MAGIC 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/shield 1 36,000 gp
-
-
-
+7 armor/shield 1 49,000 gp
-
-
-
+8 armor/shield 1 64,000 gp
-
-
-
+9 armor/shield 1 81,000 gp
-
-
-
+10 armor/shield 1 100,000 gp
88-89
58-60
58-60
Specific armor 2 -
90-91
61-63
61-63
Specific shield 3 -
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.
Find topic in: Basics, Epic, Equipment, Monsters, Rules of the Game
Creating Magic ArmorMagic Armor And Shield Special Ability DescriptionsMagic Items I (Basics & Creation)
Masterwork ArmorMasterwork Items
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