3e SRD:Magic Armor

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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.

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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).

Table: Armor and Shields
MinorMediumMajorItemMarket Price
01–6001–05+1 shield+1,000 gp
61–8006–10+1 armor+1,000 gp
81–8511–20+2 shield+4,000 gp
86–8721–30+2 armor+4,000 gp
31–4001–08+3 shield+9,000 gp
41–5009–16+3 armor+9,000 gp
51–5517–27+4 shield+16,000 gp
56–5728–38+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
58–6058–60Specific armor**
61–6361–63Specific shield
88–10064–10064–100Special 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
d%ArmorArmor Cost*
01Padded+155 gp
02Leather+160 gp
03–12Hide+165 gp
13–27Studded leather+175 gp
28–42Chain shirt+250 gp
43Scale mail+200 gp
44Chainmail+300 gp
45–57Breastplate+350 gp
58Splint mail+350 gp
59Banded mail+400 gp
60Half-plate+750 gp
61–100Full 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
d%ShieldShield Cost*
01–10Buckler+165 gp
11–15Shield, small, wooden+153 gp
16–20Shield, small, steel+159 gp
21–30Shield, large, wooden+157 gp
31–95Shield, large, steel+170 gp
96–100Shield, 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

Table: Armor Special Abilities
MinorMediumMajorSpecial AbilityModifier*
01–0501–0201–02Fortification, light+1 bonus
06–3003–0703–08Glamered+1 bonus
31–5208–1909Slick+1 bonus
53–7420–3010–11Shadow+1 bonus
75–9631–4912–14Silent moves+1 bonus
5015–16Spell resistance (13)+2 bonus
51-6017–21Ghost touch+3 bonus
22–23Invulnerability+3 bonus
97–9861–6524–27Fortification, moderate+3 bonus
6628–29Spell resistance (15)+3 bonus
67–7130–31Acid resistance+3 bonus
72–7632–41Cold resistance+3 bonus
77–8142–51Fire resistance+3 bonus
82–8652–61Lightning resistance+3 bonus
87–9162–64Sonic resistance+3 bonus
92–9465–67Spell resistance (17)+4 bonus
9568–69Etherealness+5 bonus
96–9870–72Fortification, heavy+5 bonus
73–74Spell resistance (19)+5 bonus
99–10099–10075–100Roll 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
MinorMediumMajorSpecial AbilityModifier*
01–30Bashing+1 bonus
31–50Blinding+1 bonus
51–60Fortification, light+1 bonus
61–9901–10Arrow deflection+2 bonus
11–1601–15Animated+2 bonus
17–2016–20Spell resistance (13)+2 bonus
21–2521–25Ghost touch+3 bonus
26–3026–35Fortification, moderate+3 bonus
31–4036–38Acid resistance+3 bonus
41–5039–41Cold resistance+3 bonus
51–6042–44Fire resistance+3 bonus
61–7045–47Lightning resistance+3 bonus
71–8048–50Sonic resistance+3 bonus
51–55Spell resistance (15)+3 bonus
56–60Spell resistance (17)+4 bonus
61–65Fortification, heavy+5 bonus
81–9066–70Reflecting+5 bonus
71–80Spell resistance (19)+5 bonus
10081–100Roll 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

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

Table: Specific Armors
MediumMajorSpecific ArmorMarket Price
01–10Mithral shirt1,100 gp
11–25Elven chain4,150 gp
26–35Rhino hide5,165 gp
36–45Adamantine breastplate5,350 gp
46–70Dwarven plate10,500 gp
71–8091–10Plate armor of the deep16,650 gp
81–9011–40Banded mail of luck18,900 gp
91-10041–60Breastplate of command21,600 gp
61–80Celestial armor25,300 gp
81–100Demon armor41,650 gp

Specific Shields

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

Table: Specific Shields
MediumMajorSpecific ShieldMarket Price
01–10Darkwood shield257 gp
11–18Mithral large shield1,020 gp
19–25Adamantine shield2,170 gp
26–4501–20Spined shield2,670 gp
46–6521–40Caster’s shield3,153 gp
66–9041–60Lion’s shield9,170 gp
91–10061–80Winged shield15,159 gp
81–100Absorbing shield50,170 gp

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