"Magic" Armor

Aura strong abjuration; CL 13th Weight 50 lbs.; Price 75,650 gp


“Magic” Armor takes the shape of a set of +2 impervious moderate fortification full plate. Due to the magical nature of the armor, movement is hindered as if Medium Armor instead of heavy. In addition, “magic” armor provides the wearer with 5 points of resistance to acid, cold, electricity, fire, and sonic, and is itself unharmed by damage from any of these energy types. When a critical hit or sneak attack is scored on the wearer, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Also, the “Magic” Armor cannot rust, even by magical or supernatural means. It gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an “Magic” Armor and the wielder’s combat maneuver defense against sunder maneuvers against the “Magic” Armor each gain a bonus equal to twice the armor’s enhancement bonus.

Unfortunately, as you wear the armor, the Rupees on your person slowly begin to disintegrate. It chooses a Rupee randomly from your bag, which will “power” it for the day. The Rupee first looses it’s color, then shifts into a worthless dust. When there are no more rupees on your person, then the magic powers down, changing the movement speed as if you were wearing a set of stone-plate. Only if Rupees are on your person again does the armor power up.


Craft Magic Arms and Armor, resist energy, and limited wish or miracle; Cost 29,650 gp

"Magic" Armor

Legend of Zelda: An RPG to the Past Bucketfox