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Magic Items, Magic Armour

The Qianlong Emperor in Ceremonial Armour on Horseback, Magic Armour
The Qianlong Emperor in Ceremonial Armour on Horseback – Giuseppe Castiglione (Jesuit painter)

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
MinorMediumMajorItemBase Price
01-6001-05+1 shield1,000 gp
61-8006-10+1 armor1,000 gp
81-8511-20+2 shield4,000 gp
86-8721-30+2 armor4,000 gp
31-4001-08+3 shield9,000 gp
41-5009-16+3 armor9,000 gp
51-5517-27+4 shield16,000 gp
56-5728-38+4 armor16,000 gp
39-49+5 shield25,000 gp
50-57+5 armor25,000 gp
+6 armor/shield136,000 gp
+7 armor/shield149,000 gp
+8armor/shield1 64,000 gp
+9armor/shield1 81,000 gp
+10armor/shield1 100,000 gp
88-8958-6058-60Specific armor2
90-9161-6361-63Specific shield3
92-10064-10064-100Special 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%ArmorArmor Cost1
01Armored Kilt* 
02Padded+155 gp
03Quilted Cloth 
04Leather+160 gp
05Rosewood armor 
06Gladiator armour 
07Leaf armor 
08Parade armor 
09-16Studded leather+175 gp
17-18Wooden 
19-32Chain shirt+250 gp
33-41Hide shirt 
42Light hoplite armor* 
Medium armor
43-44Armored Coat 
45-46Hide+165 gp
47-48Heavy hoplite armor* 
48-49Scale mail+200 gp
50-51Chainmail+300 gp
52-55Breastplate+350 gp
56-57Breastplate (agile) 
Heavy armor
58Andabatae armor* 
59-60Splint mail+350 gp
61-62Banded mail+400 gp
63-64Half-plate+750 gp
65Half-plate (agile) 
66-100Full 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%ShieldShield Cost1
01-08buckler+165 gp
09Madu, leather 
10Madu, steel 
11-15Shield, light wooden+153 gp
16-20Shield, light steel+159 gp
21-30Shield, heavy wooden+157 gp
31-95Shield, heavy steel+170 gp
96-100Shield, 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.

Armor or Shield of Resolve

Armor Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01-1001-0201-03Armour of Fortification , light+1 bonus1
10-1503-0404-05Armour  of Confidence+1 bonus
16-2005-0606-07Armour of Darksoul Protection+1 bonus
21-2507-0808-09Armour of Dazzling+1 bonus
26-3009-1010-11Armour of Elite+1 bonus
31-3511-1212-13Armour of Enticing+1 bonus
36-4013-1414-15Armour of Knightly+1 bonus
41-4515-1616-17Armour of Locking+1 bonus
46-4717-1818-19Armour of Matte+1 bonus
48-5019-2020-21Armour of Poison Spike+1 bonus
51-5521-2222-23Armour of Twilight+1 bonus
56-6023-2424-25Armour of Fiendskin+3,000 gp
61-6425-2626-27Armour of Peace1,800 gp.
65-7027-2828-29Armour of Glamered+2,700 gp
71-7329-3030-31Armour of Slick+3,750 gp
74-7831-3232-33Armor of Shadow+3,750 gp
79-8033-3434-35Armor of Silent Moves+3,750 gp
81-8435-3636-37Armor of Angelic+2 bonus1
85-8637-3838-39Armor of Empyreal+2 bonus1
91-9239-4040-41Armor of Spell Resistance (13)+2 bonus1
93-9441-4942-43Armor of Demonmight Ward+2 bonus1
9550-5444-45Armor of Resolve+2 bonus1
9655-5946-47Armour of Sacred+2 bonus1
9760-6448-49Armour of Slick, Improved+15,000 gp
9865-6950-51Armour of Shadow, Improved+15,000 gp
9970-7152-53Armour of Silent Moves, Improved+15,000 gp
72-7354-55Armour of Acid Resistance+18,000 gp
74-7556-57Armour of Cold Resistance+18,000 gp
76-7758-59Armor of Electricity Resistance+18,000 gp
78-7960Armor of Fire Resistance+18,000 gp
80-8161Armor of Sonic Resistance+18,000 gp
 82-8362Armor of Exalted+3 bonus1
84-8563Armour of Ghost Touch+3 bonus1
86-8764Armour of Invulnerability+3 bonus1
88-8965Armour of Fortification , moderate+3 bonus1
90-9466Armor of Spell Resistance (15)+3 bonus1
95-9967Armour of Wild+3 bonus1
68Armour of Slick, Greater+33,750 gp
69-70Armour of Shadow, Greater+33,750 gp
71-72Armour of Silent Moves, Greater+33,750 gp
73-74Armour of Acid Resistance, Improved+42,000 gp
75-76Armour of Cold Resistance, Improved+42,000 gp
77-78Armour of Electricity Resistance, Improved+42,000 gp
79-80Armour of Fire Resistance, Improved+42,000 gp
81-83Armour of Sonic Resistance, Improved+42,000 gp
84-85Armor of Spell Resistance (17)+4 bonus1
86-87Armour of Heroic+4 bonus
  88Armour of Soulfire+4 bonus1
89Armour of Etherealness+49,000 gp
90Armor of Undead Controlling+49,000 gp
91-92Armor of Fortification , heavy+5 bonus1
93-94Armor of Spell Resistance (19)+5 bonus1
95Armor of Acid Resistance, Greater+66,000 gp
96Armor of Cold Resistance, Greater+66,000 gp
97Armor of Electricity Resistance, Greater+66,000 gp
98Armor of Fire Resistance, Greater+66,000 gp
99Armor of Sonic Resistance, Greater+66,000 gp
100100100Roll 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
MinorMediumMajorSpecial AbilityBase Price Modifier
   Shield of Peace1,800 gp.
01-2001-1001-05Shield of Arrow Catching+1 bonus1
21-4011-2006-08Shield of Bashing+1 bonus1
41-5021-2509-10Shield of Blinding+1 bonus1
   Shield of Confidence+1 bonus1
51-7526-4011-15Shield of Fortification, light+1 bonus1
   Shield of Fiendskin+3,000 gp
76-9241-5016-20Shield of Arrow Deflection+2 bonus1
   Shield of Angelic+2 bonus1
93-9751-5721-25Shield of Animated+2 bonus1
   Shield of Empyreal+2 bonus1
   Shield of Resolve+2 bonus1
98-9958-59Shield of Spell Resistance (13)+2 bonus1
   Shield of Sacred+2 bonus1
60-6326-28Shield of Acid Resistance+18,000 gp
64-6729-31Shield of Cold Resistance+18,000 gp
68-7132-34Shield of Electricity Resistance+18,000 gp
72-7535-37Shield of Fire Resistance+18,000 gp
76-7938-40Shield of Sonic Resistance+18,000 gp
80-8541-46Shield of Ghost Touch+3 bonus1
86-9547-56Shield of Fortification, moderate+3 bonus1
96-9857-58Shield of Spell Resistance (15)+3 bonus1
9959Shield of Wild+3 bonus1
60-64Shield of Acid Resistance, Improved+42,000 gp
65-69Shield of Cold Resistance, Improved+42,000 gp
70-74Shield of Electricity Resistance, Improved+42,000 gp
75-79Shield of Fire Resistance, Improved+42,000 gp
80-84Shield of Sonic Resistance, Improved+42,000 gp
85-86Shield of Spell Resistance (17)+4 bonus1
87-88Shield of Soulfire+4 bonus1
89-90Shield of Undead Controlling+49,000 gp
91 -92Shield of Fortification, heavy+5 bonus1
93Shield of Reflecting+5 bonus1
94Shield of Spell Resistance (19)+5 bonus1
95Shield of Acid Resistance, Greater+66,000 gp
96Shield of Cold Resistance, Greater+66,000 gp
97Shield of Electricity Resistance, Greater+66,000 gp
98Shield of Fire Resistance, Greater+66,000 gp
99Shield of Sonic Resistance, Greater+66,000 gp
100100100Roll 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
MinorMediumMajorSpecific ArmorMarket Price
01-4001-2oMithril Shirt1,100 gp
41-5021-25Celestial Argentum Breastplate2,100 gp
51-6526-35Dragonhide Plate3,300 gp
66-8040-45Statuesque Armor (Cursed)4000 gp
81-10046-55Elven Chain4,150 gp
56-60Rhino Hide5,165 gp
61-65Razor Armor5,600 gp
66-7001-05Sticky Armor 6000 gp
71-7509-10Tinted Mail8000 gp
76-8011-15Adamantine Breastplate10,200 gp
81-8316-20Grim Defender11,350 gp
84-8521-25Fleshshifter Armor13,160 gp
86-8826-30Armor of the Dread Emperor14,650 gp
89-9031-35Dwarven Plate16,500 gp
91-9736-40Blade Resistant Armor18,000 gp
98-10041-45Banded Mail of Luck18,900 gp
46-50Rusty Armor20,000 gp
51-55Vassal Armor20,250 gp
  56-60Fiendish Full Plate20,650 gp
61-65Celestial Armor22,400 gp
66-70Plate Armor of the Deep24,650 gp
71-75Fleet Armor25,000 gp
76-8oBreastplate of Command25,400 gp
81-85Mithral Full Plate of Speed26,500 gp
86-90Devilhusk Armor 33,165 gp
91-95Death Armor40,000 gp
96-100Demon Armor52,260 gp

Specific Shields

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

Specific Shields
MinorMediumMajorSpecific ShieldMarket Price
01-3001-20Darkwood Buckler205 gp
31-5021-30Darkwood Shield257 gp
51-8031-45Shield of Battle (Cursed)1,000 gp
81-9046-60Mithral Heavy Shield1,020 gp
91-9261-7001-05Shield of Disguise1500 gp
93-9571-7506-10Slippery Shield1500 gp
96-10076-8511-20Caster’s Shield3,153 gp
86-9021-40Spined Shield5,580 gp
91-9541-60Lion’s Shield9,170 gp
96-9961-80Winged Shield17,257 gp
10081-90Asura Shield27,180 gp
91-100Absorbing Shield50,170 gp
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