I would like to get a little help on my Armor Fix, and this is honestly the best place to do it. Basically, I'd like to optimize my design here.
[spoiler]Armor Modifications
These modifications can help a character far more than a mere special material, and armor can be modified in many different ways than weaponry can be. The following are rules for modifying your armor.
Camouflage1
Slot: Total2 (Non-modular)3
Target: Light4
Price Modifier: +500gp5
Weight Adjustment: N/A6
Speed Adjustment: N/A7
Intricate patterns cover the armor, helping to conceal you.8
In any round in which you move no more than 10ft (as per the Scout's Skirmish class feature, see Complete Adventurer; teleportation counts as movement for this purpose), you may add half of this armor's Armor Bonus to your Hide check result when an opponent tries to use a Spot check to find you. This benefit ends immediately if you take an action that would end an Invisibility spell effect, and does not provide a benefit if you are invisible or otherwise concealed. You can resume using this ability only by evading detection and making another Hide check in a later round.9
1. This is the name of the modification.
2.3. This tells you if the modification is Modular or not. A modular modification can be removed by removing the part of the armor it's attached to or the modification itself (so a modular Arm modification is simply attached to the gauntlet or vambrace, whereas any Helm modifications are attached to the helm itself). A modification only functions if you wear it. Most Torso modifications and all Total modifications are never modular, as the former is what composes the primary suit of armor and the latter requires the entire suit to function properly. Chainmail and Plate armor are special in that Leg modifications are removable entirely (doing so does not negate Total modifications). Non-modular modifications can only be attached upon creating the armor in question (unless the Fabricate spell is used to affix it).
4. This is what kind of armor this modification can affect (Light, Medium, or Heavy; for Exotic armors, refer to the secondary type). Only non-modular modifications will have a restriction in this section.
5. This is how much the modification will cost. For modular modifications, this entry will be a flat pricetag, whereas non-modular ones will actually affect the base armor's overall price. Modular modifications can be purchased separately as regular items for this listed price.
6. Modifications can affect the weight of a suit of armor dramatically, and this number will show you how much they affect it. This number assumes the modification is sized for a Medium creature.
7. Because modifications can affect weight, they can also affect how fast you can move. This is very rare; most modifications are light enough that they won't affect it.
8. This is a quick description of the modification in question. It has no effect on the abilities the modification grants.
9. This is an explanation of the modification's abilities. These effects only apply while you are wearing the modified armor.[/spoiler]
Please keep in mind that I like my homebrew to be unambiguous, so some of that wall of text is vital to the mechanics of this fix (I can move it to another section, but it would be far more useful if everything was in one place).