If determining armor or shield type randomly, use the following tables:
The scale for armor class is -10 to 0 to 10 with 10 being the worst value possible (least defense). When referring to beneficial capabilities of magic armor or magic shields , any "+" will actually reduce the wearer's armor class value (and a negative value for cursed items raises the score).
Armor Defense. Magical pluses to armor or shields will never affect the character's armor defense. i.e. +3 chain mail and a +2 small shield will give the wearer an AC 0 (AD 4).
Magic Armor. For purposes of encumbrance, magic armor (or barding) weighs half normal weight for armor of its type. More importantly all magic suits of armor (or barding) have no encumbrance bulk.
Magic Shields. Magical shields weigh the same as normal shields and, unless described differently, will have the same encumbrance bulk as a normal shield of it's type.
Armor and Shield Bonus to Saves. A suit of magical armor or a magic shield will provide a bonus to certain saving throws equal to the items "+" of magic. The pluses are cumulative. Thus, if you are wearing +2 armor and have a +2 shield readied, you will gain a +4 bonus against certain saving throws.
The bonus to saving throws are limited to the following effects (these are guidelines for an actual ruling by the GM):
All magical effects (including supernatural effects) causing damage in an area of effect—that offer a saving throw to avoid some or all of the damage. e.g. A fireball spell. Electricity-based damage: Only non-metallic armor offers a saving throw bonus against electricity-based attacks (that grant a saving throw).
All non-magical acid or fire based energy effects—that offer a saving throw to avoid some or all of the damage. e.g. An ankheg's squirt acid attack. Full immersion in acid does not benefit from armor or shield enhancements (assuming a save is offered at all).
Other non-electrical magical attack forms that cause physical damage to the wearer—that offer a saving throw to avoid some or all of the damage.
Any saves granted to avoid or lessen falling damage (per the GM). Based on circumstance, the GM may extend this bonus to certain item saves.
Standard Metal Alloys. The composition of metallic and plate armor vary based on power but frequently include alloys of adamantine, meteorite-iron, and mithral.
Non-metallic Armor. These are typically made of standard material types, although sometimes rare materials (dragon scales, hides, or monstrous chitin) are used.
Special Make. Rarely, armor is made by expert craftsfolk following a special process created by their race: Dwarf-craft items, Elven items, or Giant-make. These items may have special properties per the GM: Enduring (offering additional bonuses to item saves), Agile (weighing half the normal weight), or Dense (offering saves versus effects that would otherwise destroy it).
Magic Aura. All magic armor and shields will radiate abjuration magic unless they contain additional magics (per the GM).
Most magic armor found is enspelled to magically resize to fit a humanoid wearer between 2-ft. tall and 12-ft. tall. Magic shields do not resize. Some magic armor, depending on make, will not resize (per the GM) or will only be crafted for creatures larger than 12-ft. tall.
Magic armor created for humanoids will not allow for extraneous limbs, tails, or wings—custom armor must be constructed to accommodate creature's with these members. If so, this armor will hinder those without these extremities (any creature attempting to wear the armor will be hindered).
Sleeping in Magic Armor. Non-plate type armor can be slept in as if it were leather armor.
Donning and Removing Magic Armor. This is done in the same manner as mundane armor. Any damage to magic armor to cut it off quickly requires the armor to miss an item saving throw and it will then become broken or destroyed as ruled by the GM.
Upgrading Magic Armor or Shields. Like any magic item, once fabricated, the permanent magic capabilities for the item is set. Only completely de-magicking the item and beginning the magic construction process again (with the now mundane item as the base material) will allow for a different result.
Some magic armor or shields are enchanted beyond simply raising the protection bonus of the item. The bonus noted by the special ability adds a "+" bonus to the XP/GP of the final armor—this does not affect the protection bonus or item saves in any way. Thus, a suit of +2 stealth leather armor is worth 3,200 XP/16,000 g.p. (i.e. it is rated as +4 armor) but the wearer has a base AC 6 (AD 8) along with the armor's special abilities.
[innate; abjuration] (continuous)
A suit of armor or a shield with this special ability grants a +2 bonus to AC against all missile attacks stacking with the items normal protective bonus—excepting those that are contact attacks or siege-like missiles. The item also grants magic resistance of 75% versus the magic missile spell or similar effects.
For example, a +2 deflection small shield grants an AC bonus of +3 versus melee attacks and an AC bonus of +5 versus attacks from long bows.
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP Adds a +2 bonus to the XP/GP of the armor (this does not affect the protection bonus or item saves).
[innate; abjuration-illusion/phantasm] (major)
Glamered Armor. A suit of armor with this ability appears normal. Upon (verbal) command, the armor changes shape and form to assume the appearance of a normal set of clothing. The wearer can determine the nature of the clothing, from beggar's clothes to a noble's outfit. The outfit must cover the same general area as the armor (i.e. a full set of clothing covering the torso, arms, and legs; if the armor's boots, helm, and gloves are worn, these areas can be added in to the disguise). The outfit must be visualized by the wearer and can mimic a unique set of clothes/robes/etc. The "clothing" can instead mimic other types of armor (making noise as the illusory armor would). The armor retains all its properties (including weight) when glamered. The glamered items cannot shed light or change color without a major action being used. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised. While disguised, the armor makes no more noise that that of regular clothing and even physical handling or attempts at disbelief will not reveal the true nature of the item. If the "clothing" is attempted to be removed, it will appear to be sewn together and fastened with cloth straps that must be undone to remove (taking as much time as removing a normal set of armor). If removed, the armor loses it's glamer and appears as a normal set of armor. The armor comes with two command phrases, one to implement or change the glamer and one to end it.
Glamered Shield. This item works much the same as the armor. The shield can only take the form of something worn on the arm, or an item held in one hand. For example, the shield can appear as if the wielder was wearing a bracer or bracelet or that they are instead holding a wand or a dagger. The material can be of any type as desired and unique forms can be chosen as visualized by the wielder. The glamered item cannot shed light or change color without a major action being used. If the item is put down, it will lose the glamer, but while carried, even if stowed, it will retain the illusion.
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP Adds a +1 bonus to the XP/GP of the armor (this does not affect the protection bonus or item saves).
[innate; abjuration] (continuous)
A suit of armor or a shield with this special ability grants a +6 bonus to a defender of a grapple attempt and requires creatures with the grab ability (or similar; e.g. hug, constrict, etc.) to make a grapple attempt to grab the wearer/wielder (i.e. they cannot be automatically grabbed). This bonus only applies during the initial grapple attempt (once successfully grabbed, it does not grant any bonus to break free).
The wearer/wielder also gains a +4 bonus versus saves for entanglement (entangling weapons, the web spell, etc.).
The item otherwise appears normal and handles normally.
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP Adds a +2 bonus to the XP/GP of the armor (this does not affect the protection bonus or item saves).
[innate; abjuration] (continuous)
A suit of armor or a shield with this special ability grants the wearer/wielder a +20% to move silently checks or hide in shadows checks. If the wearer is a thief or has thief skills, this bonus stacks with their normal base chance. The item does not grant armor or shield proficiency, so a thief could not wear stealth plate mail or employ a stealth shield (unless a multi-class fighter/thief). A shield must be readied to gain the bonus.
A character without thief skills gains a 20% chance to hide in shadows as a thief. Metal or plate armor makes noise as if it were leather armor. Creatures that gain a bonus to surprise in non-metallic armor gain the bonus in stealth armor of any type. If the stealth armor is not metallic, the armor grants a +10% to surprise others or stealthy movement.
A shield with this ability will not affect the noise made by metallic armor (and no bonus is given for moving silently).
Individuals with an ability to treat metallic armor as non-metallic with regards to stealth (i.e. a ranger), will gain the stealth ability as if the armor were non-metallic (in regards to either metallic stealth armor or employing a stealth shield while wearing metallic armor).
All items with this ability are dark colored (matte or mottled).
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP Adds a +2 bonus to the XP/GP of the armor (this does not affect the protection bonus or item saves).