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D20:Magic Items: Armor (Rules)

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This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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Contents

Magic Items II (Armor & Weapons)

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.

Table: 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 again4
  1. Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
  2. Roll on Table: Specific Armors.
  3. Roll on Table: Specific Shields.
  4. Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.

Table: Random Armor Type

d% Armor Armor Cost1
01 Padded +155 gp
02 Leather +160 gp
03–17 Studded leather +175 gp
18–32 Chain shirt +250 gp
33–42 Hide +165 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
  1. Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

Table: Random Shield Type

d% Shield Shield Cost1
01–10 Buckler +165 gp
11–15 Shield, light, wooden +153 gp
16–20 Shield, light, steel +159 gp
21–30 Shield, heavy, wooden +157 gp
31–95 Shield, heavy, steel +170 gp
96–100 Shield, tower +180 gp
  1. Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

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 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 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: 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
53–72 12–14 Shadow +3,750 gp
73–92 15–17 Silent moves +3,750 gp
93–96 18–19 Spell resistance (13) +2 bonus1
97 20–29 05–07 Slick, improved +15,000 gp
98 30–39 08–10 Shadow, improved +15,000 gp
99 40–49 11–13 Silent moves, improved +15,000 gp
50–54 14–16 Acid resistance +18,000 gp
55–59 17–19 Cold resistance +18,000 gp
60–64 20–22 Electricity resistance +18,000 gp
65–69 23–25 Fire resistance +18,000 gp
70–74 26–28 Sonic 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
49–53 Shadow, greater +33,750 gp
54–58 Silent moves, greater +33,750 gp
59–63 Acid resistance, improved +42,000 gp
64–68 Cold resistance, improved +42,000 gp
69–73 Electricity resistance, improved +42,000 gp
74–78 Fire resistance, improved +42,000 gp
79–83 Sonic 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 Acid resistance, greater +66,000 gp
96 Cold resistance, greater +66,000 gp
97 Electricity resistance, greater +66,000 gp
98 Fire resistance, greater +66,000 gp
99 Sonic resistance, greater +66,000 gp
100 100 100 Roll twice again2
  1. Add to enhancement bonus on Table: Armor and Shields 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: 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
60–63 26–28 Acid resistance +18,000 gp
64–67 29–31 Cold resistance +18,000 gp
68–71 32–34 Electricity resistance +18,000 gp
72–75 35–37 Fire resistance +18,000 gp
76–79 38–40 Sonic resistance +18,000 gp
80–85 41–46 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
60–64 Acid resistance, improved +42,000 gp
65–69 Cold resistance, improved +42,000 gp
70–74 Electricity resistance, improved +42,000 gp
75–79 Fire resistance, improved +42,000 gp
80–84 Sonic 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 Acid resistance, greater +66,000 gp
96 Cold resistance, greater +66,000 gp
97 Electricity resistance, greater +66,000 gp
98 Fire resistance, greater +66,000 gp
99 Sonic resistance, greater +66,000 gp
100 100 100 Roll twice again2
  1. Add to enhancement bonus on Table: Armor and Shields 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.

Specific Armors

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

Table: 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

Specific Shields

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

Table: 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




System Reference Document.


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