101 Magical Armor and Shield Properties (PFRPG) PDF

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Think you have enough magical defenses to choose from? Think again! 101 Magical Armor and Shield Properties gives you—yes, you guessed it—101 Armor and Shield Properties, that will help you realize the vision you've had for your character.

From the ability to have armor that attacks your foes or acts to save your life to properties that have unique defenses against criticals, along with new effects, and protectections for specific classes, 101 Magical Armor and Shield Properties brings a host of new special abilities to your character's aegis.

Wholly compatible with the Pathfinder Roleplaying Game, 101 Magical Armor and Shield Properties adds new agonizing choices to the creation of your character's defenses and their advancement without breaking the game.

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Nice collection of magical properties


101 Magical Armor and Shield Properties by Rite Publishing

This product is 18 pages long. It starts with a cover and credits. (2 pages)

Armor and Shield Properties (13 pages)
It starts with a random table for the properties in the book, there is one for minor, medium, and Major items. The rest of the book is taken up by the properties, each one is roughly one full paragraph, a few are shorter at only a few lines and a few are more than one paragraph long. A few of the ones I liked.

Allied Security – if next to a ally you can reduce your AC and give it to your ally, as a immediate action.
Cavalier's Coat of Arms – can force a enemy to attack the wearer.
Dread – gains several fear based abilities.
Healing Catalyst – all healing cast on the wearing is increased.
Knight's Move – swift action dimension door, like a knight moves in chess.
Protected Flank – one enemy per turn can be targeted and they don't get flanking bonuses against the wearer.
Unshrinking Steps – for a number of minutes each day the wearer can hover 2 inches over the ground and walk like normal, never coming into contact with the surface under their feet.

It ends with a OGL and ads. (3 pages)

Closing thoughts. The art work is color good as a whole. Editing and format are very good, I didn't notice any errors. There was a lot of very cool idea's in the 101 properties given, there was some meh idea's as well. But that is to be expected not everyone is going to like everything. I do think a few of them could have used another line or two of fluff talking about how the idea works, but that is a minor issue. So what's my rating? Well what is good is very good, I do think a few needed a bit more text and there was a couple of meh ones as well. So I am going to give it a 4.5 star review.

Trust me, I'm a Succubus.

Unique magical properties for armor and shields


101 unique properties to apply to magical armor or shields comprise the entirety of this book with the exception of some very nice interior art. This book begins with a table listing each property with its price modifier, either in gp or in equivalent magical bonus (utilizing the costs for such in the Core Rules). I like the ability to pick from this chart some nice armor properties to make my home campaign rewards be unique. This book is pure gold for those wanting to add a unique property rather than the old, overused, and rather boring +1 (or higher) AC.

One huge negative for me was the complete lack of some explanation of how or why each property works the way it does. For example: the first property described is the Absorbent Resistance. This is a property added to a shield that allows the shield to completely block a single melee attack using the combat maneuver rules. If the CMB succeeds the attack is negated and the opponent’s turn is ended, (in addition to other features). What I want to know is what about this magic shield causes this to occur? Is there a magical force field that extends outward from the shield to engulf the opponent, at least temporarily? It is made of some special sovereign-like glue that impedes the opponent’s actions? Why does it work this way? I know for my own games I do not and cannot simply hand wave things. The “it works because it’s magic” explanation doesn’t work on them. I’ve tried that in the past and it was met with scorn and indignation on the part of my players who (bless their greedy souls) want reasons for things. Some call that fluff or something similar as if to downgrade its importance. I consider these to be more important than any mechanic or rule. Now, I can make up my own reasons, but I might not have the time to do that. I realize that this would add to the book and potentially make it impossible to do 101 of them, thus negating the reason for assigning it to the 101 series. So I suspect that I will have to be content. And add content as I pick and choose the properties to apply to the rewards I hand out to my players.

I do realize that not everyone plays with my types of players. Most are content with the cool factor of what the property does and won’t ask why. For the GMs of those kinds of players this supplement is worth every bit of 5 stars. The artwork inside is nice and makes me want to print, cut out, and post to 3x5 cards, write the armor descriptions, make up a few names for them, and hand them out to my players as they find them. I am really not a big fan of the cover art however. It looks a bit too World of Warcrafty in the impossibly huge armor pieces. So not a fan of that piece of art.

Given my reservations, but taking into account the nice array of properties nicely presented, I am giving this 4 stars.

Defensive qualities that push the limits of properties


This pdf is 18 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages advertisement, leaving 13 pages for the new enhancements to the magic items, so let's take a look, shall we?

First of all, I have to come clear - I HATE magic item inflation. I mean, come on, how cool is a flaming sword if half the kingdom sports one? How special is an armor plus 1 if the local blacksmith's apprentice wears one? In my home campaign ALL magic items that are not scrolls and similar one-use items have names. Subsequently, I have been a vocal advocate of unique magic items that bring back the wonder to the game, that make magic feel less like a stratified set of bonuses and do more than "cast spell xyz, 3/day". I'm not the easiest audience for magic items and this pdf has a hard standing with me.

The pdf kicks off with a d%-table of the properties that shows you that base-price increments herein range from a modest 400 GP to the equivalent of a +5 bonus. The coolest design-innovation from 101 magical weapon properties has also been implemented here, i.e. the DCs, where applicable, of the items abilities, scales with level: DC=10 + 1/2 character level + attribute modifier. Excellent choice, as it keeps items from becoming obsolete.
An more in-depth look at the item-properties will immediately show you that some of the items deal with terrain control/economy of actions when it comes to movement - from additional 5-foot steps to 3/day extra move actions to a quality that lets you swim in an armor and breathe underwater, some nice new tactics are opened up by the new qualities. I expected as much, though Knight's move is quite cool, letting you dimension door a move as a knight in chess would.
I also expected the two spiny enchantments that deal melee and ranged damage to attackers and the racial properties that work only for a set race (though their implementation is cool: Humans get a prophecy pool and add one to said pool for each 1 they roll - use the pool to change fate. Neat!). There are also enchantments that give you DR 5/slashing/piercing/bludgeoning respectively.

What I did not expect, was to get a new specific property for just about any armor-wearing class, INCLUDING APG, UM and even UC-classes like the gunslinger and samurai - very cool.

One of the most utilized enchantments, prismatic palisade, lets you once per day walk unscathed through anything prismatic and counter it. Iconic enchantments like energy absorption and minor shielding against draconic powers may be nice, but the pdf has more to offer: It's the enchantments that truly stand out, that make you immediately come up with cool ways to use them, that are for me the stars of this pdf:

Ironheart for example, makes you the ultimate tough guy, converting up to 100 points of lethal damage to non-lethal damage. (And no, munchkins, it doesn't work if you're immune to non-lethal damage.) And then there are the extremely costly last resort enchantments: Involuntary Retribution and Safeguards - one lets you heal, one casts destruction on your foes if they drop you to negative hp. Ouch. Even cooler, there's the martyr enchantment: You get automatically hit by foes and criticals confirm as well - but you also inflict maximum melee damage against that foe without an attack roll. No if that does not make for cool rp-moments and heroic sacrifices, what does?

Another favorite of mine would be the animated defense armor, that turns into an animated item when you are hit by negative conditions and follows a set of programmed instructions, i.e. carrying your dead body through a desert or shaking you from fascination. I can see the plots forming in my mind - very cool. And what about the shield that can be turned into an extremely fast sled for getaways or an armor quality that lets you phase through difficult terrain? There is also a quality to lessen the effects of penalties, halving them and mechanically, you get a lot of cool ideas.
My very own silent stasr of this pdf, though, are the vital warding and dramatic counter enchantments, the former of which, if you use critical charts or decks, lets you roll twice and take the outcome of your choosing. While not for everyone, it's just one of 101 qualities and makes for a very cool thing to have if you use these rules. Dramatic counter lets you react once per day to an attack by vanishing in a cloud of smoke and makinga plus 20 acrobatics check to get far away. And Cheating Death is the ultimate enchantment for villains: 1/day negate anything that would kill the wearer, greater teleport and mindblank - OUCH!

Editing and formatting are very good, I only noticed a case of a missing comma and a tab too much, but neither impeded my understanding of the content. Layout adheres to the full-color, 2-column RiP-standard and the artworks we get for some of the items rock. The pdf is extensively bookmarked.
What can I say? I was more than pleasantly surprised by this pdf. 101 magical weapon qualities was a nice pdf, but some of the enchantments felt a bit like filler - not so here. I think that each and every one of the properties has its place in a campaign and many actually offer enough evocative potential to make the enchantment worthy of its very own magic item - they just feel unique, stylish and cool and not like some run-of-the-mill bonus. I'd usually rate this 4.5. stars due to the minor glitches. BUT: For the added tactical depth these properties offer, and the supremely cool ideas crammed herein by RiP's mastermind Steven D. Russell, my final verdict will be 5 stars. Without the minor glitches I'd also add my seal of approval, but this remains a stellar offering that enriches just about any PFRPG game out there.

Endzeitgeist out.

Scarab Sages

Pathfinder Card Game, Rulebook Subscriber


Hrmmm. Interesting.


Gninjas have been dispatched to notify Rite of the product mix-up.


Gninjas have returned—mission successful, product updated to the correct version.

Scarab Sages

Pathfinder Card Game, Rulebook Subscriber

This product actually goes with the 101 series. Not the Kaidan series. In the Company of Henge is the right book for the Kaidan section.

Also, while I am thinking about it, In the Company of Kappa should be moved from Rite's Other section to the Kaidan Section. :)


Wicht wrote:

This product actually goes with the 101 series. Not the Kaidan series. In the Company of Henge is the right book for the Kaidan section.

Also, while I am thinking about it, In the Company of Kappa should be moved from Rite's Other section to the Kaidan Section. :)

Fixed and fixed.

Scarab Sages

Pathfinder Card Game, Rulebook Subscriber

Thanks Liz!

Shadow Lodge

Cool, you can never have too many weapon or armor properties.

Nice new avatar, Liz.

Thanks Wicth and Liz for the assist.

I was dealing with non Rite Publishing related nonsense today and did not get to the home office to deal with it till late.

Reviewed here, on DTRPG and sent to GMS magazine. Cheers!

For the added tactical depth these properties offer, and the supremely cool ideas crammed herein by RiP's mastermind Steven D. Russell, my final verdict will be 5 stars.

Thank End I really appreciate it.

Steven D. Russell :)


Dark Archive

Nice review DS.

Thanks for the review.

Nice review, DS!

Dark Archive


Neat review, D_M!

Dark Archive

Endzeitgeist wrote:
Neat review, D_M!

Thanks, so where's your next set of reviews?

Thanks DM

End she is never satisfied :)

I just spotted one of the vilest enhancements in the books:

Destiny’s Defense: The wearer gains a 50% miss chance against any attack made by a creature that has fewer Hit Dice than the wearer.

NPCs are 1 CR lower than their class levels, meaning that if you want a CR 10 NPC to fight 4 CR 10 PCs, you'll have to make it 11th level, granting it 11 HD, one more HD than the PCs, thus activating this enhancement.


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