This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
MAGIC ITEMS II
(ARMOR & WEAPONS)
ARMOR
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.
Table: 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.
|
|
Table: Random Armor Type
|
|
d%
|
Armor
|
Armor Cost1
|
|
01
|
Padded
|
+155 gp
|
|
02
|
Leather
|
+160 gp
|
|
03–17
|
Studded leather
|
+175 gp
|
|
18–32
|
Chain shirt
|
+250 gp
|
|
33–42
|
Hide
|
+165 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
|
|
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).
|
|
Table: Random Shield Type
|
|
d%
|
Shield
|
Shield Cost1
|
|
01–10
|
Buckler
|
+165 gp
|
|
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.
Table: Armor Special Abilities
|
|
Minor
|
Medium
|
Major
|
Special Ability
|
Base Price Modifier
|
|
01–25
|
01–05
|
01–03
|
Glamered
|
+2,700 gp
|
|
26–32
|
06–08
|
04
|
Fortification, light
|
+1 bonus1
|
|
33–52
|
09–11
|
—
|
Slick
|
+3,750 gp
|
|
53–72
|
12–14
|
—
|
Shadow
|
+3,750 gp
|
|
73–92
|
15–17
|
—
|
Silent moves
|
+3,750 gp
|
|
93–96
|
18–19
|
—
|
Spell resistance (13)
|
+2 bonus1
|
|
97
|
20–29
|
05–07
|
Slick, improved
|
+15,000 gp
|
|
98
|
30–39
|
08–10
|
Shadow, improved
|
+15,000 gp
|
|
99
|
40–49
|
11–13
|
Silent moves, improved
|
+15,000 gp
|
|
—
|
50–54
|
14–16
|
Acid resistance
|
+18,000 gp
|
|
—
|
55–59
|
17–19
|
Cold resistance
|
+18,000 gp
|
|
—
|
60–64
|
20–22
|
Electricity resistance
|
+18,000 gp
|
|
—
|
65–69
|
23–25
|
Fire resistance
|
+18,000 gp
|
|
—
|
70–74
|
26–28
|
Sonic resistance
|
+18,000 gp
|
|
—
|
75–79
|
29–33
|
Ghost touch
|
+3 bonus1
|
|
—
|
80–84
|
34–35
|
Invulnerability
|
+3 bonus1
|
|
—
|
85–89
|
36–40
|
Fortification, moderate
|
+3 bonus1
|
|
—
|
90–94
|
41–42
|
Spell resistance (15)
|
+3 bonus1
|
|
—
|
95–99
|
43
|
Wild
|
+3 bonus1
|
|
—
|
—
|
44–48
|
Slick, greater
|
+33,750 gp
|
|
—
|
—
|
49–53
|
Shadow, greater
|
+33,750 gp
|
|
—
|
—
|
54–58
|
Silent moves, greater
|
+33,750 gp
|
|
—
|
—
|
59–63
|
Acid resistance, improved
|
+42,000 gp
|
|
—
|
—
|
64–68
|
Cold resistance, improved
|
+42,000 gp
|
|
—
|
—
|
69–73
|
Electricity resistance, improved
|
+42,000 gp
|
|
—
|
—
|
74–78
|
Fire resistance, improved
|
+42,000 gp
|
|
—
|
—
|
79–83
|
Sonic resistance, improved
|
+42,000 gp
|
|
—
|
—
|
84–88
|
Spell resistance (17)
|
+4 bonus1
|
|
—
|
—
|
89
|
Etherealness
|
+49,000 gp
|
|
—
|
—
|
90
|
Undead controlling
|
+49,000 gp
|
|
—
|
—
|
91–92
|
Fortification, heavy
|
+5 bonus1
|
|
—
|
—
|
93–94
|
Spell resistance (19)
|
+5 bonus1
|
|
—
|
—
|
95
|
Acid resistance, greater
|
+66,000 gp
|
|
—
|
—
|
96
|
Cold resistance, greater
|
+66,000 gp
|
|
—
|
—
|
97
|
Electricity resistance, greater
|
+66,000 gp
|
|
—
|
—
|
98
|
Fire resistance, greater
|
+66,000 gp
|
|
—
|
—
|
99
|
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.
|
Table: Shield Special Abilities
|
|
Minor
|
Medium
|
Major
|
Special Ability
|
Base Price Modifier
|
|
01–20
|
01–10
|
01–05
|
Arrow catching
|
+1 bonus1
|
|
21–40
|
11–20
|
06–08
|
Bashing
|
+1 bonus1
|
|
41–50
|
21–25
|
09–10
|
Blinding
|
+1 bonus1
|
|
51–75
|
26–40
|
11–15
|
Fortification, light
|
+1 bonus1
|
|
76–92
|
41–50
|
16–20
|
Arrow deflection
|
+2 bonus1
|
|
93–97
|
51–57
|
21–25
|
Animated
|
+2 bonus1
|
|
98–99
|
58–59
|
—
|
Spell resistance (13)
|
+2 bonus1
|
|
—
|
60–63
|
26–28
|
Acid resistance
|
+18,000 gp
|
|
—
|
64–67
|
29–31
|
Cold resistance
|
+18,000 gp
|
|
—
|
68–71
|
32–34
|
Electricity resistance
|
+18,000 gp
|
|
—
|
72–75
|
35–37
|
Fire resistance
|
+18,000 gp
|
|
—
|
76–79
|
38–40
|
Sonic resistance
|
+18,000 gp
|
|
—
|
80–85
|
41–46
|
Ghost touch
|
+3 bonus1
|
|
—
|
86–95
|
47–56
|
Fortification, moderate
|
+3 bonus1
|
|
—
|
96–98
|
57–58
|
Spell resistance (15)
|
+3 bonus1
|
|
—
|
99
|
59
|
Wild
|
+3 bonus1
|
|
—
|
—
|
60–64
|
Acid resistance, improved
|
+42,000 gp
|
|
—
|
—
|
65–69
|
Cold resistance, improved
|
+42,000 gp
|
|
—
|
—
|
70–74
|
Electricity resistance, improved
|
+42,000 gp
|
|
—
|
—
|
75–79
|
Fire resistance, improved
|
+42,000 gp
|
|
—
|
—
|
80–84
|
Sonic resistance, improved
|
+42,000 gp
|
|
—
|
—
|
85–86
|
Spell resistance (17)
|
+4 bonus1
|
|
—
|
—
|
87
|
Undead controlling
|
+49,000 gp
|
|
—
|
—
|
88–91
|
Fortification, heavy
|
+5 bonus1
|
|
—
|
—
|
92–93
|
Reflecting
|
+5 bonus1
|
|
—
|
—
|
94
|
Spell resistance (19)
|
+5 bonus1
|
|
—
|
—
|
95
|
Acid resistance, greater
|
+66,000 gp
|
|
—
|
—
|
96
|
Cold resistance, greater
|
+66,000 gp
|
|
—
|
—
|
97
|
Electricity resistance, greater
|
+66,000 gp
|
|
—
|
—
|
98
|
Fire resistance, greater
|
+66,000 gp
|
|
—
|
—
|
99
|
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.
|
Acid Resistance: A suit of armor or a shield with this property
normally has a dull gray appearance. The armor absorbs the first 10 points of
acid damage per attack that the wearer would normally take (similar to the
resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and
Armor, resist energy; Price +18,000 gp.
Acid Resistance,
Improved: As acid resistance, except it absorbs the first 20 points of acid
damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
resist energy; Price +42,000 gp.
Acid Resistance, Greater: As
acid resistance, except it absorbs the first 30 points of acid damage per
attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist
energy; Price +66,000 gp.
Animated: Upon command, an animated
shield floats within 2 feet of the wielder, protecting her as if she were using
it herself but freeing up both her hands. Only one shield can protect a
character at a time. A character with an animated shield still takes any
penalties associated with shield use, such as armor check penalty, arcane spell
failure chance, and nonproficiency.
Strong transmutation; CL 12th;
Craft Magic Arms and Armor, animate objects; Price +2 bonus.
Arrow
Catching: A shield with this ability attracts ranged weapons to it. It has a
deflection bonus of +1 against ranged weapons because projectiles and thrown
weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a
target within 5 feet of the shield’s wearer diverts from its original
target and targets the shield’s bearer instead. (If the wielder has total
cover relative to the attacker, the projectile or thrown weapon is not
diverted.) Additionally, those attacking the wearer with ranged weapons ignore
any miss chances that would normally apply. Projectiles and thrown weapons that
have an enhancement bonus higher than the shield’s base AC bonus are not
diverted to the wearer (but the shield’s increased AC bonus still applies
against these weapons). The wielder can activate or deactivate this ability with
a command word.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor,
entropic shield; Price +1 bonus.
Arrow Deflection: This shield
protects the wielder as if he had the Deflect Arrows feat. Once per round when
he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save.
If the ranged weapon has an enhancement bonus, the DC increases by that amount.
If he succeeds, the shield deflects the weapon. He must be aware of the attack
and not flat-footed. Attempting to deflect a ranged weapon doesn’t count
as an action. Exceptional ranged weapons, such as boulders hurled by giants or
acid arrows, can’t be deflected.
Faint abjuration; CL
5th; Craft Magic Arms and Armor, shield; Price +2
bonus.
Bashing: A shield with this special ability is designed to
perform a shield bash. A bashing shield deals damage as if it were a weapon of
two size categories larger (a Medium light shield thus deals 1d6 points of
damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as
a +1 weapon when used to bash. (Only light and heavy shields can have this
ability.)
Moderate transmutation; CL 8th; Craft Magic Arms and Armor,
bull’s strength; Price +1 bonus.
Blinding: A shield with
this ability flashes with a brilliant light up to twice per day upon command of
the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex
save or be blinded for 1d4 rounds.
Moderate evocation; CL 7th; Craft
Magic Arms and Armor, searing light; Price +1 bonus.
Cold
Resistance: A suit of armor or a shield with this property normally has a
bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the
first 10 points of cold damage per attack that the wearer would normally take
(similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft
Magic Arms and Armor, resist energy; Price +18,000 gp.
Cold
Resistance, Improved: As cold resistance, except it absorbs the first 20
points of cold damage per attack.
Moderate abjuration; CL 7th; Craft Magic
Arms and Armor, resist energy; Price +42,000 gp.
Cold Resistance,
Greater: As cold resistance, except it absorbs the first 30 points of cold
damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
resist energy; Price +66,000 gp.
Electricity Resistance: A suit
of armor or a shield with this property normally has a bluish hue and often
bears a storm or lightning motif. The armor absorbs the first 10 points of
electricity damage per attack that the wearer would normally take (similar to
the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms
and Armor, resist energy; Price +18,000 gp.
Electricity Resistance,
Improved: As electricity resistance, except it absorbs the first 20 points
of electricity damage per attack.
Moderate abjuration; CL 7th; Craft Magic
Arms and Armor, resist energy; Price +42,000 gp.
Electricity
Resistance, Greater: As electricity resistance, except it absorbs the first
30 points of electricity damage per attack.
Moderate abjuration; CL 11th;
Craft Magic Arms and Armor, resist energy; Price +66,000
gp.
Etherealness: On command, this ability allows the wearer of the
armor to become ethereal (as the ethereal jaunt spell) once per day. The
character can remain ethereal for as long as desired, but once he returns to
normal, he cannot become ethereal again that day.
Strong transmutation;
CL 13th; Craft Magic Arms and Armor, ethereal jaunt; Price +49,000
gp.
Fire Resistance: A suit of armor with this ability normally has a
reddish hue and often is decorated with a draconic motif. The armor absorbs the
first 10 points of fire damage per attack that the wearer would normally take
(similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft
Magic Arms and Armor, resist energy; Price +18,000 gp.
Fire
Resistance, Improved: As fire resistance, except it absorbs the first 20
points of fire damage per attack.
Moderate abjuration; CL 7th; Craft Magic
Arms and Armor, resist energy; Price +42,000 gp.
Fire Resistance,
Greater: As fire resistance, except it absorbs the first 30 points of fire
damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
resist energy; Price +66,000 gp.
Fortification: This suit of
armor or shield produces a magical force that protects vital areas of the wearer
more effectively. 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
|
Base Price Modifier
|
|
Light
|
25%
|
+1 bonus
|
|
Moderate
|
75%
|
+3 bonus
|
|
Heavy
|
100%
|
+5 bonus
|
Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited
wish or miracle; Price varies (see above).
Ghost Touch:
This armor or shield seems almost translucent. Both its enhancement bonus and
its armor bonus count against the attacks of incorporeal creatures. 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.
Strong transmutation; CL 15th; Craft Magic Arms and Armor,
etherealness; Price +3 bonus.
Glamered: A suit of armor with
this ability appears normal. Upon command, the 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.
Moderate
illusion; CL 10th; Craft Magic Arms and Armor, disguise self;
Price +2,700 gp.
Invulnerability: This suit of armor grants the
wearer damage reduction of 5/magic.
Strong abjuration and perhaps evocation
(if miracle is used); CL 18th; Craft Magic Arms and Armor,
stoneskin, wish or miracle; Price +3 bonus.
Reflecting:
This shield seems like a mirror. Its surface is completely reflective. Once
per day, it can be called on to reflect a spell back at its caster exactly like
the spell turning spell.
Strong abjuration; CL 14th;
Craft Magic Arms and Armor, spell turning; Price +5
bonus.
Shadow: This armor is jet black and blurs the wearer whenever
she tries to hide, granting a +5 competence bonus on Hide checks. (The
armor’s armor check penalty still applies normally.)
Faint illusion;
CL 5th; Craft Magic Arms and Armor, invisibility; Price +3,750
gp.
Shadow, Improved: As shadow, except it grants a +10 competence
bonus on Hide checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor,
invisibility; Price +15,000 gp.
Shadow, Greater: As shadow,
except it grants a +15 competence bonus on Hide checks.
Moderate illusion; CL
15th; Craft Magic Arms and Armor, invisibility; Price +33,750
gp.
Silent Moves: This armor is well oiled and magically constructed
so that it not only makes little sound, but it dampens sound around it. It
provides a +5 competence bonus on its wearer’s Move Silently checks. (The
armor’s armor check penalty still applies normally.)
Faint illusion;
CL 5th; Craft Magic Arms and Armor, silence; Price +3,750
gp.
Silent Moves, Improved: As silent moves, except it grants a +10
competence bonus on Move Silently checks.
Moderate illusion; CL 10th; Craft
Magic Arms and Armor, silence; Price +15,000 gp.
Silent Moves,
Greater: As silent moves, except it grants a +15 competence bonus on Move
Silently checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor,
silence; Price +33,750 gp.
Slick: Slick armor seems coated at
all times with a slightly greasy oil. It provides a +5 competence bonus on its
wearer’s Escape Artist checks. (The armor’s armor check penalty
still applies normally.)
Faint conjuration; CL 4th; Craft Magic Arms
and Armor, grease; Price +3,750 gp.
Slick, Improved: As slick,
except it grants a +10 competence bonus on Escape Artist checks.
Moderate
conjuration; CL 10th; Craft Magic Arms and Armor, grease; Price +15,000
gp.
Slick, Greater: As slick, except it grants a +15 competence bonus
on Escape Artist checks.
Moderate conjuration; CL 15th; Craft Magic Arms and
Armor, grease; Price +33,750 gp.
Sonic Resistance: A suit of
armor or a shield with this property normally has a glistening appearance. The
armor absorbs the first 10 points of sonic damage per attack that the wearer
would normally take (similar to the resist energy spell).
Faint
abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price
+18,000 gp.
Sonic Resistance, Improved: As sonic resistance, except it
absorbs the first 20 points of sonic damage per attack.
Moderate abjuration;
CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000
gp.
Sonic Resistance, Greater: As sonic resistance, except it absorbs
the first 30 points of sonic damage per attack.
Moderate abjuration; CL 11th;
Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
Spell
Resistance: This property grants the armor’s wearer spell resistance
while the armor is worn. The spell resistance can be 13, 15, 17, or 19,
depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms
and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4
bonus (SR 17), or +5 bonus (SR 19).
Undead Controlling: The wearer of
a suit of armor or a shield with this property may control up to 26 HD of undead
per day, as the control undead spell. At dawn each day, the wearer loses
control of any undead still under his sway. Armor or a shield with this ability
appears to be made of bone; this feature is entirely decorative and has no other
effect on the armor.
Strong necromancy; CL 13th; Craft Magic Arms and Armor,
control undead; Price +49,000 gp.
Wild: The wearer of a suit of
armor or a shield with this ability preserves his armor bonus (and any
enhancement bonus) while in a wild shape. Armor and shields with this ability
usually appear to be made covered in leaf patterns. While the wearer is in a
wild shape, the armor cannot be seen.
Moderate transmutation; CL 9th; Craft
Magic Arms and Armor, baleful polymorph; Price +3 bonus.
|
Table: Specific Armors
|
|
Minor
|
Medium
|
Major
|
Specific Armor
|
Market Price
|
|
01–50
|
01–25
|
—
|
Mithral shirt
|
1,100 gp
|
|
51–80
|
26–45
|
—
|
Dragonhide plate
|
3,300 gp
|
|
81–100
|
46–57
|
—
|
Elven chain
|
4,150 gp
|
|
—
|
58–67
|
—
|
Rhino hide
|
5,165 gp
|
|
—
|
68–82
|
01–10
|
Adamantine breastplate
|
10,200 gp
|
|
—
|
83–97
|
11–20
|
Dwarven plate
|
16,500 gp
|
|
—
|
98–100
|
21–32
|
Banded mail of luck
|
18,900 gp
|
|
—
|
—
|
33–50
|
Celestial armor
|
22,400 gp
|
|
—
|
—
|
51–60
|
Plate armor of the deep
|
24,650 gp
|
|
—
|
—
|
61–75
|
Breastplate of command
|
25,400 gp
|
|
—
|
—
|
76–90
|
Mithral full plate of speed
|
26,500 gp
|
|
—
|
—
|
91–100
|
Demon armor
|
52,260 gp
|
Specific Armors
The following specific suits of armor usually are
preconstructed with exactly the qualities described here.
Adamantine
Breastplate: This nonmagical breastplate is made of adamantine, giving its
wearer damage reduction of 2/–.
No aura (nonmagical); Price 10,200
gp.
Banded Mail of Luck: Ten 100-gp gems adorn this +3 banded mail.
Once per week, the armor allows its wearer to require that an attack roll
made against him be rerolled. He must take whatever consequences come from the
second roll. The wearer’s player must decide whether to have the attack
roll rerolled before damage is rolled.
Strong enchantment; CL 12th;
Craft Magic Arms and Armor, bless; Price 18,900 gp; Cost 10,150 gp + 700
XP.
Breastplate of Command: This finely crafted +2 breastplate
radiates a powerful aura of magic. When worn, the armor bestows a dignified
and commanding aura upon its owner. The wearer gains a +2 competence bonus on
all Charisma checks, including turning checks and Charisma-based skill checks.
The wearer also gains a +2 competence bonus to his Leadership score. Friendly
troops within 360 feet of the user become braver than normal. Since the effect
arises in great part from the distinctiveness of the armor, the wearer cannot
hide or conceal herself in any way and still have the effect function.
Strong
enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster;
Price 25,400 gp; Cost 10,975 gp + 850 XP.
Celestial Armor: This
bright silver or gold +3 chainmail is so fine and light that it can be
worn under normal clothing without betraying 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, weighs 20 pounds, and it
allows the wearer to use fly on command (as the spell) once per
day.
Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator
must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004
XP.
Demon Armor: This plate armor is fashioned to make the wearer
appear to be a demon. The helmet is shaped to look like a horned demon head, and
its wearer looks out of the open, tooth-filled mouth. This +4 full plate
allows the wearer to make claw attacks that deal 1d10 points of damage,
strike as +1 weapons, and afflict the target as if she had been struck by a
contagion spell (Fortitude DC 14 negates). Use of contagion
requires a normal melee attack with the claws. 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.
Strong
necromancy [evil]; CL 13th; Craft Magic Arms and Armor, contagion; Price
52,260 gp; Cost 26,130 gp + 2,090 XP.
Dragonhide Plate: This suit of
full plate is made of dragonhide, rather than metal, so druids can wear it. It
is otherwise identical to masterwork full plate.
No aura (nonmagical); Price
3,300 gp.
Dwarven Plate: This full plate is made of adamantine, giving
its wearer damage reduction of 3/–.
No aura (nonmagical); Price 16,500
gp.
Elven Chain: This extremely light chainmail is made of very fine
mithral links. Speed while wearing elven chain is 30 feet for Medium 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.
No aura (nonmagical); Price
4,150 gp.
Mithral Full Plate of Speed: As a free action, the wearer of
this fine set of +1 mithral full plate can activate it, enabling her to
act as though affected by a haste spell for up to 10 rounds each day. The
duration of the haste effect need not be consecutive rounds.
Speed
while wearing a suit of mithral full plate is 20 feet for Medium creatures, or
15 feet for Small. The armor has an arcane spell failure chance of 25%, a
maximum Dexterity bonus of +3, and an armor check penalty of –3. It is
considered medium armor and weighs 25 pounds.
Faint transmutation; CL 5th;
Craft Magic Arms and Armor, haste; Price 26,500 gp.
Mithral
Shirt: This extremely light chain shirt is made of very fine mithral links.
Speed while wearing a mithral shirt is 30 feet for Medium 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 considered light armor
and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.
Plate Armor
of the Deep: This +1 full plate is decorated with a wave and fish
motif. The wearer of plate armor of the deep is treated as unarmored for
purposes of Swim checks. The wearer can breathe underwater and can converse with
any creature with a language that breathes water.
Moderate abjuration;
CL 11th; Craft Magic Arms and Armor, freedom of movement, water
breathing, tongues; Price 24,650 gp; Cost 17,150 gp + 600 XP.
Rhino
Hide: This +2 hide armor is made from rhinoceros hide. In addition to
granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and
deals an additional 2d6 points of damage on any successful charge attack made by
the wearer, including a mounted charge.
Moderate transmutation; CL
9th; Craft Magic Arms and Armor, bull’s strength; Price 5,165 gp;
Cost 2,665 gp + 200 XP.
|
Table: Specific Shields
|
|
Minor
|
Medium
|
Major
|
Specific Shield
|
Market Price
|
|
01–30
|
01–20
|
—
|
Darkwood buckler
|
205 gp
|
|
31–80
|
21–45
|
—
|
Darkwood shield
|
257 gp
|
|
81–95
|
46–70
|
—
|
Mithral heavy shield
|
1,020 gp
|
|
96–100
|
71–85
|
01–20
|
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
|
|
—
|
96–100
|
61–90
|
Winged shield
|
17,257 gp
|
|
—
|
—
|
91–100
|
Absorbing shield
|
50,170 gp
|
Specific Shields
The following specific shields usually are
preconstructed with exactly the qualities described here.
Absorbing
Shield: This +1 heavy steel shield is flat black and seems to absorb
light. Once every two days, on command, it can disintegrate an object
that it touches, as the spell but requiring a melee touch attack.
Strong
transmutation; CL 17th; Craft Magic Arms and Armor, disintegrate;
Price 50,170 gp; Cost 25,170 gp + 2,000 XP.
Caster’s Shield:
This +1 light 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 base raw material cost. Experience point and component costs
remain the same. The strip cannot accommodate spells of higher than 3rd level.
The strip is reusable.
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).
A caster’s shield
has a 5% arcane spell failure chance.
Moderate abjuration; CL 6th;
Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level;
Price 3,153 gp (plus the value of the scroll spell if one is currently scribed);
Cost 1,653 gp + 120 XP.
Darkwood Buckler: This nonmagical light 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
2-1/2 pounds and has no armor check penalty.
No aura (nonmagical); Price 205
gp.
Darkwood Shield: This nonmagical heavy 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.
No aura (nonmagical); Price 257 gp.
Lion’s
Shield: This +2 heavy steel shield is fashioned to appear to be a
roaring lion’s head. Three times per day as a free action, 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. This attack
is in addition to any actions performed by the wielder.
Moderate
conjuration; CL 10th; Craft Magic Arms and Armor, summon
nature’s ally IV; Price 9,170 gp; Cost 4,670 gp + 360
XP.
Mithral Heavy Shield: This heavy shield is made of mithral and
thus is much lighter than a standard steel shield. It has a 5% arcane spell
failure chance and no armor check penalty. It weighs 5 pounds.
No aura
(nonmagical); Price 1,020 gp.
Spined Shield: This +1 heavy 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). Fired
spines regenerate each day.
Moderate evocation; CL 6th; Craft Magic
Arms and Armor, magic missile; Price 5,580 gp; Cost 2,740 gp + 223
XP.
Winged Shield: This round heavy wooden shield has a +3 enhancement
bonus. Small, feathered wings encircle the shield.
Once per day it can be
commanded to fly (as the spell), carrying the wielder. The shield can
carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and
move at 40 feet per round.
Faint transmutation; CL 5th; Craft Magic
Arms and Armor, fly; Price 17,257 gp; Cost 8,628 gp and 5 sp + 690
XP.
WEAPONS
Magic weapons have enhancement bonuses ranging from +1 to
+5. They apply these bonuses to both attack and damage rolls when used in
combat. All magic weapons are also masterwork weapons, but their masterwork
bonus on attack rolls does not stack with their enhancement bonus on attack
rolls.
Weapons come in two basic categories: melee and ranged. Some of the
weapons listed as melee weapons can also be used as ranged weapons. In this
case, their enhancement bonus applies to either type of attack.
In addition
to an enhancement bonus, weapons may have special abilities. Special abilities
count as additional bonuses for determining the market value of the item, but do
not modify attack or damage bonuses (except where specifically noted). A single
weapon cannot have a modified bonus (enhancement bonus plus special ability
bonus equivalents) higher than +10. A weapon with a special ability must have at
least a +1 enhancement bonus.
A weapon or a kind of ammunition 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.
Caster Level for Weapons: The caster level of a weapon with
a special ability is given in the item description. For an item with only an
enhancement bonus and no other abilities, 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.
Additional Damage Dice: Some magic weapons deal additional dice
of damage. Unlike other modifiers to damage, additional dice of damage are not
multiplied when the attacker scores a critical hit.
Ranged Weapons and
Ammunition: The enhancement bonus from a ranged weapon does not stack with
the enhancement bonus from ammunition. Only the higher of the two enhancement
bonuses applies.
Ammunition fired from a projectile weapon with an
enhancement bonus of +1 or higher is treated as a magic weapon for the purpose
of overcoming damage reduction. Similarly, ammunition fired from a projectile
weapon with an alignment gains the alignment of that projectile weapon (in
addition to any alignment it may already have).
Magic Ammunition and
Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its
target, there is a 50% chance it breaks or otherwise is rendered useless. A
magic arrow, bolt, or bullet that hits is destroyed.
Light Generation:
Fully 30% of magic weapons shed light equivalent to a light spell (bright
light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing
weapons are quite obviously magical. Such a weapon can’t be concealed when
drawn, nor can its light be shut off. Some of the specific weapons detailed
below always or never glow, as defined in their descriptions.
Hardness and
Hit Points: An attacker cannot damage a magic weapon that has an enhancement
bonus unless his own weapon has at least as high an enhancement bonus as the
weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the
weapon’s or shield’s hardness and hit points.
Activation:
Usually a character benefits from a magic weapon in the same way a character
benefits from a mundane weapon—by attacking with it. If a weapon has a
special ability that the user needs to activate then the user usually needs to
utter a command word (a standard action).
Magic Weapons and Critical
Hits: Some weapon qualities and some specific weapons have an extra effect
on a critical hit. This special effect functions against creatures not subject
to critical hits, such as undead, elementals, and constructs. When fighting
against such creatures, roll for critical hits as you would against humanoids or
any other creature subject to critical hits. On a successful critical roll,
apply the special effect, but do not multiply the weapon’s regular damage.
|
Table: Weapons
|
|
Minor
|
Medium
|
Major
|
Weapon Bonus
|
Base Price1
|
|
01–70
|
01–10
|
—
|
+1
|
2,000 gp
|
|
71–85
|
11–29
|
—
|
+2
|
8,000 gp
|
|
—
|
30–58
|
01–20
|
+3
|
18,000 gp
|
|
—
|
59–62
|
21–38
|
+4
|
32,000 gp
|
|
—
|
—
|
39–49
|
+5
|
50,000 gp
|
|
—
|
—
|
—
|
+62
|
72,000 gp
|
|
—
|
—
|
—
|
+72
|
98,000 gp
|
|
—
|
—
|
—
|
+82
|
128,000 gp
|
|
—
|
—
|
—
|
+92
|
162,000 gp
|
|
—
|
—
|
—
|
+102
|
200,000 gp
|
|
86–90
|
63–68
|
50–63
|
Specific weapon3
|
—
|
|
91–100
|
69–100
|
64–100
|
Special ability and roll again4
|
—
|
|
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
|
|
2 A weapon can’t actually have a bonus higher than +5. Use these
lines to determine price when special abilities are added in.
|
|
3 See Table: Specific Weapons.
|
|
4 See Table: Melee Weapon Special Abilities for melee weapons or Table:
Ranged Weapon Special Abilities for ranged weapons.
|
|
Table: Weapon Type Determination
|
|
d%
|
Weapon Type
|
|
01–70
|
Common melee weapon
|
|
71–80
|
Uncommon weapon
|
|
81–100
|
Common ranged weapon
|
|
Table: Common Melee Weapons
|
|
d%
|
Weapon
|
Weapon Cost1
|
|
01–04
|
Dagger
|
+302 gp
|
|
05–14
|
Greataxe
|
+320 gp
|
|
15–24
|
Greatsword
|
+350 gp
|
|
25–28
|
Kama
|
+302 gp
|
|
29–41
|
Longsword
|
+315 gp
|
|
42–45
|
Mace, light
|
+305 gp
|
|
46–50
|
Mace, heavy
|
+312 gp
|
|
51–54
|
Nunchaku
|
+302 gp
|
|
55–57
|
Quarterstaff2
|
+600 gp
|
|
58–61
|
Rapier
|
+320 gp
|
|
62–66
|
Scimitar
|
+315 gp
|
|
67–70
|
Shortspear
|
+302 gp
|
|
71–74
|
Siangham
|
+303 gp
|
|
75–84
|
Sword, bastard
|
+335 gp
|
|
85–89
|
Sword, short
|
+310 gp
|
|
90–100
|
Waraxe, dwarven
|
+330 gp
|
|
1 Add to enhancement bonus on Table: Weapons to determine total market
price.
|
|
2 Masterwork double weapons incur double the masterwork cost to account for
each head (+300 gp masterwork cost per head for a total of +600 gp). Double
weapons have separate magical bonuses for their different heads. If randomly
determined, the second head of a double weapon has the same enhancement bonus as
the main head (01–50 on d%), doubling the cost of the bonus, or its
enhancement bonus is one less (51–100 on d%) and it has no special
abilities. All magic weapons are masterwork weapons.
|
|
Table: Uncommon Weapons
|
|
d%
|
Weapon
|
Weapon Cost1
|
|
01–03
|
Axe, orc double2
|
+660 gp
|
|
04–07
|
Battleaxe
|
+310 gp
|
|
08–10
|
Chain, spiked
|
+325 gp
|
|
11–12
|
Club
|
+300 gp
|
|
13–16
|
Crossbow, hand
|
+400 gp
|
|
17–19
|
Crossbow, repeating
|
+550 gp
|
|
20–21
|
Dagger, punching
|
+302 gp
|
|
22–23
|
Falchion
|
+375 gp
|
|
24–26
|
Flail, dire2
|
+690 gp
|
|
|