Armor Special Traits

Armor & Shields

Acid Washed: +4 saves vs. acid/rust/disintegration,
+100 (Light), +200 (Medium or Heavy), Metal only

Camouflage: +2 hide in specific terrain, +2 lb
+300 gp,

Caster Armor: -5% Spell Failure
+500 gp (Light), +1000 gp (Medium) +1500 gp (Heavy)

Ceremonial: +1 Max. Dex, -2 Armor Check Penalty, no speed reduction, half Arcane Spell Failure, 1/2 Weight, 1/2 AC bonus,
Masterwork Armor x2 gp

Dwarvencraft: +2 hardness, +10 HP, +2 saves (Metal only)
+600 gp,

Environmentally Designed: +2 saves vs. Environmental heat or cold,
+150 gp

Quick-Escape: Remove as standard action, double time to put on, +2 lb (Masterwork only)
+1000 gp,

Hardened: x 1.5 Hardness
+500 (Light) gp, +1500 (Medium) gp, +3500 gp (Heavy)

Lightweight: -20% weight
+350 gp (Light or Medium), +850 gp (Heavy)

Ornate: +2 Diplomacy or Intimidate
+400 gp,

Pure Ore: x 2 Hardness & HP, (Item Must be Masterwork)
+1000 gp (Light), +3000 gp (Medium), +7000 gp (Heavy)

Reinforced: +1 AC, +10% weight,
+1000 gp (Light), +1250 gp (Medium), +1,500 gp (Heavy)

Resilient: +5 HP
+200 gp

Segmented: +1 Max. Dex Bonus,
+200 gp (Light or Medium), +300 gp (Heavy)

Shield Sheathe: Store light weapon if unnoticed, draw as free action
+50 gp,

Signature Crest: Decoration
+50 gp

Vital Coverage: +2 AC vs. critical confirmation,
+200 gp (Light), +400 gp (Medium), or +1,000 gp (Heavy)

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