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Thanks to the labors of thousands of smiths who honed their forge skills over the course of many centuries, Azeroth's magic armors are renowned for their protective qualities.

These magic suits provide enhancement bonuses to Armor Class that stack with regular armor and shield bonuses. Although many smiths have tried to advance them beyond the theoretical limits, these bonuses never rise above +5. All magic armor is also masterwork armor, which reduces armor check penalties by -1.

In addition to providing an enhancement bonus, magic armors often have special abilities. These abilities count as additional bonuses for determining the armor's market value, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor must have a minimum enhancement bonus of +1 to have a special ability.

To generate a random item, roll d% and consult the table below. A suit of armor or shield may be made of an unusual material, such as adamantine or truesilver. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.

Caster Level for Armor and Shields: The caster level of a magic shield or magic armor with a special ability is given in the item description.

Shields: Azeroth's smiths are as capable at shield-making as they are at crafting suits of armor. Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash (except for shields with the bashing property).

A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.

Shield Hardness and Hit Points: An attacker cannot damage a magic shield that has an enhancement bonus unless her own weapon has at least as high an enhancement bonus as the shield struck. Each +1 of enhancement bonus also adds 2 to a shield's hardness and +10 to its hit points.

Activation: Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagic armor and shields — by wearing them. If armor or a shield has a special ability that the user needs to activate, the user usually needs to utter the command word (a standard action).

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