3e SRD:Magic Armor
Magic Items (Armor)
Armor
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
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 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
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
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).
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. |
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). |
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). |
Armor and Shield Special Qualities
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. |
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. |
Specific Armors
The following specific suits of armor usually are preconstructed with exactly the qualities described here.
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
The following specific shields usually are preconstructed with exactly the qualities described here.
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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