Armor

Magic armor bonuses are enhancement bonuses and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is at least standard craftsmanship, and most is mastercraft, granting a +1 bonus to armor and Concentration check penalty; this stacks with the armor's enhancement bonus.

In addition to an enhancement bonus, armor can 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.

Finely-made clothing (robes, vestments, or other items occupying the body slot) can be granted an enhancement bonus; the base item is treated as having a +0 armor bonus. Additional enchantments (such as those listed in Table 2) cannot be added to cloth armor, however.

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 1: Armor and Shields

Item Base Price
+1 armor/shield 1,000 gp
+2 armor/shield 4,000 gp
+3 armor/shield 9,000 gp
+4 armor/shield 16,000 gp
+5 armor/shield 25,000 gp
+6 armor/shield 54,000 gp
+7 armor/shield 98,000 gp
+8 armor/shield 192,000 gp
+9 armor/shield 324,000 gp
+10 armor/shield 500,000 gp
+11 armor/shield 726,000 gp
+12 armor/shield 1,008,000 gp
+13 armor/shield 1,352,000 gp
+14 armor/shield 1,764,000 gp
+15 armor/shield 2,250,000 gp
+16 armor/shield 2,816,000 gp
+17 armor/shield 3,468,000 gp
+18 armor/shield 4,212,000 gp
+19 armor/shield 5,054,000 gp
+20 armor/shield 6,000,000 gp

Base Price for Armor and Shields: The cost of magic armor and shields listed above does not include the price of the item itself. If the item is of standard craftsmanship, simply add its cost to that of the enchantment(s); if the item is mastercraft, refer to Table Table 2: Mastercraft Item Price Modifiers.

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 four 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 same way he 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 he usually has 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 (see Armor for pricing). The cost of the mastercraft quality and any magical enhancement remains the same.


Table 2: Armor and Shield Special Abilities

Special Ability Base Price
Modifier1
Acid resistant +1 bonus
Arrow catching +1 bonus2
Bashing +1 bonus2
Blinding +1 bonus2
Cold resistant +1 bonus
Electricity resistant +1 bonus
Fire resistant +1 bonus
Fortification, light +1 bonus
Glamered +1 bonus3
Slick +1 bonus3
Shadow +1 bonus3
Silent +1 bonus3
Sonic resistant +1 bonus
Animated +2 bonus2
Arrow deflection +2 bonus2
Acid resistant, improved +3 bonus
Cold resistant, improved +3 bonus
Electricity resistant, improved +3 bonus
Fire resistant, improved +3 bonus
Fortification, moderate +3 bonus
Ghost touch +3 bonus
Invulnerability +3 bonus3
Slick, improved +3 bonus3
Shadow, improved +3 bonus3
Silent, improved +3 bonus3
Sonic resistant, improved +3 bonus
Spell resistant (moderate) +3 bonus
Wild +3 bonus
Great invulnerability (10/magic) +4 bonus
Etherealness +4 bonus
Undead controlling +4 bonus
Acid resistant, greater +5 bonus
Cold resistant, greater +5 bonus
Electricity resistant, greater +5 bonus
Fire resistant, greater +5 bonus
Fortification, heavy +5 bonus
Improved invulnerability +5 bonus
Reflecting +5 bonus2
Shadow, greater +5 bonus3
Silent, greater +5 bonus3
Slick, greater +5 bonus3
Sonic resistant, greater +5 bonus
Spell resistant (major) +5 bonus
Infinite arrow deflection2 +6 bonus
Great invulnerability +7 bonus
Spell resistant (full) +7 bonus
Exceptional arrow deflection2 +8 bonus
Spell resistant (legendary) +9 bonus
Great reflection2 +10 bonus

1 Add to enhancement bonus on Table 1: Armor and Shields to determine total market price.

2 Can be applied to shields only.

3 Can be applied to armor only.

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. The total market value of additional enchantments cannot be more than twice the item's enhancement bonus (for example, a suit of +2 leather can't have additional enchantments totalling more than +4).

Acid Resistant: 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; resist energy; Price +1 bonus.

Acid Resistant, Improved: As acid resistant, except it absorbs the first 20 points of acid damage per attack.

Moderate abjuration; CL 7th; resist energy; Price +3 bonus.

Acid Resistant, Greater: As acid resistant, except it absorbs the first 30 points of acid damage per attack.

Moderate abjuration; CL 11th; resist energy; Price +5 bonus.

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 Dex penalty, Concentration check penalty, and nonproficiency.

Strong transmutation; CL 12th; 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; 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; 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 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; 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 16 Reflex save or be blinded for 1d4 rounds.

Moderate evocation; CL 7th; searing light; Price +1 bonus.

Cold Resistant: 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; resist energy; Price +1 bonus.

Cold Resistant, Improved: As cold resistant, except it absorbs the first 20 points of cold damage per attack.

Moderate abjuration; CL 7th; resist energy; Price +3 bonus.

Cold Resistant, Greater: As cold resistant, except it absorbs the first 30 points of cold damage per attack.

Moderate abjuration; CL 11th; resist energy; Price +5 bonus.

Electricity Resistant: 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; resist energy; Price +1 bonus.

Electricity Resistant, Improved: As electricity resistant, except it absorbs the first 20 points of electricity damage per attack.

Moderate abjuration; CL 7th; resist energy; Price +3 bonus.

Electricity Resistant, Greater: As electricity resistant, except it absorbs the first 30 points of electricity damage per attack.

Moderate abjuration; CL 11th; resist energy; Price +5 bonus.

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; ethereal jaunt; Price +4 bonus.

Exceptional Arrow Deflection: This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (but not spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he can make a DC 20 Reflex save. If the ranged attack has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.

Overwhelming abjuration and conjuration; CL 23rd; shield, wall of force; Price +8 bonus.

Fire Resistant: 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; resist energy; Price +1 bonus.

Fire Resistant, Improved: As fire resistant, except it absorbs the first 20 points of fire damage per attack.

Moderate abjuration; CL 7th; resist energy; Price +3 bonus.

Fire Resistant, Greater: As fire resistant, except it absorbs the first 30 points of fire damage per attack.

Moderate abjuration; CL 11th; resist energy; Price +5 bonus.

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, the amount of damage inflicted is reduced as noted below.


Fortification Type Critical Hits Sneak Attacks Base Price Modifier
Light -1 die x1/4 +1 bonus
Moderate -2 dice x1/3 +3 bonus
Heavy -3 dice x1/2 +5 bonus

Strong abjuration; CL 13th; limited wish or lesser 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 12th; ethereal jaunt; 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; disguise self; Price +1 bonus.

Great Invulnerability: This suit of armor or shield grants the wearer damage reduction 15/magic.

Strong abjuration and perhaps evocation (if lesser miracle is used); CL 27th; stoneskin, limited wish, or lesser miracle; Price +7 bonus (10/magic).

Great Reflection: Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired).

Overwhelming abjuration; CL 25th; spell turning; Price +10 bonus.

Improved Invulnerability: This suit of armor or shield grants the wearer damage reduction 10/magic.

Strong abjuration and perhaps evocation (if lesser miracle is used); CL 21st; stoneskin, limited wish, or lesser miracle; Price +5 bonus.

Infinite Arrow Deflection: This shield functions like a shield of arrow deflection, but it can deflect any number of projectiles or thrown weapons each round. Any time the bearer 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. The bearer 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 ranged spells, can't be deflected.

Overwhelming abjuration; CL 21st; protection from arrows, shield; Price +6 bonus.

Invulnerability: This suit of armor grants the wearer damage reduction 5/magic.

Strong abjuration and perhaps evocation (if lesser miracle is used); CL 15th; stoneskin, limited wish, or lesser miracle; Price +3 bonus.

Reflecting: This shield seems like a mirror. Its surface is completely reflective. Three times 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; spell turning; Price +5 bonus.

Shadowed: This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Stealth checks to hide. (The armor's Dex penalty still applies normally.)

Faint illusion; CL 5th; invisibility; Price +1 bonus.

Shadowed, Improved: As shadowed, except it grants a +10 competence bonus on Stealth checks to hide.

Moderate illusion; CL 10th; invisibility; Price +3 bonus.

Shadowed, Greater: As shadowed, except it grants a +15 competence bonus on Stealth checks to hide.

Moderate illusion; CL 15th; invisibility; Price +5 bonus.

Silenced: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It grants a +5 competence bonus on Stealth checks to move silently. (The armor's Dex penalty still applies normally.)

Faint illusion; CL 5th; silence; Price +1 bonus.

Silenced, Improved: As silenced, except it grants a +10 competence bonus on Stealth checks to move silently.

Moderate illusion; CL 10th; silence; Price +3 bonus.

Silenced, Greater: As silenced, except it grants a +15 competence bonus on Stealth checks to move silently.

Moderate illusion; CL 15th; silence; Price +5 bonus.

Slick: Slick armor seems coated at all times with a slightly greasy oil. It grants a +5 competence bonus on its wearer's Acrobatics checks to escape from grapples, entanglement, webs, and similar effects. (The armor's Dex
penalty still applies normally.)

Faint conjuration; CL 4th; grease; Price +1 bonus.

Slick, Improved: As slick, except it grants a +10 competence bonus on Acrobatics checks.

Moderate conjuration; CL 10th; grease; Price +3 bonus.

Slick, Greater: As slick, except it grants a +15 competence bonus on Acrobatics checks.

Moderate conjuration; CL 15th; grease; Price +5 bonus.

Sonic Resistant: 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; resist energy; Price +1 bonus.

Sonic Resistant, Improved: As sonic resistant, except it absorbs the first 20 points of sonic damage per attack.

Moderate abjuration; CL 7th; resist energy; Price +3 bonus.

Sonic Resistant, Greater: As sonic resistant, except it absorbs the first 30 points of sonic damage per attack.

Moderate abjuration; CL 11th; resist energy; Price +5 bonus.

Spell Resistant: This property grants the armor's wearer spell resistance while the armor is worn.

Strong abjuration; CL 13th (moderate-major), 17th (full), or 21st (legendary); spell resistance; Price +3 bonus (moderate), +5 bonus (major), +7 bonus (full), or +9 bonus (legendary).

Undead Controlling: The wearer of a suit of armor or a shield with this property can control up to 13 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; control undead; Price +4 bonus.

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; baleful polymorph; Price +3 bonus.




Specific Armor

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