Magic 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.

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

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.

Table 15–1: 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 again 23
1 Armor and shields can’t have bonuses this high. Use these lines to determine price when special abilities are added in.
2 Roll on Table: 15–4.
3 Roll on Table: 15–5.

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 15–2: 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
53–92 12–17 Shadow +3,750 gp
93–96 18–19 Spell resistance (13) +2 bonus1
97 20–29 05–07 Slick, improved +15,000 gp
98–99 30–49 08–13 Shadow, improved +15,000 gp
50–74 14–28 Energy 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
49–58 Shadow, greater +33,750 gp
59–83 Energy 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
95–99 Energy resistance, greater +66,000 gp
100 100 100 Roll twice again2
1 Add to enhancement bonus on Table 15–1 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 15–3: 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
60–79 26–41 Energy resistance +18,000 gp
80–85 42–46 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
60–84 Energy 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
95–99 Energy resistance, greater +66,000 gp
100 100 100 Roll twice again2
1 Add to enhancement bonus on Table 15–1 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.

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 deflection 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. Exceept the wielder, anyone within 20 feet 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.


Energy Resistance

A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, f ire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy 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.


Energy Resistance, Improved

As energy resistance, except it absorbs the f irst 20 points of energy damage per attack.

Moderate abjuration;; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.


Energy Resistance, Greater

As energy resistance, except it absorbs the f irst 30 points of energy 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.


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.

Chance for Normal Base Price
Fortification Type Damage 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 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, while dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor’s armor check penalty still applies normally.

Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility, silence; Price +3,750 gp.


Shadow, Improved

As stealth, except it grants a +10 competence bonus on Stealth checks.

Moderate illusion; CL 10th; Craft Magic Arms and Armor, invisibility, silence; Price +15,000 gp.


Shadow, Greater

As stealth, except it grants a +15 competence bonus on Stealth checks.

Moderate illusion; CL 15th; Craft Magic Arms and Armor, invisibility, 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.


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 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 15–4: 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

Special Armors


Adamantine Breastplate

Aura no aura (nonmagical); CL
Slot armor; Price 10,200 gp; Weight 30 lb.
This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/–.


Banded Mail of Luck

Aura strong enchantment; CL 12th
Slot armor; Price 18,900 gp; Weight 35 lb.
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.

Requirements Craft Magic Arms and Armor, bless; Cost 9,650 gp


Breastplate of Command

Aura strong enchantment; CL 15th
Slot armor; Price 25,400 gp; Weight 30 lb.
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 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.

Requirements Craft Magic Arms and Armor, mass charm monster; Cost 12,875 gp


Celestial Armor

Aura faint transmutation [good]; CL 5th
Slot armor; Price 22,400 gp; Weight 20 lb.
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 and it allows the wearer to use fly on command (as the spell) once per day.

Requirements Craft Magic Arms and Armor, fly, creator must be good; Cost 11,350 gp


Demon Armor

Aura strong necromancy [evil]; CL 13th
Slot armor; Price 52,260 gp; Weight 50 lb.
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, toothfilled 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 cannot be overcome in any way (including restoration spells) while the armor is worn.

Requirements Craft Magic Arms and Armor, contagion; Cost 26,955 gp


Dragonhide Plate

Aura no aura (nonmagical); CL
Slot armor; Price 3,300 gp; Weight 50 lb.
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.


Dwarven Plate

Aura no aura (nonmagical); CL
Slot armor; Price 16,500 gp; Weight 50 lb.
This full plate is made of adamantine, giving its wearer damage reduction of 3/–.


Elven Chain

Aura no aura (nonmagical); CL
Slot armor; Price 4,150 gp; Weight 20 lb.
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.


Mithral Full Plate of Speed

Aura faint transmutation; CL 5th
Slot armor; Price 26,500 gp; Weight 25 lb.
As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him 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.

Requirements Craft Magic Arms and Armor, haste; Cost 18,500 gp


Mithral Shirt

Aura no aura (nonmagical); CL
Slot armor; Price 1,100 gp; Weight 10 lb.
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.


Plate Armor of the Deep

Aura moderate abjuration;; CL 11th
Slot armor; Price 24,650 gp; Weight 50 lb.
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.

Requirements Craft Magic Arms and Armor, freedom of movement, tongues, water breathing; Cost 13,150 gp


Rhino Hide

Aura moderate transmutation; CL 9th
Slot armor; Price 5,165 gp; Weight 25 lb.
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.

Requirements Craft Magic Arms and Armor, bull’s strength; Cost 2,665 gp


Special Shields


Absorbing Shield

Aura strong transmutation; CL 17th
Slot shield; Price 50,170 gp; Weight 15 lb.
This +1 heavy steel shield is flat black and seems to absorb light. Once every 2 days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack.

Requirements Craft Magic Arms and Armor, disintegrate; Cost 25,170 gp


Caster’s Shield

Aura moderate abjuration; CL 6th
Slot shield; Price 3,153 gp (plus the value of the scroll spell if one is currently scribed); Weight 5 lb.
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.

Requirements Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; Cost 1,653 gp


Darkwood Buckler

Aura no aura (nonmagical); CL
Slot shield; Price 205 gp; Weight 2.5 lb.
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 has no armor check penalty.


Darkwood Shield

Aura no aura (nonmagical); CL
Slot shield; Price 257 gp; Weight 5 lb.
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 has no armor check penalty.


Lion’s Shield

Aura moderate conjuration; CL 10th
Slot shield; Price 9,170 gp; Weight 15 lb.

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.

Requirements Craft Magic Arms and Armor, summon nature’s ally IV; Cost 4,670 gp


Mithral Heavy Shield

Aura no aura (nonmagical); CL
Slot shield; Price 1,020 gp; Weight 5 lb.
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.


Spined Shield

Aura moderate evocation; CL 6th /
Slot shield; Price 5,580 gp; Weight 15 lb.

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.

Requirements Craft Magic Arms and Armor, magic missile; Cost 2,875 gp


Winged Shield

Aura faint transmutation; CL 5th
Slot shield; Price 17,257 gp; Weight 10 lb.

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.

Requirements Craft Magic Arms and Armor, fly; Cost 8,707 gp


Table 15–5: 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