Awareness DV increases to
25.
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This shield gains the Impact tag when used as a weapon.
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You gain a +5 enhancement bonus to your durability. However, you also take a -1 penalty to your vital rolls.
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Rank 5 (2,500 gp): The bonus increases to +6.
Rank 7 (62,500 gp): The bonus increases to +8.
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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 6 (12,500 gp): The bonus increases to +2 if your Dexterity is at least 5.
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You gain a +2 enhancement bonus to your Mental defense.
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Rank 4 (500 gp): The bonus increases to +3.
Rank 7 (62,500 gp): The bonus increases to +4.
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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 bonus to your defenses against ranged strikes.
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Rank 4 (500 gp): The bonus increases to +3.
Rank 7 (62,500 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. After
using this ability, you briefly cannot use it again.
Hit: The target slowly turns to stone as a condition. While it is injured, it is slowed(-10 speed, -2 Armor and Ref). During this condition, if it
takes a vital wound that leaves it unconscious, it immediately dies. If the target 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 6 (12,500 gp): Your minimum accuracy increases to +10, and the condition also causes each target to be stunned(-2 defenses) while it is
injured.
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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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You are shielded(+2 Armor and Ref).
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Rank 7 (62,500 gp): This item does not require deep attunement.
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Whenever you would be affected by a condition, you have a 50% chance to avoid gaining that condition. This does not prevent any other effects of
the attack.
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You gain a +5 enhancement bonus to your durability. However, you take a -2 penalty to your power with all abilities.
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Rank 5 (2,500 gp): The durability bonus increases to +6, but the power penalty increases to -3.
Rank 7 (62,500 gp): The durability bonus increases to +8, but the power penalty increases to -4.
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You gain a +4 enhancement bonus to your durability. However, you take a -10 foot penalty to your speed with all movement
modes.
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Rank 4 (500 gp): The bonus increases to +6.
Rank 6 (12,500 gp): The bonus increases to +8.
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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 armor, you gain a +2 enhancement bonus to your Armor defense. This
typically requires a Dexterity of 4.
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Your maximum hit points are halved. However, you are immune to conditions.