TEXT: Ooh, Shiny!
  20 Unique Armors, Helmets, and Shields
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does
  not guarantee compatibility, and does not endorse this product.
  !nterject!on
  Games
  
  Ooh, Shiny! ‐ 20 Unique Armors, Shields, and Helmets
  Interjection Games
  Bejeweled Mail
  Aura Moderate enchantment; CL 10th; Slot body;
  Price 7,200 gp; Weight 20 lbs.
  Dozens of dazzling gems cover this brilliant piece of
  opulence.
  DESCRIPTION
  The wearer of this +1 chain shirt finds being the center of
  attention to be very easy indeed. Complex magics woven
  into the gems themselves allow the wielder to construct
  breathtaking scenes with but a string of words or a
  melody, enhancing his ability to enthrall groups of people.
  The wearer gains +20 to his Perform skill for the purpose
  of earning a living. In addition, his Inspire Competence
  class feature grants an additional +1 bonus to skill checks.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, calm emotions,
  charm person, dominate person, suggestion;
  Cost 3,600 gp, 288 XP.
  Bulwark of the Setting Sun
  Bulwark of the Setting Sun
  Aura Moderate evocation; CL 6th; Slot ­;
  Price 12,300 gp; Weight 15 lbs.
  This pale orange shield glows with a faint radiance, a
  pale flicker of life held within.
  DESCRIPTION
  This +2 heavy steel shield grants its wielder resistance 5
  against fire and a +1 insight bonus to all saving throws. In
  addition, once per day as an immediate action, the
  wielder can will the shield to erupt in protective light, a
  final hurrah against the coming of night. This eruption
  grants the wielder DR X/­, where X is the caster level of
  the ability, against the next attack that hits her. If no
  attack hits the wielder before her next turn, the light fades
  and
  the
  daily
  use
  of
  the
  ability
  is
  wasted.
  If the wielder of the Bulwark of the Setting Sun is also
  wearing the Helm of the Rising Sun or the Plate of the
  Noonday Sun, the Bulwark of the Setting Sun gets a +1
  bonus to its caster level. If both the Helm and the Plate
  are being worn, the Bulwark of the Setting Sun gets a +2
  bonus instead.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, daylight, searing light;
  Cost 6,150 gp, 492 XP.
  The Deniable Asset
  Aura Moderate conjuration; CL 9th; Slot ­;
  Price 4,700 gp; Weight 5 lbs.
  This small buckler has a nearly invisible mechanism built
  into its ornate geometric design.
  DESCRIPTION
  Once per day as a standard action, the wielder of this +1
  buckler can launch a poisoned +1 dart from it, dealing
  1d4+1 points of piercing damage and 1d6 points of
  Constitution damage unless the victim makes a DC 14
  Fortitude save.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, minor creation;
  Cost 2,350 gp, 188 XP.
  The Door
  Aura Strong conjuration; CL 13th; Slot ­;
  Price 23,500 gp; Weight 45 lbs.
  Though obviously a shield from the banding around the
  edge, you get the feeling that the doorknob on it is rather
  out of place.
  DESCRIPTION
  Proof that the heavily armored can find ways to be sneaky,
  this +3 wooden tower shield can be placed against a wall,
  hillside, or other such terrain feature, a standard action,
  and opened on an invisible hinge, revealing a five foot
  long hallway that tunnels into the terrain feature to which
  it was affixed. If there exists a room within five feet, then
  the hallway links into it, forming an alternate passage into
  the room. If not, then the shield merely makes a cubby.
  When The Door is removed from the terrain feature to
  which it was affixed, another standard action, the 5' x 5'
  cubby is immediately filled in with whatever used to be
  there, crushing anything inside for 4d6 points of damage
  every round unless it makes a DC 20 Reflex save to
  scramble out in time. If successful, the creature takes a
  five foot step directly out of what used to be the cubby as
  an immediate action. If this five foot step would force the
  creature into an occupied square, it does so. No attacks of
  opportunity
  are
  provoked
  by
  this
  movement.
  If trapped by the cubby filling itself back in, a creature
  must make a DC 25 Acrobatics check, a DC 20 Strength
  check, or use an appropriate spell or ability to escape. If
  successful, the creature takes a five foot step directly out
  of what used to be the cubby as an immediate action. If
  this five foot step would force the creature into an
  occupied square, it does so. No attacks of opportunity are
  provoked by this movement.
  Creatures with a subtype matching the material within
  which it is trapped, usually earth, are not dealt damage by
  being crushed by their native element, though they may
  still
  find
  themselves
  significantly
  hindered.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, plane shift;
  Cost 11,750 gp, 940 XP.
  1
  
  Ooh, Shiny! ‐ 20 Unique Armors, Shields, and Helmets
  Interjection Games
  Forest’s Embrace
  Aura Moderate abjuration and conjuration; CL 7th;
  Slot head; Price 6,500 gp; Weight 4 lbs.
  It looks like some idiot made a helmet out of a bonsai
  tree.
  DESCRIPTION
  The wearer of this helmet is protected from the unnatural,
  granting a +2 insight bonus to saving throws against
  arcane spells. Further, the wearer enjoys a +1 natural
  armor bonus to AC thanks to all of the enchanted bark
  and such surrounding the wearer’s head. Finally, the
  bonsai tree itself grows 2d6 small fruits daily. These can
  be plucked and eaten as a standard action that follows the
  rules for drinking a potion, restoring one hit point.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, barkskin, goodberry;
  Cost 3,250 gp, 260 XP.
  Guardian’s Targe
  Aura Strong abjuration and transmutation; CL 11th;
  Slot ­; Price 17,000 gp; Weight 6 lbs.
  An engraving on the back of this steel shield proclaims,
  “A true Guardian is always there.” Below this, a hastily
  scrawled note reads, “Remember to catch!!”
  DESCRIPTION
  This ornate +3 light steel shield can be thrown at a willing
  creature within 30 ft. as a standard action. Once reaching
  its target, it begins to orbit that creature rapidly, thus
  granting the target the shield’s AC bonus and a ­2 penalty
  to attack rolls because of the added difficulty of timing
  swings between the shield’s orbits. Obviously, the thrower
  loses his shield bonus to AC for the duration of the throw.
  The shield returns at the beginning of the thrower’s next
  turn. Should both of the thrower’s hands be occupied
  when the shield returns, the thrower must elect to either
  immediately drop a held item or take damage as though
  he were just shield bashed by his own shield, which then
  clatters to the ground in a square adjacent to the thrower.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, animate objects, shield,
  unseen servant; Cost 8,500 gp, 680 XP.
  Guardian's Targe
  Helm of the Rising Sun
  Aura Faint conjuration and evocation; CL 3rd;
  Slot head; Price 6,300 gp; Weight 3 lbs.
  This shining helmet features a red sun that frames the
  head of the wearer. Given how ridiculous it looks, it had
  better be useful.
  DESCRIPTION
  This helmet grants its wearer a number of spell­like
  abilities that revolve around a newborn day. First, as a
  standard action, the wearer of this helmet may cause the
  red sun framing her head to illuminate, much like the
  light spell. Second, twice per day as a standard action, the
  wearer may call upon the invigorative aspect of a new day,
  in the guise of the cure light wounds spell. Finally, once
  per day as a standard action that provokes attacks of
  opportunity, the wearer can cause the incandescence of
  the newly risen sun to fill a single currently held weapon,
  granting it the ability to deal an additional 1d6 points of
  light damage for a number of rounds equal to the caster
  level of this ability.
  If the wielder of the Helm of the Rising Sun is also
  wearing the Bulwark of the Setting Sun or the Plate of the
  Noonday Sun, the Bulwark of the Setting Sun gets a +1
  bonus to its caster level. If both the Bulwark and the Plate
  are being worn, the Helm of the Rising Sun gets a +2
  bonus instead.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, cure light wounds, light,
  scorching ray; Cost 3,150 gp, 252 XP.
  Hide of a Thousand Beasts
  Aura Moderate necromancy; CL 8th; Slot body;
  Price 14,000 gp; Weight 25 lbs.
  This magnificent hide armor is made from the bits and
  pieces of enough species to make any druid concerned.
  DESCRIPTION
  All animals, but not vermin and magical beasts, that come
  within 10 feet of the wearer of this +2 hide armor must
  make a DC 13 Will save or be stricken with fear for 1d6
  rounds. Animals that save against this effect are immune
  to it for the next 24 hours.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, fear;
  Cost 7,000 gp, 560 XP.
  2
  
  Ooh, Shiny! ‐ 20 Unique Armors, Shields, and Helmets
  Interjection Games
  Life’s Assurance
  Aura Moderate conjuration and enchantment; CL 9th;
  Slot body; Price 13,500 gp; Weight 15 lbs.
  This supple leather armor is reinforced over the heart
  and features an awkward collar­like protrusion that
  hugs the neck.
  DESCRIPTION
  The wearer of this +2 leather armor ignores the first
  critical hit made against him each day. In addition, he
  gains the effects of the Diehard feat and has fast healing 1
  whenever he is reduced to 0 hit points or fewer.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, delay pain, regenerate;
  Cost 6,750 gp, 560 XP.
  Old Reliable
  Aura Faint evocation; CL 3rd; Slot head;
  Price 1,000 gp; Weight 3 lbs.
  This teardrop helmet is dinged and dented with a
  thousand blows. Amazingly, none of them seem to have
  done significant damage to it.
  DESCRIPTION
  Whenever the wearer of this helmet is struck by an attack
  whose attack roll exactly matches the wearer’s AC, the
  wearer
  gets
  DR
  2/­
  against
  that
  attack.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, divine favor; Cost 500 gp, 40 XP.
  Omniguard
  Aura Strong universal; CL 20th; Slot head;
  Price 36,700 gp; Weight 10 lbs.
  This wooden shield shifts and strains constantly under
  the weight of competing enchantments.
  DESCRIPTION
  This +1 heavy wooden shield grants its wearer a +1 luck
  bonus to AC, a +1 sacred bonus to AC, a +1 profane bonus
  to AC, a +1 natural bonus to AC, a +1 deflection bonus to
  AC, a +1 armor bonus to AC, and a +1 dodge bonus to AC.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, wish;
  Cost 18,350 gp, 1,468 XP.
  Plate of the Noonday Sun
  Aura Moderate evocation; CL 6th; Slot body;
  Price 21,500 gp; Weight 50 lbs.
  This brilliant yellow full plate glows with the radiance of
  the sun itself.
  DESCRIPTION
  Once per day as a standard action that provokes attacks of
  opportunity, this +2 mithril full plate can burst into
  flame, dealing 1d6+1 points of fire damage to all creatures
  within 5 ft. of the wearer with a DC 13 Fortitude save for
  half. Creatures that move into or begin their turn within
  the area of effect of this ability take damage. This effect
  persists for rounds equal to the caster level of this ability.
  If the wearer of the Plate of the Noonday Sun is also
  wearing the Bulwark of the Setting Sun or the Helm of the
  Rising Sun, the Plate of the Noonday Sun gets a +1 bonus
  to its caster level. If both the Bulwark and the Helm are
  being worn, the Plate of the Noonday Sun gets a +2
  bonus instead.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, fire shield;
  Cost 10,750 gp, 860 XP.
  Pufferfish Leathers
  Aura Moderate transmutation; CL 7th; Slot body;
  Price 14,500 gp; Weight 20 lbs.
  This slimy studded leather is covered in wicked little
  spines.
  DESCRIPTION
  This +1 studded leather armor grants its wearer a +5
  bonus to Swim checks, has a 0 armor check penalty for
  the purpose of swim checks, and allows its wearer to
  breathe water as though it were air. In addition, this
  armor is covered in wicked spines, dealing 1d4 points of
  damage to any creature foolish enough to attack the
  wearer
  with
  natural
  weapons
  or
  while
  unarmed.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, water breathing;
  Cost 7,250 gp, 580 XP.
  Reckless Abandon
  Aura Faint enchantment and transmutation; CL 4th;
  Slot head; Price 9,000 gp; Weight 4 lbs.
  Designed in an aerodynamic fashion, this helmet seems
  to scream out in an effort to charge blindly onward.
  DESCRIPTION
  The wearer of this helmet can choose to gain a +4 bonus
  to initiative if able to charge in the first round of combat,
  but he must do so should he elect to take the bonus. While
  charging, the wearer gains a +2 bonus to weapon damage.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, cat's grace, rage;
  Cost 4,500 gp, 360 XP.
  3
  
  Ooh, Shiny! ‐ 20 Unique Armors, Shields, and Helmets
  Interjection Games
  Retaliatory Breastplate
  Aura Moderate enchantment; CL 6th; Slot body;
  Price 16,000 gp; Weight 30 lbs.
  As you knock on this breastplate to test whether or not its
  previous owners have taken care of it, a sense of
  animosity slowly wells up within you. This armor
  appears to be opposed to appraisals.
  DESCRIPTION
  This +2 breastplate worms its way into the mind of its
  wearer, granting a +1 morale bonus to Strength whenever
  the wearer is struck in combat, up to a maximum of +4.
  This bonus fades at the end of the wearer’s turn.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, rage;
  Cost 8,000 gp, 640 XP.
  Rustless Chain
  Aura Moderate abjuration and transmutation; CL 6th;
  Slot body; Price 4,000 gp; Weight 40 lbs.
  Discounting the dents and blows from what may very
  well be generations of use, this suit of chainmail looks
  brand new.
  DESCRIPTION
  The wearer of this suit of +1 chainmail receives resistance
  10 against the acidic secretions and/or excretions of oozes
  of all types. The armor itself is immune to any attempted
  digestion by both oozes and rust monsters, as well as all
  magical forms of rust or transmutation that would
  threaten its own structural integrity. Spells that harm the
  wielder but leave the armor intact, such as heat metal and
  disintegrate cast upon the wielder, are not blocked in any
  way by the Rustless Chain.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, mending, resist energy;
  Cost 2,000 gp, 160 XP.
  Slickwraps
  Aura Weak conjuration; CL 2nd; Slot body;
  Price 3,500 gp; Weight 10 lbs.
  A fatty grease coats this filthy and matted suit of padded
  armor.
  DESCRIPTION
  This suit of +1 padded armor grants its wearer a +4
  bonus to CMD against grapple attempts, as well as a +4
  bonus to Acrobatics for the purpose of breaking a grapple.
  Should the wearer ever roll a critical fumble with a melee
  weapon, it immediately slides out of his hand and clatters
  to the ground in an adjacent square. This is in addition to
  any optional rulesets used in a campaign, such as a critical
  fumble table or deck.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, grease;
  Cost 1,750 gp, 140 XP.
  Spellbane Buckler
  Aura Moderate abjuration; CL 9th; Slot ­;
  Price 9,300 gp; Weight 5 lbs.
  This buckler exudes a feeling of distrust toward anything
  remotely magical, including itself.
  DESCRIPTION
  This +2 darkwood buckler grants its wielder a +2 luck
  bonus to AC against all touch attacks made by spells,
  spell­like
  abilities,
  or
  supernatural
  abilities.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, forbiddance;
  Cost 4,650 gp, 372 XP.
  Tortoise Plate
  Aura Strong abjuration and divination; CL 11th;
  Slot body; Price 42,500 gp; Weight 60 lbs.
  This plate armor is shaped to make its wearer look like
  an upright metallic tortoise.
  DESCRIPTION
  This +2 adamantine full plate confers the powers of a
  tortoise upon its wielder. At will as a standard action that
  provokes attacks of opportunity, the wielder may draw his
  arms, legs, and head into the Tortoise Plate and seal the
  holes, granting him a +4 bonus to AC that does not stack
  with the Total Defense action; DR 3/­ that stacks with all
  other sources of damage reduction; immunity to all
  abilities, spells, and items that require exposed skin or
  skin­to­skin contact, such as contact poisons, flesh to
  stone, and horrid wilting; blindsense 60 ft.; a ­2 penalty
  to Reflex saves; and a 15 ft. base land speed. While
  withdrawn in the Tortoise Plate, the wearer cannot swim,
  fly, hear, speak, or make use of anything that requires
  hands to be used. All attacks made by the wearer are slam
  attacks that are modified by the enhancement bonus of
  the Tortoise Plate and have a 1d8 base damage die for
  medium creatures. The wearer may stay in “Tortoise”
  form for a maximum of ten minutes daily, at the end of
  which his arms and legs pop out as an immediate action,
  provoking attacks of opportunity. At any time, he may pop
  his limbs back out as a standard action that does NOT
  provoke attacks of opportunity.
  He will, however, be
  prone.
  The chestplate of the Tortoise Plate contains two slots
  meant for wands. Slotting a wand takes a full minute and
  a wand with charges remaining cannot be removed
  without
  wasting
  the
  remaining
  charges.
  While
  in
  “Tortoise” form, the wearer may activate one of the wands
  as a standard action. Any touch spells slotted into the
  chestplate of the Tortoise Plate are instead rays with a
  range of 50 ft. Any ray spells with a range of less than 50
  ft., such sas scorching ray, are set to a range of 50 ft.
  Spells like burning hands, which is a cone and not a ray,
  do
  not
  benefit
  from
  this
  range
  increase.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, stoneskin, true seeing;
  Cost 21,250 gp, 1,700 XP.
  4
  
  Ooh, Shiny! ‐ 20 Unique Armors, Shields, and Helmets
  Interjection Games
  Verdant Guardian
  Aura Faint transmutation; CL 4th; Slot ­;
  Price 3,400 gp; Weight 5 lbs.
  This oaken shield is covered in living vines that sway in
  even the slightest of breezes.
  DESCRIPTION
  As an immediate action once per day, this +1 light
  wooden shield can lash out at any weapon that attempts
  to strike its wielder. Roll to disarm with a combat
  maneuver bonus of +10. If successful, the target is
  disarmed and the weapon is stuck to the Verdant
  Guardian by a thick tangle of vines. These vines have
  hardness 2, 8 hp, and a Break DC of 17. This ability is
  ineffective
  against
  natural
  weapons.
  While the Verdant Guardian holds a disarmed weapon, its
  wielder takes a ­1 penalty to his armor’s max Dexterity
  bonus, as the unbalancing effects of having several
  pounds of additional metal slapped onto his gear in an
  awkward
  place
  is
  rather
  pronounced.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, entangle;
  Cost 1,700 gp, 136 XP.
  Xenophilic Leathers
  Aura Moderate enchantment; CL 8th; Slot body;
  Price 18,500 gp; Weight 15 lbs.
  This patchwork leather armor trembles slightly when
  touched.
  DESCRIPTION
  This suit of +3 leather armor exists for the sole purpose
  of cataloguing as many races as possible, but it was built
  incorrectly in that it only remembers the races it has
  catalogued while being worn by its current wearer. As no
  creature has ever been able to live long enough to meet
  everyone and everything, the mission of the Leathers
  remains unfulfilled.
  Whenever the wearer of the Xenophilic Leathers comes
  into physical contact with a race he has not come into
  contact with in the past, Leathers begins to take an
  account of that creature with an almost gleeful intensity,
  which is interesting given the armor's lack of any true
  intelligence. This burst of gleeful energy lasts for one
  minute and grants its wearer a +2 morale bonus to all
  ability
  scores
  for
  the
  duration.
  Should the Xenophilic Leathers have the good fortune to
  discover another new race before finishing being oh so
  excited about encountering the last one, the duration of
  the
  gleeful
  energy
  (gleefully)
  stacks.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, geas/quest;
  Cost 9,250 gp, 720 XP.
  5
  
  Ooh, Shiny! ‐ 20 Unique Armors, Shields, and Helmets
  Interjection Games
  OPEN GAME LICENSE Version 1.0a
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
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  Ooh, Shiny! ­ Entropic Equipment, Copyright 2012 Bradley
  Arthur Crouch.
  [End of License]
  Notice of Open Game Content: This product contains Open Game
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  Cover art: The Laughing Prince, A Book of Jugoslav Fairy Tales
  and Folk Tales by Parker Fillmore, 1921
  Interior art: Public domain pieces donated by Pearson Scott
  Foresman. Chambers 20th Century Dictionary, 1908
  Designation of Open Game Content: The statistical information
  and general descriptions of creatures, abilities, traps, and other
  related facets of those elements within this document are Open
  Game Content as described in the Open Game License and may
  be used as Open Game Content.
  Product Identity is not available for Use or reuse without the
  express written consent of Bradley Arthur Crouch of Interjection
  Games.
  Designation of Product Identity: Product Identity in this product
  includes the following terms; Interjection Games, the Interjection
  Games logo, and Ooh, Shiny!.
  This document is copyright Bradley Arthur Crouch of Interjection
  Games, 2012. It is intended for personal use and may not be
  redistributed or reproduced without express written consent of
  Bradley Arthur Crouch of Interjection Games.
  6
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Interjection Games/Ooh, Shiny! - 20 Unique Armors Shields and Helmets.pdf