[top]Magic Items II (Armor & Weapons)

[top]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.

[top]Table: Armor and Shields
MinorMediumMajorItemBase Price
01?6001?05?+1 shield1,000 gp
61?8006?10?+1 armor1,000 gp
81?8511?20?+2 shield4,000 gp
86?8721?30?+2 armor4,000 gp
?31?4001?08+3 shield9,000 gp
?41?5009?16+3 armor9,000 gp
?51?5517?27+4 shield16,000 gp
?56?5728?38+4 armor16,000 gp
??39?49+5 shield25,000 gp
??50?57+5 armor25,000 gp
???+6 armor/shield136,000 gp
???+7 armor/shield149,000 gp
???+8 armor/shield164,000 gp
???+9 armor/shield181,000 gp
???+10 armor/shield1100,000 gp
88?8958?6058?60Specific armor2?
90?9161?6361?63Specific shield3?
92?10064?10064?100Special 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.

[top]Table: Random Armor Type
d%ArmorArmor Cost1
01Padded+155 gp
02Leather+160 gp
03?17Studded leather+175 gp
18?32Chain shirt+250 gp
33?42Hide+165 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

  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).

[top]Table: Random Shield Type
d%ShieldShield Cost1
01?10Buckler+165 gp
11?15Shield, light, wooden+153 gp
16?20Shield, light, steel+159 gp
21?30Shield, heavy, wooden+157 gp
31?95Shield, heavy, steel+170 gp
96?100Shield, 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).
[top]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.
[top]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.
[top]Shield Hardness and Hit Points
Each +1 of enhancement bonus adds 2 to a shield?s hardness and +10 to its hit points.
[top]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).
[top]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.

[top]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.

[top]Table: Armor Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01?2501?0501?03Glamered+2,700 gp
26?3206?0804Fortification, light+1 bonus1
33?5209?11?Slick+3,750 gp
53?7212?14?Shadow+3,750 gp
73?9215?17?Silent moves+3,750 gp
93?9618?19?Spell resistance (13)+2 bonus1
9720?2905?07Slick, improved+15,000 gp
9830?3908?10Shadow, improved+15,000 gp
9940?4911?13Silent moves, improved+15,000 gp
?50?5414?16Acid resistance+18,000 gp
?55?5917?19Cold resistance+18,000 gp
?60?6420?22Electricity resistance+18,000 gp
?65?6923?25Fire resistance+18,000 gp
?70?7426?28Sonic resistance+18,000 gp
?75?7929?33Ghost touch+3 bonus1
?80?8434?35Invulnerability+3 bonus1
?85?8936?40Fortification, moderate+3 bonus1
?90?9441?42Spell resistance (15)+3 bonus1
?95?9943Wild+3 bonus1
??44?48Slick, greater+33,750 gp
??49?53Shadow, greater+33,750 gp
??54?58Silent moves, greater+33,750 gp
??59?63Acid resistance, improved+42,000 gp
??64?68Cold resistance, improved+42,000 gp
??69?73Electricity resistance, improved+42,000 gp
??74?78Fire resistance, improved+42,000 gp
??79?83Sonic resistance, improved+42,000 gp
??84?88Spell resistance (17)+4 bonus1
??89Etherealness+49,000 gp
??90Undead controlling+49,000 gp
??91?92Fortification, heavy+5 bonus1
??93?94Spell resistance (19)+5 bonus1
??95Acid resistance, greater+66,000 gp
??96Cold resistance, greater+66,000 gp
??97Electricity resistance, greater+66,000 gp
??98Fire resistance, greater+66,000 gp
??99Sonic resistance, greater+66,000 gp
100100100Roll 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.

[top]Table: Shield Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01?2001?1001?05Arrow catching+1 bonus1
21?4011?2006?08Bashing+1 bonus1
41?5021?2509?10Blinding+1 bonus1
51?7526?4011?15Fortification, light+1 bonus1
76?9241?5016?20Arrow deflection+2 bonus1
93?9751?5721?25Animated+2 bonus1
98?9958?59?Spell resistance (13)+2 bonus1
?60?6326?28Acid resistance+18,000 gp
?64?6729?31Cold resistance+18,000 gp
?68?7132?34Electricity resistance+18,000 gp
?72?7535?37Fire resistance+18,000 gp
?76?7938?40Sonic resistance+18,000 gp
?80?8541?46Ghost touch+3 bonus1
?86?9547?56Fortification, moderate+3 bonus1
?96?9857?58Spell resistance (15)+3 bonus1
?9959Wild+3 bonus1
??60?64Acid resistance, improved+42,000 gp
??65?69Cold resistance, improved+42,000 gp
??70?74Electricity resistance, improved+42,000 gp
??75?79Fire resistance, improved+42,000 gp
??80?84Sonic resistance, improved+42,000 gp
??85?86Spell resistance (17)+4 bonus1
??87Undead controlling+49,000 gp
??88?91Fortification, heavy+5 bonus1
??92?93Reflecting+5 bonus1
??94Spell resistance (19)+5 bonus1
??95Acid resistance, greater+66,000 gp
??96Cold resistance, greater+66,000 gp
??97Electricity resistance, greater+66,000 gp
??98Fire resistance, greater+66,000 gp
??99Sonic resistance, greater+66,000 gp
100100100Roll 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.
Template:d20:specific magic armor rules

System Reference Document.
 
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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