Magic Items Armour

The Qianlong Emperor in Ceremonial Armour on Horseback
The Qianlong Emperor in Ceremonial Armour on Horseback

In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

In addition to an enhancement bonus, armor may have special abilities. Special abilities usually 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.

A suit of armor or a shield may be made of an unusual material. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.

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.

Armor and Shields
Minor Medium Major Item Base 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/shield1 36,000 gp
+7 armor/shield1 49,000 gp
+8 armor/shield1 64,000 gp
+9 armor/shield1 81,000 gp
+10 armor/shield1 100,000 gp
88-89 58-60 58-60 Specific armor2
90-91 61-63 61-63 Specific shield3
92-100 64-100 64-100 Special
ability and roll again4
1 Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
2 Roll on Table: Specific Armors.
3 Roll on Table: Specific Shields.
4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.

 

Random Armor Type
Light armor
d% Armor Armor Cost1
01 Armored Kilt*
02 Padded +155 gp
03 Quilted Cloth
04 Leather +160 gp
05 Rosewood armor
06 Gladiator armour
07 Leaf armor
08 Parade armor
09-16 Studded leather +175 gp
17-18 Wooden
19-32 Chain shirt +250 gp
33-41 Hide shirt
42 Light hoplite armour*
Medium armor
43-44 Armored Coat
45-46 Hide +165 gp
47-48 Heavy hoplite armour*
48-49 Scale mail +200 gp
50-51 Chainmail +300 gp
52-55 Breastplate +350 gp
56-57 Breastplate (agile)
Heavy armor
58 Andabatae armour*
59-60 Splint mail +350 gp
61-62 Banded mail +400 gp
63-64 Half-plate +750 gp
65 Half-plate (agile)
66-100 Full plate +1,650 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic armor is masterwork armor (with an armor check penalty 1 less
than normal).

Random Shield Type
d% Shield Shield Cost1
01-08 buckler +165 gp
09 Madu, leather
10 Madu, steel
11-15 Shield, light wooden +153 gp
16-20 Shield, light steel +159 gp
21-30 Shield, heavy wooden +157 gp
31-95 Shield, heavy steel +170 gp
96-100 Shield, tower +180 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

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 special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

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.

Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.

Activation Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields-by wearing them. 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 for Unusual Creatures The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost of the masterwork quality and any magical enhancement remains the same.

Magic Armor and Shield Special Ability Descriptions

Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Armour or Sheild of Resolve

Armor Special Abilities
Minor Medium Major Special
Ability
Base
Price Modifier
01-10 01-02 01-03 Armour of Fortification , light +1 bonus1
10-15 03-04 04-05 Armour  of Confidence +1 bonus
16-20 05-06 06-07 Armour of Darksoul Protection +1 bonus
21-25 07-08 08-09 Armour of Dazzling +1 bonus
26-30 09-10 10-11 Armour of Elite +1 bonus
31-35 11-12 12-13 Armour of Enticing +1 bonus
36-40 13-14 14-15 Armour of Knightly +1 bonus
41-45 15-16 16-17 Armour of Locking +1 bonus
46-47 17-18 18-19 Armour of Matte
+1 bonus
48-50 19-20 20-21 Armour of Poison Spike +1 bonus
51-55 21-22 22-23 Armour of Twilight +1 bonus
56-60 23-24 24-25 Armour of Fiendskin +3,000 gp
61-64 25-26 26-27 Armour of Peace 1,800 gp.
65-70 27-28 28-29 Armour of Glamered +2,700 gp
71-73 29-30 30-31 Armour of Slick +3,750 gp
74-78 31-32 32-33 Armour of Shadow +3,750 gp
79-80 33-34 34-35 Armour of Silent Moves +3,750 gp
81-84 35-36 36-37 Armour of Angelic +2 bonus1
85-86 37-38 38-39 Armour of Empyreal +2 bonus1
91-92 39-40 40-41 Armour of Spell Resistance(13) +2 bonus1
93-94 41-49 42-43 Armour of Demonmight Ward +2 bonus1
95 50-54 44-45 Armour of Resolve +2 bonus1
96 55-59 46-47 Armour of Sacred +2 bonus1
97 60-64 48-49 Armour of Slick, Improved +15,000 gp
98 65-69 50-51 Armour of Shadow, Improved +15,000 gp
99 70-71 52-53 Armour of Silent Moves, Improved +15,000 gp
72-73 54-55 Armour of Acid Resistance +18,000 gp
74-75 56-57 Armour of Cold Resistance +18,000 gp
76-77 58-59 Armour of Electricity Resistance +18,000 gp
78-79 60 Armour of Fire Resistance +18,000 gp
80-81 61 Armour of Sonic Resistance +18,000 gp
82-83 62 Armour of Exalted +3 bonus1
84-85 63 Armour of Ghost Touch +3 bonus1
86-87 64 Armour of Invulnerability +3 bonus1
88-89 65 Armour of Fortification , moderate +3 bonus1
90-94 66 Armour of Spell Resistance (15) +3 bonus1
95-99 67 Armour of Wild +3 bonus1
68 Armour of Slick, Greater +33,750 gp
69-70 Armour of Shadow, Greater +33,750 gp
71-72 Armour of Silent Moves, Greater +33,750 gp
73-74 Armour of Acid Resistance, Improved +42,000 gp
75-76 Armour of Cold Resistance, Improved +42,000 gp
77-78 Armour of Electricity Resistance, Improved +42,000 gp
79-80 Armour of Fire Resistance, Improved +42,000 gp
81-83 Armour of Sonic Resistance, Improved +42,000 gp
84-85 Armour of Spell Resistance (17) +4 bonus1
86-87 Armour of Heroic +4 bonus
88 Armour of Soulfire +4 bonus1
89 Armour of Etherealness +49,000 gp
90 Armour of Undead Controlling +49,000 gp
91-92 Armour of Fortification , heavy +5 bonus1
93-94 Armour of Spell Resistance (19) +5 bonus1
95 Armour of Acid Resistance, Greater +66,000 gp
96 Armour of Cold Resistance, Greater +66,000 gp
97 Armour of Electricity Resistance, Greater +66,000 gp
98 Armour of Fire Resistance, Greater +66,000 gp
99 Armour of Sonic Resistance, Greater +66,000 gp
100 100 100 Roll twice again 2
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions
of the same special ability, use the better.

 

Shield Special Abilities
Minor Medium Major Special
Ability
Base Price
Modifier
Sheild of Peace 1,800 gp.
01-20 01-10 01-05 Sheild of Arrow Catching +1 bonus1
21-40 11-20 06-08 Sheild of Bashing +1 bonus1
41-50 21-25 09-10 Sheild of Blinding +1 bonus1
Sheild of Confidence +1 bonus1
51-75 26-40 11-15 Sheild of Fortification, light +1 bonus1
Sheild of Fiendskin +3,000 gp
76-92 41-50 16-20 Sheild of Arrow Deflection +2 bonus1
Sheild of Angelic +2 bonus1
93-97 51-57 21-25 Sheild of Animated +2 bonus1
Sheild of Empyreal +2 bonus1
Sheild of Resolve +2 bonus1
98-99 58-59 Sheild of Spell Resistance (13) +2 bonus1
Sheild of Sacred +2 bonus1
60-63 26-28 Sheild of Acid Resistance +18,000 gp
64-67 29-31 Sheild of Cold Resistance +18,000 gp
68-71 32-34 Sheild of Electricity Resistance +18,000 gp
72-75 35-37 Sheild of Fire Resistance +18,000 gp
76-79 38-40 Sheild of Sonic Resistance +18,000 gp
80-85 41-46 Sheild of Ghost Touch +3 bonus1
86-95 47-56 Sheild of Fortification, moderate +3 bonus1
96-98 57-58 Sheild of Spell Resistance (15) +3 bonus1
99 59 Sheild of Wild +3 bonus1
60-64 Sheild of Acid Resistance, Improved +42,000 gp
65-69 Sheild of Cold Resistance, Improved +42,000 gp
70-74 Sheild
of Electricity Resistance, Improved
+42,000
gp
75-79 Sheild of Fire Resistance, Improved +42,000 gp
80-84 Sheild of Sonic Resistance, Improved +42,000 gp
85-86 Sheild of Spell Resistance (17) +4 bonus1
87-88 Sheild of Soulfire +4 bonus1
89-90 Sheild of Undead Controlling +49,000 gp
91 -92 Sheild of Fortification, heavy +5 bonus1
93 Sheild of Reflecting +5 bonus1
94 Sheild of Spell Resistance (19) +5 bonus1
95 Sheild of Acid Resistance, Greater +66,000 gp
96 Sheild of Cold Resistance, Greater +66,000 gp
97 Sheild of Electricity Resistance, Greater +66,000 gp
98 Sheild of Fire Resistance, Greater +66,000 gp
99 Sheild of Sonic Resistance, Greater +66,000 gp
100 100 100 Roll twice again2
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions
of the same special ability, use the better.

Specific Armors

The following specific suits of armor usually are pre-constructed with exactly the qualities described here.

Specific Armors
Minor Medium Major Specific Armor Market
Price
01-40 01-2o Mithral Shirt 1,100
gp
41-50 21-25 Celestial
Argentum Breastplate
2,100 gp
51-65 26-35 Dragonhide Plate 3,300
gp
66-80 40-45 Statuesque
Armor
(New) (Cursed)
4000
gp
81-100 46-55 Elven
Chain
4,150
gp
56-60 Rhino Hide 5,165
gp
61-65 Razor Armor 5,600
gp
66-70 01-05 Sticky Armor  6000
gp
71-75 09-10 Tinted Mail 8000
gp
76-80 11-15 Adamantine
Breastplate
10,200
gp
81-83 16-20 Grim Defender 11,350
gp
84-85 21-25 Fleshshifter Armor 13,160
gp
86-88 26-30 Armor
of the Dread Emperor
14,650
gp
89-90 31-35 Dwarven Plate 16,500
gp
91-97 36-40 Blade Resistant Armour 18,000
gp
98-100 41-45 Banded Mail of Luck 18,900
gp
46-50 Rusty Armor 20,000
gp
51-55 Vassal Armor 20,250
gp
56-60 Fiendish Full Plate 20,650
gp
61-65 Celestial Armor 22,400
gp
66-70 Plate Armor of the Deep 24,650
gp
71-75 Fleet Armor 25,000
gp
76-8o Breastplate of Command 25,400
gp
81-85 Mithral Full Plate of Speed 26,500
gp
86-90 Devilhusk Armour  33,165
gp
91-95 Death Armour 40,000
gp
96-100 Demon Armor 52,260
gp

Specific Shields

The following specific shields usually are preconstructed with exactly the qualities described here.

Specific Shields
Minor Medium Major Specific Shield Market Price
01-30 01-20 Darkwood Buckler 205 gp
31-50 21-30 Darkwood Shield 257 gp
51-80 31-45 Shield of Battle (Cursed) 1,000 gp
81-90 46-60 Mithral Heavy Shield 1,020 gp
91-92 61-70 01-05 Shield of Disguise 1500 gp
93-95 71-75 06-10 Slippery Shield 1500 gp
96-100 76-85 11-20 Caster’s Shield 3,153 gp
86-90 21-40 Spined Shield 5,580 gp
91-95 41-60 Lion’s Shield 9,170 gp
96-99 61-80 Winged Shield 17,257 gp
100 81-90 Asura Shield 27,180 gp
91-100 Absorbing Shield 50,170 gp

 

Copyright © 2018 Fantasy Worlds