Enchanting Armor


Advice


Good Evening Fellow Gamers,

What would recommend for enchanting armor?

+3 Armor or +3 Shield

+1/+2 Armor with a special property or +1/+2 Shield with a special property

+2 Armor and +2 Shield?

I have a crafting budget of around 5,000gp

Very Respectfully,
--Bacon


I'd say straight bonuses as most of the shield/armor property's aren't very good besides maybe Shadow and elemental resists. When you say crafting budget do you mean you are making it yourself at half cost? If so then yeah +2 on both is your best bet for the moment. For your next AC boost beyond that, you should look into a +1 Ring of Protection or a +1 Amulet of Natural Armor: Each would give you an extra AC for 2k, which is less than the 5k (or 2.5k if you crafted it yourself) cost of increasing either armor or shield to +3.


I've gotta agree with chaos. Unless you can pull stuff from 3.5, armor and shields just don't really have all that impressive of abilities going for them.


Agreed, most armor properties aren't that good. Only decent Shield property is Bashing, and that's only if you're going to make it into a weapon as well.

That being said, it doesn't mean there aren't any good properties. The Deathless property is a pretty solid investment if you plan on fighting against Clerics, Vampires or other kinds of Undead/Negative Energy entities. Here's the description:

Deathless wrote:
This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.

Costing only a +1 bonus, it's a very powerful effect, and is a must-have for Good characters, since a lot of enemies will be fighting with Negative Energy or Negative Level effects.

The Spell Storing property is also amazing if you are a caster (if you can make magic weapons and armor, then chances are, you can cast spells). Here's the description:

Spell Storing wrote:
This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as a swift action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The armor magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled suit of spell storing armor has a 50% chance to have a spell stored in it already. Spell storing armor emits a strong aura of the evocation school, plus the aura of the stored spell.

This is also a +1 Bonus, and if you specialize in Touch attacks for Damage or Debuffs, this property will help you out greatly on your action econmy.

My suggestion is a +1 Deathless (or Spell Storing) Armor and a +2 Shield.


I recommend spell storing over deathless, but it depends on the campaign. "Take down the evil death cult's horrifying forces of doom" throws a lot more negative levels and negative channels than "Fight the cannibal pygmy army of the jungle-god of savagery."

There are also the flat-price enchantments. They're usually overlooked because they're weak, expensive, or only function for a short period, but having armor that gives you "Spider Climb+" for 10 rounds per day (adhesive enchantment) has its uses.

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