
Third Mind |

One of the many characters I'm considering for an upcoming game is the occultist from the occult adventures playtest. One of their abilities is to give a piece of armor their wearing, a magic armor ability equal to +1 for every 3 mental focus spent (within their limits).
So, I'm here to ask everyone's opinions on what they think is the best magic armor ability is and why? Preferably within the +1 and +2 enhancement area, however higher is fine too.
To me, it seems like Mind Buttressing (hehe I said Butt), would be very useful. +2 to will saves and immunity to mind control and possession.

Rynjin |

Most Armor special abilities are pretty terrible. Though some are worthwhile when you can add them temporarily and swap them around.
Ghost Touch might be occasionally useful.
Determination is amazing, though it's technically a +5 one (but hey, a free Breath of Life is always nice).
Fortifiation can be useful sometimes.

Third Mind |

Defiant does look quite impressive for an Occultist since they could change the "target" daily. That being said, in past experiences I've rarely been warned what we're going to face. However, if playing an occultist, its not like this won't be the first thing that comes to mind when I do know.
Determination would be great. Not sure how monetary costs vs actual listed enhancement numbers work with the occultist. Something to think about though.
Fortification seems like it'd be a decent day to day, alongside Mind Buttressing. A 25% chance to ignore critical and sneak attack seems solid.
Ghost touch indeed could be useful, albeit its at +3 so it'd be just a bit later.
Spell Storing may be perfect actually since it would be for an occultist. I'll have to check to see if they get bestow curse, cause that'd be amazing.
Comfort could be good if I use a feat to get heavy armor.
Lots of good suggestions everyone.
EDIT: They do indeed get Bestow Curse from taking Necromancy Implements (and thus getting the spells). Neat.

Antermosiph |

Yea, there are other spells as well. Can put cure severe wounds into armor and tell your allies to touch you in combat if they need healing and you can't on your turn. There's also inflict wounds and other touch range spells that are nice for it.
Depending on GM rulings extended murderous command is good for it as well.

Aelryinth RPG Superstar 2012 Top 16 |

MInd Buttressing is better done, and more cheaply, with a Wayfinder and a clear ioun stone. The bonus to saves is probably already matched by a cloak you are wearing. You'd also have it constantly, instead of electively.
Ghost Touch is very situational, but also very sweet for when you can afford it. Incorporeal foes become much easier to handle.
There used to be a +1 or +2 enhancement that let you cure yourself with your armor, Artificers had it as a key 'cure me' alternative.
==Aelryinth