If you picked up a copy of A Necromancer’s Almanac: 2012 (or even if you didn’t, and you just pay really close attention to the content on our website), then you may have noticed a weird inconsistency: we made a whole lot of specific magic weapons last year, but no specific armors or shields. Well, the people have spoken, and apparently they want specific magic armors, so I thought I’d make some for you. Supply and demand and all that.
Of course, if these three new specific armors don’t satiate you fully, you can find several more, as well as over 50 magic armor special abilities, in The Ebon Vault: Adamant Armors, which is available for only $2.49 just about everywhere that digital Pathfinder products are sold.
ARMOR OF LIQUID FORM
Aura faint transmutation; CL 5th
Slot armor; Price 15,325 gp; Weight 20 lbs.
Construction Requirements Craft Magic Arms and Armor, gaseous form; Cost 7,825 gp
This remarkable suit of +1 studded leather is surprisingly soft and supple, and seems to mold itself to the body of its wearer like a second skin. Three times per day, at the wearer’s command, the armor of liquid form can cause the wearer’s body to take on a liquid state, seemingly melting into a flesh-colored puddle.
This functions as the spell gaseous form, except that the wearer does not gain a fly speed, and instead has a movement speed of 5 feet. Further, while in liquid form, the wearer gains acid, cold, electricity, and fire resistance 5. Unlike gaseous form, the wearer can enter other liquids while in liquid form, though doing so is somewhat hazardous: the wearer suffers a -10 penalty to all Swim checks while in liquid form, and takes 1d6 points of damage per round while submerged in another liquid, as he begins to dilute throughout that liquid. This damage is not subject to the damage reduction granted by gaseous form. If the wearer is reduced to 0 hit points in this way, his form is completely diluted, and his body cannot be recovered. The wearer does not need to breathe while in liquid form.
None of the armor of liquid form’s unique abilities count as an enhancement bonus equivalent, and it is treated as a suit of +1-equivalent armor for the purposes of the cost of further improving its magical abilities.
Aura faint universal; CL 1st
Slot armor; Price 4,500 gp; Weight 30 lbs.
Construction Requirements Craft Magic Arms and Armor, crafter must know the feat to be granted by the armor; Cost 2,500 gp
These +1 breastplates tend to be fairly common-looking, and can often be mistaken for mundane armor. Even straight from the forge, they are always covered with various nicks and signs of battle, as though even fresh-made they were veterans of many a war.
Each suit of battlemaster’s breastplate has a single combat feat associated with it, which is determined when the armor is created and cannot later be changed. As long as the armor is worn, the wearer is treated as though he possessed that combat feat. If the chosen feat has an ability score requirement, the wearer is treated as meeting that requirement, even if he doesn’t, but all other prerequisites of the feat must be met, or else this ability has no effect.
Some of a battlemaster’s breastplate’s unique abilities count as an enhancement bonus equivalent, and it is treated as a suit of +2-equivalent armor for the purposes of the cost of further improving its magical abilities.
Aura strong abjuration; CL 13th
Slot armor; Price 61,800 gp; Weight 50 lbs.
Construction Requirements Craft Magic Arms and Armor, searing light, spell turning; Cost 30,900 gp
This suit of +2 full plate always appears to have been freshly polished, and seems to shine brilliantly in any kind of light. Three times per day, at the wearer’s command, while the wearer is in a condition of normal light or brighter, he can cause the armor to gleam with supernatural and potentially blinding brilliance, forcing a single creature within 60 feet that can see him to succeed on a Fortitude save (DC 16) or be blinded for 3d8 minutes.
Additionally, as long as the armor is worn, the wearer gains spell resistance 18, but only for the purposes of spells that take the form of rays. Any spell that fails to overcome this spell resistance reflects off the armor and is turned back upon the attacker. The wearer makes a new attack roll for the ray, using the same attack bonus as the creature that fired it. If the attack hits, the creature that created the ray suffers its normal effects.
Some of the mirrorsheen plate’s unique abilities count as an enhancement bonus equivalent, and it is treated as a suit of +7-equivalent armor for the purposes of the cost of further improving its magical abilities.