Shield/Armor Tuning
Posted: June 12th, 2026, 4:46 pm
Forge Tuning - Armor & Shields
By enhancing a shield's or suit of armor's natural properties in particular ways, their attributes can be maximized. A thoughtful smith an figure out ways to enhance nearly anything.
For standard armor & shields, the max refinement level is 20, and the max refinement for any single trait (Damage, Accuracy, Special) is 10. However, refining a shield/armor DOES NOT OCCUPY AUGMENTATION SLOTS.
Weaponsmiths are able to enhance and streamline weapon designs in order to make them easier to use and stronger.
You must have the appropriate advanced skill to temper weapons of more advanced material (i.e. Radiant Gem Modification to temper Radiant Gem Armor, etc).
Additional Notes:
These are the costs to having the modification done for you. If you want to do it yourself, you can purchase the necessary smithing materials for half the cost, much like buying materials to make a weapon.
You cannot have 2 different augmentations of the exact same type.
A refinement that 'skips' levels still requires the levels of refinement before it, but no effect is applied until it reaches the necessary level.
It takes 1 day to apply a level of refinement to a weapon, regardless of the weapon in question. There is no DC; however, you still must possess the prerequisites to craft that weapon in order to refine it.
These refinements are performed by someone with Artisan: Smithing.
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{Shield Tuning}
Name: Aerodynamic Refining I-X
Cost: 2% of the base shield * level of tuning
Effect: +1 to block bonus per level. This is affected by the Aerodynamic Design feat.
Name: Reinforcement I-X
Cost: 2% of the base shield * level of tuning
Effect: Blunts a melee weapon that is blocked. The affected weapon deals -10 damage for each level of refinement until repaired. This caps at -50 per level of tuning. This is affected by the Spon's Table feat.
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"Special" Augmentations
A Smith can add any combination of "Special" refinements to a weapon as he/she wants, but the limit is still 20 total.
(i.e.: Aero 5, Tempering 5, Special I 5, Special II 5; Aero 10, Special I 10, etc.)
Cost is 2-20% for levels 1-10 on everything.
Light Shields - +1 additional block bonus per 2 levels of Aerodynamic Refining. 20 tuning slots.
Special I - Aerodynamic Impact: Adds +1 to the shield bash/shield slam roll. This is affected by Aerodynamic Design.
Level 5: Shield Slam inflicts Moderate Off-Guard.
Level 10: Shield Slam inflicts Acute Off-Guard.
Special II - Kinetic Reprisal: For each attack blocked by this shield, the next Shield Bash deals +100 damage. The number of attacks that can be 'stored' in this manner is equal to the tuning level.
Special III - Convex Point: Shapes the shield to have an outward point in the middle. For each level of tuning, a Shield Bash can reduce the target's armor soak by 5%.
Heavy Shields - Additional -5 damage applied to Reinforcement per level. 20 tuning slots.
Special I - Spike Carapace: Deals +10 damage per level of tuning on a successful Shield Bash. This is affected by Spon's Table.
Level 2: Inflicts Mild Bleed on shield bash/slam.
Level 5: Inflicts Moderate Bleed on shield bash/slam.
Level 10: Inflicts Acute Bleed on shield bash/slam.
Special II - Item Receptacles: Etches pockets into the inside of a heavy shield. This shield can contain 1-slot items, and gains 1 inventory slot per level of tuning.
Level 5: Can hold 3-slot items.
Level 10: Can hold 5-slot items.
Special III - Kinetic Reprisal: For each attack blocked by this shield, the next Shield Bash deals +100 damage. The number of attacks that can be 'stored' in this manner is equal to the tuning level.
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{Armor Tuning}
Note: An armor's magical or physical soak value cannot be made more than double its original value.
Name: Streamlined Design I-X
Cost: 2% of the base shield * level of tuning
Effect: +1 to dodge bonus per level. This is affected by the Aerodynamic Design feat.
Name: Reinforcement I-X
Cost: 2% of the base shield * level of tuning
Effect: +10 to physical & magical soak per level. This is affected by the Spon's Table feat.
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Light Armor - +1 to dodge bonus per 2 levels of Streamlined Design. 20 tuning slots.
Special I - Seasonal Formalwear: +1 to Speechcraft(Diplomacy) checks for each level of tuning.
Special II - Magic Resistance: +1 to magic defense checks for each level of tuning.
Special III - Magical Focus: Configures armor to defend better against magical attacks. +20 to magical soak and -10 to physical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's physical soak is already 0.
Medium Armor - 25 tuning slots.
Special I - Class A Uniform: +1 to Speechcraft for each level of tuning when dealing with those who respect the uniform. +1 to dodge for every 2 levels of tuning.
Special II - Magical Focus: Configures armor to defend better against magical attacks. +20 to magical soak and -10 to physical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's physical soak is already 0.
Special III - Physical Focus: Configures armor to defend better against physical attacks. +20 to physical soak and -10 to magical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's magical soak is already 0.
Heavy Armor - Additional +5 physical/magical soak for each level of Reinforcement. 20 tuning slots.
Special I - Custom Fitting: Customizes the armor for a tighter fit & improved coverage. When bracing, grants +10 physical/magical soak per refinement level.
Special II - Heavy Assault: +1 to Speechcraft(Intimidation) for each level of tuning.
Special III - Physical Focus: Configures armor to defend better against physical attacks. +20 to physical soak and -10 to magical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's magical soak is already 0.
Special III - Plate Tempering: +10 to physical & magical soak per level of tuning, unaffected by Spon's Table. Each level of tuning incurs a -1 dodge/block penalty.
By enhancing a shield's or suit of armor's natural properties in particular ways, their attributes can be maximized. A thoughtful smith an figure out ways to enhance nearly anything.
For standard armor & shields, the max refinement level is 20, and the max refinement for any single trait (Damage, Accuracy, Special) is 10. However, refining a shield/armor DOES NOT OCCUPY AUGMENTATION SLOTS.
Weaponsmiths are able to enhance and streamline weapon designs in order to make them easier to use and stronger.
You must have the appropriate advanced skill to temper weapons of more advanced material (i.e. Radiant Gem Modification to temper Radiant Gem Armor, etc).
Additional Notes:
These are the costs to having the modification done for you. If you want to do it yourself, you can purchase the necessary smithing materials for half the cost, much like buying materials to make a weapon.
You cannot have 2 different augmentations of the exact same type.
A refinement that 'skips' levels still requires the levels of refinement before it, but no effect is applied until it reaches the necessary level.
It takes 1 day to apply a level of refinement to a weapon, regardless of the weapon in question. There is no DC; however, you still must possess the prerequisites to craft that weapon in order to refine it.
These refinements are performed by someone with Artisan: Smithing.
______________________________________________________________________________________________________________________________________________________
{Shield Tuning}
Name: Aerodynamic Refining I-X
Cost: 2% of the base shield * level of tuning
Effect: +1 to block bonus per level. This is affected by the Aerodynamic Design feat.
Name: Reinforcement I-X
Cost: 2% of the base shield * level of tuning
Effect: Blunts a melee weapon that is blocked. The affected weapon deals -10 damage for each level of refinement until repaired. This caps at -50 per level of tuning. This is affected by the Spon's Table feat.
______________________________________________________________________________________________________________________________________________________
"Special" Augmentations
A Smith can add any combination of "Special" refinements to a weapon as he/she wants, but the limit is still 20 total.
(i.e.: Aero 5, Tempering 5, Special I 5, Special II 5; Aero 10, Special I 10, etc.)
Cost is 2-20% for levels 1-10 on everything.
Light Shields - +1 additional block bonus per 2 levels of Aerodynamic Refining. 20 tuning slots.
Special I - Aerodynamic Impact: Adds +1 to the shield bash/shield slam roll. This is affected by Aerodynamic Design.
Level 5: Shield Slam inflicts Moderate Off-Guard.
Level 10: Shield Slam inflicts Acute Off-Guard.
Special II - Kinetic Reprisal: For each attack blocked by this shield, the next Shield Bash deals +100 damage. The number of attacks that can be 'stored' in this manner is equal to the tuning level.
Special III - Convex Point: Shapes the shield to have an outward point in the middle. For each level of tuning, a Shield Bash can reduce the target's armor soak by 5%.
Heavy Shields - Additional -5 damage applied to Reinforcement per level. 20 tuning slots.
Special I - Spike Carapace: Deals +10 damage per level of tuning on a successful Shield Bash. This is affected by Spon's Table.
Level 2: Inflicts Mild Bleed on shield bash/slam.
Level 5: Inflicts Moderate Bleed on shield bash/slam.
Level 10: Inflicts Acute Bleed on shield bash/slam.
Special II - Item Receptacles: Etches pockets into the inside of a heavy shield. This shield can contain 1-slot items, and gains 1 inventory slot per level of tuning.
Level 5: Can hold 3-slot items.
Level 10: Can hold 5-slot items.
Special III - Kinetic Reprisal: For each attack blocked by this shield, the next Shield Bash deals +100 damage. The number of attacks that can be 'stored' in this manner is equal to the tuning level.
______________________________________________________________________________________________________________________________________________________
{Armor Tuning}
Note: An armor's magical or physical soak value cannot be made more than double its original value.
Name: Streamlined Design I-X
Cost: 2% of the base shield * level of tuning
Effect: +1 to dodge bonus per level. This is affected by the Aerodynamic Design feat.
Name: Reinforcement I-X
Cost: 2% of the base shield * level of tuning
Effect: +10 to physical & magical soak per level. This is affected by the Spon's Table feat.
______________________________________________________________________________________________________________________________________________________
Light Armor - +1 to dodge bonus per 2 levels of Streamlined Design. 20 tuning slots.
Special I - Seasonal Formalwear: +1 to Speechcraft(Diplomacy) checks for each level of tuning.
Special II - Magic Resistance: +1 to magic defense checks for each level of tuning.
Special III - Magical Focus: Configures armor to defend better against magical attacks. +20 to magical soak and -10 to physical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's physical soak is already 0.
Medium Armor - 25 tuning slots.
Special I - Class A Uniform: +1 to Speechcraft for each level of tuning when dealing with those who respect the uniform. +1 to dodge for every 2 levels of tuning.
Special II - Magical Focus: Configures armor to defend better against magical attacks. +20 to magical soak and -10 to physical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's physical soak is already 0.
Special III - Physical Focus: Configures armor to defend better against physical attacks. +20 to physical soak and -10 to magical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's magical soak is already 0.
Heavy Armor - Additional +5 physical/magical soak for each level of Reinforcement. 20 tuning slots.
Special I - Custom Fitting: Customizes the armor for a tighter fit & improved coverage. When bracing, grants +10 physical/magical soak per refinement level.
Special II - Heavy Assault: +1 to Speechcraft(Intimidation) for each level of tuning.
Special III - Physical Focus: Configures armor to defend better against physical attacks. +20 to physical soak and -10 to magical soak per level of tuning. You cannot take any additional levels in this tuning if the armor's magical soak is already 0.
Special III - Plate Tempering: +10 to physical & magical soak per level of tuning, unaffected by Spon's Table. Each level of tuning incurs a -1 dodge/block penalty.