d20 Modern System Reference Document



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ITEMS - ARMOR AND WEAPONS


Quick-Find Tables

Armor

Magic and psionic armor protects the wearer better than armor without any enhancement. Magic and psionic armor provide enhancement bonuses that stack with the equipment bonuses provided by the armor. Further, all armor penalties for magic and psionic armor are reduced by 1.

In addition to an enhancement bonus, armor may have special qualities. Armor with special qualities must have at least a +1 enhancement bonus.

Magic and psionic armor resizes itself to fit the wearer.

Magic or psionic armor confers its enhancement bonus to Defense for as long as it’s worn. If armor has a special quality that the wearer needs to activate, then the wearer needs to utter a command word (an attack action).

Purchase DC: To calculate the purchase DC for armor with an enhancement bonus but no special qualities, use the following table.

Enhancement Bonus Purchase DC Modifier
+1 +8
+2 +13
+3 +18

Armor with special qualities has an additional purchase DC modifier, as noted under each item entry.


Examples of armor with special qualities include the following:

Illusory Concealable Vest: The wearer of this concealable vest gains a +1 to +3 enchantment bonus to Defense. Upon command, the protective garment changes shape and form to assume the appearance of a sweater or other normal piece of clothing. The vest retains all its properties (including weight) when its illusion ability is in effect. Only a true seeing spell reveals the true nature of the armor.

Type: Armor (magic); Caster Level: 10th; Purchase DC: 31 (+1), 36 (+2), 41 (+3); Weight: 4 lb.


Undercover Vest of Landing: The wearer of this undercover vest gains a +1 to +3 enhancement bonus to Defense. The wearer also ignores the first 20 feet of damage from any fall. Regardless of the height of the fall, the wearer always lands on his or her feet.

Type: Armor (psionic); Manifester Level: 4th (+1), 7th (+2), 10th (+3); Purchase DC: 30 (+1), 35 (+2), 40 (+3); Weight: 3 lb.


Weapons

As with armor, magic and psionic weapons have enhancement bonuses. The enhancement bonus applies both to attack rolls and damage rolls when the weapon is used in combat. All magic weapons and psionic weapons are considered mastercraft items, but a weapon’s mastercraft bonus does not stack with its enhancement bonus.

In addition to an enhancement bonus, weapons may have special qualities. A weapon with a special quality must have a +1 or better enhancement bonus.

Fully 30% of magic or psionic weapons shed light in a 20-foot radius. These glowing weapons cannot be concealed when drawn, nor can their light be shut off.

If a weapon has a special quality that the user needs to activate, then the user must speak a command word (an attack action).

Purchase DC: To calculate the purchase DC for armor with an enhancement bonus but no special qualities, use the following table.

Enhancement Bonus Purchase DC Modifier
+1 +10
+2 +15
+3 +20

Weapons with special qualities have an additional purchase DC modifier, as noted under each item entry.


Examples of weapons with special qualities include the following.

Charged Nunchaku: This weapon pulses with psionic energy and deals +1d4 points of damage with each successful strike.

Type: Weapon (psionic); Manifester Level: 10th; Purchase DC: 23 (+1), 28 (+2), 33 (+3); Weight: 2 lb.


Flaming Machete: In addition to its enhancement bonus, this machete becomes sheathed in flames when the wielder utters a command word. The fire does not harm the hand that holds the weapon, and the machete deals +1d6 points of fire damage on a successful hit.

Type: Weapon (magic); Caster Level: 10th; Purchase DC: 25 (+1), 30 (+2), 35 (+3); Weight: 3 lb.


Fragmentation Grenade of Distance: The range increment of this fragmentation grenade is double normal (20 feet instead of 10 feet).

Type: Weapon (magic); Caster Level: 7th (+1 or +2), 10th (+3); Purchase DC: 35 (+1), 40 (+2), 45 (+3); Weight: 3 lb.


Holy Crossbow: Any bolt fired from this magic crossbow is blessed with holy power. It deals +2d6 points of bonus holy damage against any creature with the evil allegiance and bestows one negative level on any such creature that attempts to wield it. The negative level remains for as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Type: Weapon (magic); Caster Level: 7th (+1 or +2), 10th (+3); Purchase DC: 34 (+1), 39 (+2), 44 (+3); Weight: 7 lb.


Keen Chain Saw: In addition to its enhancement bonus, this chain saw threatens a critical hit on a natural roll of 19 or 20 (a normal chain saw has a threat range of 20).

Type: Weapon (magic); Caster Level: 10th; Purchase DC: 29 (+1), 34 (+2), 39 (+3); Weight: 10 lb.


Wounding Handgun: Any bullet fired from this magic Glock 17 deals such a terrible wound that, in addition to taking normal damage, the victim bleeds for 1 point of damage each round thereafter. Multiple wounds from the handgun result in cumulative bleeding loss. The bleeding can only be stopped with a successful Treat Injury check (DC 15) or the application of a healing spell.

Type: Weapon (magic); Caster Level: 10th; Purchase DC: 38 (+1), 43 (+2), 48 (+3); Weight: 2 lb.