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Thread: Magic Armor?

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    Ettin in the Playground
     
    gallagher's Avatar

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    Default Magic Armor?

    hey, i was wondering, i couldnt find the table online and i dont currently have any books in front of me, but what does adding a +1 modifier do for armor?

    say i had Masterwork Full Plate, which is a +8 armor, max dex of 2, check penalty of -6... what would a +1 (and additional plusses) do for my armor? does it increase my AC? decrease the check penalty?
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    PairO'Dice Lost's Avatar

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    Default Re: Magic Armor?

    AC goes up by +1, and that's about it. Additional pluses up to +5 increase AC by that much, and you can add special abilities up to a +5 equivalent as well.
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    Default Re: Magic Armor?

    In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.
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    DwarfClericGuy

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    Default Re: Magic Armor?

    The enchantment bonus also is added to saves to prevent distruction of an enchanted item.

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    Default Re: Magic Armor?

    "Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the itemís hit points."
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    Ogre in the Playground
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    Default Re: Magic Armor?

    keep in mind also that all magic items are also masterwork which lowers armor check penalty by one (was not sure if you had included that in)

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    Default Re: Magic Armor?

    And can make the armor give off light as a torch (or is that just weapons?)
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    Default Re: Magic Armor?

    Weapons only. 30% chance for randomly generated items.

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    Default Re: Magic Armor?

    Quote Originally Posted by PairO'Dice Lost View Post
    AC goes up by +1, and that's about it. Additional pluses up to +5 increase AC by that much, and you can add special abilities up to a +5 equivalent as well.
    Not quite: the maximums are (enhancement) ≤ 5 and (enhancement) + (special) ≤ 10. This means you can have more than +5 worth of special abilities if you don't have the maximum enhancement bonus.

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    Troll in the Playground
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    Default Re: Magic Armor?

    Quote Originally Posted by herrhauptmann View Post
    Weapons only. 30% chance for randomly generated items.
    Ah. Good thing for throwing weapons and ammo then.
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    BardGuy

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    Default Re: Magic Armor?

    Quote Originally Posted by Vizzerdrix View Post
    Ah. Good thing for throwing weapons and ammo then.
    Tracer rounds...I'll have to remember that trick because normally I get non glowing weapons so that I don't give away my position. But glowing arrows or throwing daggers could be of some use in certain situations.

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    Bugbear in the Playground
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    Default Re: Magic Armor?

    Quote Originally Posted by gorfnab View Post
    But glowing arrows or throwing daggers could be of some use in certain situations.
    A glowing harpoon would probably be better. You could use other glowing ranged weapons for signalling, but a glowing harpoon is harder for your target to leave behind.

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