Armor can be enhanced with magical effects to increase their potency. The same bonus when worn by different pieces of armor does not stack. Some enhancements can only be applied to specific pieces, or shields. This will be noted if so.
Armor enhancements are assumed to be applied to the Body Armor, rather than the Head, Arms, or Legs however they can be applied to these pieces. Shields instead rely on the weapon’s table for Magic Enhancements. Multiple enchantments can be placed on one piece of armor, but the same enchantment cannot be placed multiple times unless otherwise stated.
Armor can receive a ‘mundane’ magical enchantment which allows them to block additional damage. This is increased Deflection granted from the magic imbued within an armor piece.
This bonus applies to the Deflection of a piece of armor it is applied to with a maximum bonus of +5 for 25,000 G.
These are ‘powers’ and ‘abilities’ which can be applied to armor in order to give them extra uses, or grant them abnormal special qualities.
Lightened
Price: 1,000 G
Description: When applied to a piece of armor, decrease the armor’s Armor Penalty by 2 and increase Agility to Defense by 2 (if applicable).
Imposing
Price: 1,000 G
Description: If an armor with this armor power is worn, gain a +2 bonus on Persuasion checks. In addition, reroll 1s on Persuasion checks made to intimidate.
Swift
Price: 2,000 G
Description: This can only be applied to Leg armor. While this is worn, negate any speed penalties imposed by Leg armor and gain a +2 bonus to Land speed while wearing this piece of armor.
Mirroring
Price: 2,500 G
Description: Once per encounter if a spell attack is made against you and would fail, you can reflect the spell back at the caster. This spell’s attack is made against the caster at the same bonus.
Linked
Price: 3,500 G
Description: This can only be applied to Body armor. All other pieces of armor that are not Body armor are linked together, allowing the armor to move as one. Gain a +1 to Deflection, -1 to Armor Penalty, and a +1 to Agility to Defense.
Warding
Price: 4,000 G
Description: While wearing this armor, you gain a bonus of +4 Mental Defense.
Fortifying
Price: 4,000 G
Description: While wearing this armor, you gain a bonus of +4 Bodily Defense.
Ghost Armor
Price: 4,000 G
Description: Once per day as a swift action you can activate this piece of armor in order to become incorporeal for 3 rounds. This allows you to walk through walls, but does not prevent physical damage against you.
Brawl
Price: 4,000 G
Description: This can only be applied to Arm armor. On unarmed strikes you deal +2 damage, and reroll 1 results on attack rolls.
Venomous
Price: 5,000 G
Description: If struck with a poison or disease, you are counted as immune to the effects and the poison/disease is instead stored within the piece of armor with this ability. It can be expelled as a Standard action against an enemy, using the same attack roll and effects as when it had attacked you. This can only store one poison, and once filled you are not able to activate this armor’s ability again until you expel the poison.
Energy Block
Price: 8,000 G
Description: Against an arcane energy type (chosen when the armor is made) gain a Resistance of 10. Sonic and Arcane cannot be chosen to be resisted. This applies to the whole body rather than the armor’s specified location. If this is applied to armor which already grants its Deflection against that element (for example, Reflector Armor) increase the Deflection of all applicable armor pieces by 5.
Cocoon
Price: 10,000 G
Description: This can only be applied to Body armor. As a standard action you can pull your armor around yourself and blocking off all gaps and weak points. Activating this is a standard action and prevents you from being able to move, and while this is active you double Deflection to all body parts until the beginning of your next turn.
Ghost Shunt
Price: 12,500 G
Description: If an enemy that is incorporeal attacks you they have an attack made against their Mental Defense, the attack is (Resistance k ½ Resistance). On a success, the incorporeal enemy’s attack fails even if they’d normally hit, and they take 10 damage (Soak isn’t used to divide this damage).
Arcane Block
Price: 15,000 G
Description: While wearing an armor piece with this armor power you gain Spell Resistance. Spell Resistance is 15 + double Resistance + ¼ Luck. This only applies against spells, and not abilities which may be magical in nature.
Growth
Price: 20,000 G
Description: You can activate this armor piece as a swift action, granting yourself a +2 bonus to Size (this affects Soak, Reach, and Space like normal). This lasts for 5 rounds and after the duration is over it can’t be activated again for another hour.
Life Saving
Price: 20,000 G
Description: Once per encounter reduce the armor with this armor power’s Deflection to 0 and negate the damage from an attack that would kill you. This reduction to Deflection lasts until the encounter is over.
True Defense
Price: 24,000 G
Description: When this armor is made with this enhancement, choose a physical damage type (slashing, piercing, or bludgeoning). This body part is immune to this physical damage.
Life Preserving
Price: 35,000 G
Description: While worn this armor piece grants you Regeneration 5. Choose a specific type of damage (it cannot be a damage type you are immune to, and if you would gain immunity to that element you must change this damage type), and this damage type chosen suppresses the Regeneration.