Magic armor bonuses are referred to as enhancement bonuses,
never rise above +5, and stack with regular armor bonuses (and with shield
and magic shield enhancement bonuses). Further,
all magic armor is also masterwork armor, so armor check penalties are reduced
by 1.
In addition to an enhancement bonus, armor may have special
abilities. Special abilities count as additional bonuses for determining the
market value of an item, but do not improve AC. A suit of armor cannot have
an effective bonus (enhancement plus special ability bonus equivalents) higher
than +10. A suit of armor with a special ability must have at least a +1 enhancement
bonus.
Armor is always created so that even if the type of armor
comes with boots or gauntlets, these pieces can be switched for other magic
boots or gauntlets. Magic armor, like almost all magic items, resizes itself
to fit the wearer.
Caster Level for Armor and Shields: The caster level of a
magic shield or magic armor with a special ability is given in the item description.
For an item with only an enhancement bonus, the caster level is three times
the enhancement bonus. If an item has both an enhancement bonus and a special
ability, the higher of the two caster level requirements must be met.
Shields: Shield enhancement bonuses stack with armor enhancement
bonuses. Shield enhancement bonuses do not act as attack or damage bonuses
when the shield is used in a bash. The bashing shield enchantment, however,
does grant a +1 bonus to attacks and damage (see the item description). A
shield could be built with offensive powers (like a magic weapon), but the
magic offensive bonus cost would need to be added into the defensive bonus
cost of the shield.
As with armor, special abilities built into the shield add
to the market value in the form of additions to the bonus of the shield, although
they do not improve AC. A shield cannot have an effective bonus (enhancement
plus special ability bonus equivalents) higher than +10. A shield with a special
ability must have at least a +1 enhancement bonus.
Shields’ Hardness and Hit Points: An attacker cannot damage
a magic shield with an enhancement bonus unless the attacker’s own weapon
has at least as high an enhancement bonus as the shield struck. Each +1 of
enhancement bonus also adds 1 to the shield’s hardness and hit points.
Activation: If armor or a shield has a special ability that the user needs to activate, then the user usually needs to utter the command word (a standard action).
Armor and Shields | ||||
Minor |
Medium |
Major |
Item | Market Price |
01-60 |
01-05 |
- |
+1 shield | +1,000 gp |
61-80 |
06-10 |
- |
+1 armor | +1,000 gp |
81-85 |
11-20 |
- |
+2 shield | +4,000 gp |
86-87 |
21-30 |
- |
+2 armor | +4,000 gp |
- |
31-40 |
01-08 |
+3 shield | +9,000 gp |
- |
41-50 |
09-16 |
+3 armor | +9,000 gp |
- |
51-55 |
17-27 |
+4 shield | +16,000 gp |
- |
56-57 |
28-38 |
+4 armor | +16,000 gp |
- |
- |
39-49 |
+5 shield | +25,000 gp |
- |
- |
50-57 |
+5 armor | +25,000 gp |
- |
- |
- |
+6 armor/shield* | +36,000 gp |
- |
- |
- |
+7 armor/shield* | +49,000 gp |
- |
- |
- |
+8 armor/shield* | +64,000 gp |
- |
- |
- |
+9 armor/shield* | +81,000 gp |
- |
- |
- |
+10 armor/shield* | +100,000 gp |
- |
58-60 |
58-60 |
Specific armor** | - |
- |
61-63 |
61-63 |
Specific shield† | - |
88-100 |
64-100 |
64-100 |
Special ability and roll again‡ | - |
*Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.**Roll on Table: Specific Armors.†Roll on Table: Specific Shields.‡Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.
Random Armor Type | ||
d% | Armor | Armor Cost* |
01 | Padded | +155 gp |
02 | Leather | +160 gp |
03-12 | Hide | +165 gp |
13-27 | Studded leather | +175 gp |
28-42 | Chain shirt | +250 gp |
43 | Scale mail | +200 gp |
44 | Chainmail | +300 gp |
45-57 | Breastplate | +350 gp |
58 | Splint mail | +350 gp |
59 | Banded mail | +400 gp |
60 | Half-plate | +750 gp |
61-100 | Full plate | +1,650 gp |
All magic armor is masterwork armor (with an armor check penalty 1 lower than normal).*Add to enhancement bonus on Table: Armor and Shields to determine total market price.
Random Shield Type | ||
d% | Shield | Shield Cost* |
01-10 | Buckler | +165 gp |
11-15 | Shield, small, wooden | +153 gp |
16-20 | Shield, small, steel | +159 gp |
21-30 | Shield, large, wooden | +157 gp |
31-95 | Shield, large, steel | +170 gp |
96-100 | Shield, tower | +180 gp |
All magic shields are masterwork shields (with an armor check penalty 1 lower than normal).*Add to enhancement bonus on Table: Armor and Shields to determine total market price.
Armor Special Abilities | ||||
Minor |
Medium |
Major |
Special Ability | Modifier* |
01-05 |
01-02 |
01-02 |
Fortification, light | +1 bonus |
06-30 |
03-07 |
03-08 |
Glamered | +1 bonus |
31-52 |
08-19 |
09 |
Slick | +1 bonus |
53-74 |
20-30 |
10-11 |
Shadow | +1 bonus |
75-96 |
31-49 |
12-14 |
Silent moves | +1 bonus |
- |
50 |
15-16 |
Spell resistance (13) | +2 bonus |
- |
51-60 |
17-21 |
Ghost touch | +3 bonus |
- |
- |
22-23 |
Invulnerability | +3 bonus |
97-98 |
61-65 |
24-27 |
Fortification, moderate | +3 bonus |
- |
66 |
28-29 |
Spell resistance (15) | +3 bonus |
- |
67-71 |
30-31 |
Acid resistance | +3 bonus |
- |
72-76 |
32-41 |
Cold resistance | +3 bonus |
- |
77-81 |
42-51 |
Fire resistance | +3 bonus |
- |
82-86 |
52-61 |
Lightning resistance | +3 bonus |
- |
87-91 |
62-64 |
Sonic resistance | +3 bonus |
- |
92-94 |
65-67 |
Spell resistance (17) | +4 bonus |
- |
95 |
68-69 |
Etherealness | +5 bonus |
- |
96-98 |
70-72 |
Fortification, heavy | +5 bonus |
- |
- |
73-74 |
Spell resistance (19) | +5 bonus |
99-100 |
99-100 |
75-100 |
Roll twice again** | - |
*Add to enhancement bonus on Table: Armor and Shields to determine total market price.**If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.
Shield Special Abilities | ||||
Minor | Medium | Major | Special Ability | Modifier* |
01-30 | - | - | Bashing | +1 bonus |
31-50 | - | - | Blinding | +1 bonus |
51-60 | - | - | Fortification, light | +1 bonus |
61-99 | 01-10 | - | Arrow deflection | +2 bonus |
- | 11-16 | 01-15 | Animated | +2 bonus |
- | 17-20 | 16-20 | Spell resistance (13) | +2 bonus |
- | 21-25 | 21-25 | Ghost touch | +3 bonus |
- | 26-30 | 26-35 | Fortification, moderate | +3 bonus |
- | 31-40 | 36-38 | Acid resistance | +3 bonus |
- | 41-50 | 39-41 | Cold resistance | +3 bonus |
- | 51-60 | 42-44 | Fire resistance | +3 bonus |
- | 61-70 | 45-47 | Lightning resistance | +3 bonus |
- | 71-80 | 48-50 | Sonic resistance | +3 bonus |
- | - | 51-55 | Spell resistance (15) | +3 bonus |
- | - | 56-60 | Spell resistance (17 | +4 bonus |
- | - | 61-65 | Fortification, heavy | +5 bonus |
- | 81-90 | 66-70 | Reflecting | +5 bonus |
- | - | 71-80 | Spell resistance (19) | +5 bonus |
100 | - | 81-100 | Roll twice again** | - |
*Add to enhancement bonus on Table: Armor and Shields to determine total market price.**If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.
The armor or shield absorbs the first 10 points of acid damage per round that the wearer would normally take.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resist elements; Market Price: +3 bonus.
Upon command, an animated shield floats within 2 feet of the wielder, protecting the character as if he or she were using it, but freeing up both the character’s hands. Only one shield can protect a character at a time.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: +2 bonus.
This shield protects the wielder as if he or she had the Deflect Arrows feat.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, shield; Market Price: +2 bonus.
No matter what the size of the attacker, a large bashing shield deals 1d8 points of damage and a small bashing shield deals 1d6 points of damage. The shield acts as a +1 weapon when used to bash. (Tower shields cannot be bashing shields.)
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, bull’s strength; Market Price: +1 bonus.
A shield with this enchantment flashes with a brilliant light up to twice per day upon command of the wielder. All within 20 feet except the wielder must make a Reflex saving throw (DC 14) or be blinded for 1d4 rounds.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, searing light; Market Price: +1 bonus.
The armor or shield absorbs the first 10 points of cold damage per round that the wearer would normally take.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resist elements; Market Price: +3 bonus.
On command, this enchantment allows the wearer of the armor to become ethereal once per day. The character can remain ethereal for as long as desired, but once the character returns to normal, he or she cannot become ethereal again that day.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, ethereal jaunt; Market Price: +5 bonus.
The armor or shield absorbs the first 10 points of heat damage per round that the wearer would normally take.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resist elements; Market Price: +3 bonus.
When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally:
Fortification Type | Chance for Normal Damage | Market Price |
Light | 25% | +1 bonus |
Moderate | 75% | +3 bonus |
Heavy | 100% | +5 bonus |
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, limited wish or miracle; Market Price: varies (see above).
Both the enhancement bonus and the armor bonus of this armor or shield count against the attacks of incorporeal creatures. Further, it can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, etherealness; Market Price: +3 bonus.
Upon command, this armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, alter self; Market Price: +1 bonus.
This suit of armor grants the wearer damage reduction of 5/+1.
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, stoneskin, wish or miracle; Market Price: +3 bonus.
The armor or shield absorbs the first 10 points of electrical damage per round that the wearer would normally take.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resist elements; Market Price: +3 bonus.
Once per day as a free action, this shield can be called on to reflect a spell back at its caster exactly.
If the character and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result:
d% |
Effect |
01–70 |
Spell drains away without effect. |
71–80 |
Spell affects both of the characters equally at full effect. |
81–97 |
Both turning effects are rendered nonfunctional for 1d4 minutes. |
98–100 |
Both of the characters go through a rift into another plane. |
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, spell turning; Market Price: +5 bonus.
This armor grants a +10 circumstance bonus to Hide checks. This bonus does not stack with the Hide bonus granted by a cloak of elvenkind or obscuring or blinding-based Hide check bonuses. (The armor’s armor check penalty still applies normally.)
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, invisibility; Market Price: +1 bonus.
This armor adds a +10 circumstance bonus to its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.)
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, silence; Market Price: +1 bonus.
This armor adds a +10 circumstance bonus to its wearer’s Escape Artist checks. (The armor’s armor check penalty still applies normally.)
Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, grease; Market Price: +1 bonus.
The armor or shield absorbs the first 10 points of sonic damage per round that the wearer would normally take.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resist elements; Market Price: +3 bonus.
This enchantment grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be SR 13, SR 15, SR 17, or SR 19, depending on the armor.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, spell resistance; Market Price: +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).
Specific Armors | |||
Medium |
Major |
Specific Armor | Market Price |
01-10 |
- |
Mithral shirt | 1,100 gp |
11-25 |
- |
Elven chain | 4,150 gp |
26-35 |
- |
Rhino hide | 5,165 gp |
36-45 |
- |
Adamantine breastplate | 5,350 gp |
46-70 |
- |
Dwarven plate | 10,500 gp |
71-80 |
01-10 |
Plate armor of the deep | 16,650 gp |
81-90 |
11-40 |
Banded mail of luck | 18,900 gp |
91-100 |
41-60 |
Breastplate of command | 21,600 gp |
- |
61-80 |
Celestial armor | 25,300 gp |
- |
81-100 |
Demon armor | 41,650 gp |
The following specific suits of armor usually are preconstructed with exactly the qualities described here.
Caster Level: -; Prerequisites: -; Market Price: 5,350 gp.
This is +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him or her be rerolled. The wearer must take whatever consequences come from the second roll. The decision to have a reroll must be made before damage is rolled.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, bless; Market Price: 18,900 gp; Cost to Create: 10,150 gp + 700 XP.
When worn, this +2 breastplate bestows a +2 circumstance bonus on Charisma checks, checks using skills for which Charisma is the key ability, and turning checks to its wearer. Friendly troops within 360 feet of the user become braver than normal. The wearer cannot hide or conceal herself in any way and still have the effect function.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mass charm; Market Price: 21,600 gp; Cost to Create: 10,975 gp + 850 XP.
This +1 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor, and it allows the wearer to fly on command (as the spell) once per day.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, fly, creator must be good; Market Price: 25,300 gp; Cost to Create: 12,800 gp + 1,000 XP.
This +4 full plate allows the wearer to make claw attacks that deal 1d10 (x2 critical) points of damage, strike as +1 weapons, and afflict the target as if he or she had been struck by a contagion spell (Fortitude negates DC 14). The “claws” are built into the armor’s vambraces and gauntlets.
The armor bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armor is worn.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, contagion; Market Price: 41,650 gp; Cost to Create: 21,650 gp + 1,600 XP.
This full plate is made of mithral. This armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -4. It is considered medium armor and weighs 25 pounds.
Caster Level: -; Prerequisites: -; Market Price: 10,500 gp.
This very light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium-size creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of -2. It is considered light armor and weighs 20 pounds.
Caster Level: -; Prerequisites: -; Market Price: 4,150 gp.
This very light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium-size creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is still considered light armor. The shirt weighs 10 pounds.
Caster Level: -; Prerequisite: -; Market Price: 1,100 gp.
The wearer of this +1 full plate armor takes no pressure damage from being deep underwater and is treated as unarmored for purposes of Swim checks. The wearer can also breathe underwater and can converse with any creature that breathes water.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, freedom of movement, water breathing, tongues; Market Price: 16,650 gp; Cost to Create: 9,150 gp + 600 XP.
This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement AC bonus, it has a -1 armor check penalty and doubles all damage dealt by a charge attack made by the wearer.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: 5,165 gp; Cost to Create: 2,665 gp + 200 XP.
Specific Shields | |||
Medium |
Major |
Specific Shield | Market Price |
01-10 |
- |
Darkwood shield | 257 gp |
11-18 |
- |
Mithral large shield | 1,020 gp |
19-25 |
- |
Adamantine shield | 2,170 gp |
26-45 |
01-20 |
Spined shield | 2,670 gp |
46-65 |
21-40 |
Caster’s shield | 3,153 gp |
66-90 |
41-60 |
Lion’s shield | 9,170 gp |
91-100 |
61-80 |
Winged shield | 15,159 gp |
The following specific shields usually are preconstructed with exactly the qualities described here.
Every other day this +1 large steel shield can be commanded to absorb a single Large or smaller object or creature that touches its front, annihilating the thing that touches it. Only the direct intervention of a deity can restore an annihilated character. A successful touch attack in combat is required to absorb a target.
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, disintegrate; Market Price: 50,170 gp; Cost to Create: 25,170 gp + 2,000 XP.
This large nonmagical shield is made from adamantine, giving it a natural +1 enhancement bonus.
Caster Level: -; Prerequisites: -; Market Price: 2,170 gp.
This +1 small wooden shield has a small leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed has only half the normal materials cost. (Experience point and component costs remain the same.) The user can cast the spell scribed on the back of the shield with no chance of arcane spell failure due to the shield.
A random caster’s shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01-80 on d%) or arcane (81-100).
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; Market Price: 3,153 gp (plus the value of the scroll spell if one is currently scribed); Cost to Create: 1,653 gp + 120 XP.
This large nonmagical wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 5 pounds and has no armor check penalty.
Caster Level: -; Prerequisites: -; Market Price: 257 gp.
This +2 large steel shield is fashioned to appear to be a roaring lion’s head. Three times per day, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage (x2 critical). This attack is in addition to any actions performed by the wielder.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, summon nature’s ally IV; Market Price: 9,170 gp; Cost to Create: 4,670 gp + 360 XP.
This very light large shield is made of mithral. It has a 5% arcane spell failure chance and no armor check penalty. It weighs 5 pounds.
Caster Level: -; Prerequisite: -; Market Price: 1,020 gp.
This +1 large steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/x2 critical). Fired spines regenerate each day.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic missile; Market Price: 2,670 gp; Cost to Create: 1,420 gp + 100 XP.
This round, large wooden shield has a +3 enhancement bonus. Once per day it can be commanded to fly (as the spell), carrying the wielder. The shield can fly up to 2 hours and carry 400 pounds while doing so.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, fly; Market Price: 15,159 gp; Cost to Create: 7,659 gp + 600 XP.