3e SRD:Magic Armor

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Magic Items (Armor)[edit]

Armor[edit]

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[edit]

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[edit]

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.

Shield Hardness and Hit Points[edit]

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[edit]

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).

Table: Armor and Shields[edit]

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.

Table: Random Armor Type[edit]

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 less than normal).
* Add to enhancement bonus on Table: Armor and Shields to determine total market price.

Table: Random Shield Type[edit]

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 less than normal).
* Add to enhancement bonus on Table: Armor and Shields to determine total market price.

Armor and Shield Special Qualities[edit]

Table: Armor Special Abilities[edit]

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 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[edit]

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 you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Specific Armors[edit]

The following specific suits of armor usually are preconstructed with exactly the qualities described here.

Table: Specific Armors[edit]

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 91–10 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

Specific Shields[edit]

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

Table: Specific Shields[edit]

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
81–100 Absorbing shield 50,170 gp



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