Energy Resistance
Type: Armor or Shield
Price: +1 bonus
Create: Caster level 3,
Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 5 + wearer's level (max 10) against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Resistance, Improved
Type: Armor or Shield
Price: +2 bonus
Create: Caster level 7,
Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 10 + wearer's level (max 20) against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Resistance, Greater
Type: Armor or Shield
Price: +3 bonus
Create: Caster level 11,
Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 15 + wearer's level against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Immunity
Type: Armor or Shield
Price: +5 bonus
Create: Caster level 15,
Energy Immunity
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Immunity to the chosen energy type (without also inflicting any vulnerability that
may normally be associated with that Immunity).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Arrow Catching
Type: Shield
Price: +1 bonus
Create: Caster level 3,
Entropic Shield
Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder each round as a free action. This property has no effect against unusual projectiles such as siege weapons or ray attacks.
Arrow Eater
Type: Shield
Price: +3 bonus
Create: Caster level 7,
Protection from Arrows
Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder by each enemy, each round, as a free action. Furthermore, anytime an enemy within Medium range (100ft + 10ft/level) makes a ranged attack, the wielder of the shield may, as a free action, force that enemy to attack him (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This property has no effect against unusual projectiles such as siege weapons or ray attacks.
Fortification
Type: Armor
Price: +3 bonus
Create: Caster level 11,
Stoneskin
Effect: Armor with this property grants its wearer a 50% chance to avoid critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).
Fortification, Greater
Type: Armor
Price: +5 bonus
Create: Caster level 15,
Iron Body
Effect: Armor with this property grants its wearer Immunity to critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).
Ghost Touch
Type: Any
Price: +1 bonus
Create: Caster level 3,
Bless
Effect: An item with this property may be picked up, held, worn, and/or wielded by incorporeal or ethereal creatures. Ghost Touch equipment is equally effective against incorporeal and corporeal creatures, and ethereal and material creatures. A Ghost Touch item may pass harmlessly through solid objects or corporeal creatures at its wearer/wielder's whim.
A weapon with this property suffers no chance to miss incorporeal creatures and extends into the ethereal plane like a force effect.
Armor or shields with this property apply their bonus to AC against the attacks of incorporeal or ethereal creatures, and also against incorporeal touch attacks.
Spell Resistance
Type: Armor
Price: +1 bonus
Create: Caster level 3,
Sanctuary
Effect: Armor with this property grants its wearer SR 12 + 1/2 level.
Spell Resistance, Improved
Type: Armor
Price: +3 bonus
Create: Caster level 9,
Spell Resistance
Effect: Armor with this property grants its wearer SR 15 + level.
Spell Immunity
Type: Armor
Price +5 bonus
Create: Caster level 17,
Greater Spell Immunity
Effect: Armor with this property grants its wearer unconditional
Spell Immunity. Unlike Spell Resistance, this Spell Immunity
does interfere with the wearer's own spells, items, and abilities. This Immunity does not apply to the armor itself or its properties (including this property).
Blinding
Type: Weapon
Price: +2 bonus
Create: Caster level 7,
Blindness/Deafness
Effect: A weapon with this property can Blind creatures its wielder hits with an attack
1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds.
Chromatic Surge
Type: Weapon
Price: +1 bonus
Create: Caster level 3,
Lesser Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 1d6 additional damage of the chosen type of energy, +1 per wielder level (max 1d6+5).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Chromatic Surge, Improved
Type: Weapon
Price: +2 bonus
Create: Caster level 7,
Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 2d6 additional damage of the chosen type of energy, +1 per wielder level (max 2d6+10).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Chromatic Surge, Greater
Type: Weapon
Price: +3 bonus
Create: Caster level 13,
Greater Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 3d6 additional damage of the chosen type of energy, +1 per wielder level.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Ragnarok
Type: Weapon
Price: +5 bonus
Create: Caster level 17,
Disintegrate
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. The wielder of a weapon with this property ignores Resistance to the chosen energy type up to a value equal to his level and treats Immunity to the chosen energy type as Resistance 35. Additionally, the weapon deals 4d6 additional damage of the chosen type of energy, +1 per wielder level.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Defending
Type: Weapon
Price: +1 bonus
Create: Caster level 3,
Shield of Faith
Effect: A weapon with this property adds its enhancement bonus to AC as a Dodge bonus. This bonus applies even when the wielder is denied his Dexterity bonus to AC, but only applies while the weapon is in hand. This property may only be added to a light or one-handed melee weapon.
Disruption
Type: Weapon
Price: +4 bonus
Create: Caster level 13,
Disrupting Weapon
Effect: A weapon with this property may destroy non-living creatures its wielder hits with an attack
1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 2d6 additional damage, +1 per wielder level (max 2d6+10).
Thundering
Type: Weapon
Price: +2 bonus
Create: Caster level 7,
Sound Burst
Effect: A weapon with this property may Deafen creatures its wielder hits with an attack
1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds. Even on a successful save the struck creature is dealt 1d6 additional sonic damage, +1 per wielder level (max 1d6+5).
Forceful
Type: Weapon
Price: +2 bonus
Create: Caster level 9,
Battering RamSC
Effect: A weapon with this property may cause creatures its wielder hits with an attack
1 to be
Blown Away (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 1d6 additional force damage, +1 per wielder level (max 1d6+5).
Venomous
Type: Weapon
Price: +2 bonus
Create: Caster level 11,
Poison
Effect: A weapon with this property may Poison creatures its wielder hits with an attack
1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) causing 1d6 initial Strength damage and 1d6 secondary Constitution damage. Even on a successful save the struck creature is dealt 1d6 additional acid damage, +1 per wielder level (max 1d6+5). A creature cannot be Poisoned by this property more than once at a time.
Sleepstriking
Type: Weapon
Price: +2 bonus
Create: Caster level 9,
Deep Slumber
Effect: A weapon with this property may Fatigue creatures its wielder hits with an attack
1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round. A Fatigued creature that fails this save is Exhausted for 1 round. An Exhausted creature that fails this save falls asleep as the
Sleep spell (no HD limit) for 1 minute per wielder level.
Stunning
Type: Weapon
Price: +3 bonus
Create: Caster level 13,
Symbol of Stunning
Effect: A weapon with this property may Stun creatures its wielder hits with an attack
1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round.
Deathstroke
Type: Weapon
Price: +5 bonus
Create: Caster level 17,
Finger of Death
Effect: A weapon with this property may instantly slay any living creature its wielder hits with an attack
1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This is a
Death attack. Even on a successful save the struck creature is dealt 3d6 additional negative energy damage, +1 per wielder level.
1 - The attack must deal at least 1 hit point damage to trigger a saving throw against the property's effect.