NameEffectSlot Cost
Armor SpikesThe armor gains the razored property if it did not already possess it, if the armor already possessed this feature, treat the armor as if it already had this feature selected once for determining the effects of taking this modification additional times.

Selecting this modification a second causes its effects to apply anytime a creature strikes the wearer with a melee attack using an unarmed strike, natural weapon, or an unarmed touch attack rather than only when the creature misses by 5 or fewer.

Selecting this modification a third time allows the wearer to use their armor spikes offensively, allowing them to make attack rolls with it as if it were a light simple weapon with the light and blade keywords, deals 1d4 damage and with a crit of 20 x2. This uses the armor’s enhancement bonus for determining enhancement bonuses to attack and damage and may have weapon special abilities applied to it separately from the armor’s special abilities.
1
CamouflageWhen selecting this modification, select a type of terrain (such as forest, plains, desert, snow, etc.), while within the selected terrain, the armor grants the wearer a +2 circumstance bonus to stealth checks. This bonus improves by 1 per masterwork rank above uncommon that the armor possesses.1
ComfortableThe armor gains the slumbering and weather ready armor features if it did not already possess them. In addition, the slumbering feature no longer gives a penalty to saving throws against hot weather.1
CushionedThe armor gains the impact absorbing armor feature.1
Durable(Armor)The armor gains an additional 5 hit points. This may be selected more than once; for every 2 times it’s been applied to the weapon the armor’s hardness also improves by 1.1
Extra PocketsThe wearer gains a +2 circumstance bonus to sleight of hand checks made to conceal a light weapon. This bonus improves by 1 per masterwork rank above uncommon that the armor possesses.1
Greater Vital GuardIf the armor this is applied to does not already possess the Vital Guard armor feature the cost of this modification increases by 1 and also grants the vital guard feat in additional to its normal effect.

Armor with this modification causes attacks made against them to treat the critical threat range of their weapons as 1 lower (to a minimum of 20). Thus a weapon with a 18-20 crit range would only crit on a 19 or 20 rather than the normal range of the weapon.
2
Lance RestWhen mounted, you may wield any two-handed polearm keyword weapon in one hand without penalty. In addition, while wielding the polearm this way, you still deal damage as if you were wielding it in two hands.1
LightweightThe armor’s strength rating requirement is reduced by 1, and the armor’s weight is reduced by 10%.3