Consider Mountain or Battle Plate if you are going to use the Tooth. And again, UMD-user = Magic Vestment.idk, having a semi-nondispelable source of armor that I'm not limited to 50 times per adventure with cool abilities seems better to me.
Wand of Magic Vestment (cl 20) 50 charges: 45,000gp, grants a +5 bonus.
Can be dispelled, requires holding on to that UMD booster, not dependent on having to wear already-sunder-proof armor.
+5 SoulFire: 49,000gp, grants a +5 bonus and makes you immune to death effects & negative energy.
If it is dispelled it returns to normal after 1d4 rounds, can have other abilities, can support armor crystals without worrying about them shooting them selves out when the spell ends. Drop Soulfire and its cheaper too.
The UMD booster I spoke of can be sold off to recover the gp, passed around the group, or just plain ignored if the spellcaster in the party has Chain Spell. His role is the meleer, not artificer or rogue-using-low-charge-staffs. In fact, if you really wanted to go the magic vestment route, just have the cleric DMM up some Chain Spell powers.
Make it a Hand of Glory while you are at it. And add the Warning (MIC) ability to boost your flat-footed AC.See gloves as I already mentioned Warning, I just did it on the right type of item...
Add the Gauntlets of War ability, for +3 damage if you worship a deity of War. Not hard if you are a melee character. And to that I add it only works for the deity's favorite weapon.
Other grafts to consider: Flexible Spine, Silthilar Bones/Muscles/Tendons, Chitin Plating, Rudimentary Eyespots. Those all net you: +4 on Initiative checks, +4 on Balance/Escape Artist/Tumble checks, +4 to natural armor (non-enhancement), and a +4 on Spot checks, plus unflankability. Books? The unflankable thing sounds nice.
Add to the shirt: Vagabond (Complete Champion).Oooh, nice find. +1 luck to saves for 6k instead of having to pick up a luck stone for 20k.
You mean make a weapon that can't kill? That's a grand idea. :rolleyes
Not just a weapon that can't kill, but one that undead & constructs are immune to. You take an untyped 1d6 damage per attack while using it too.