Magic Armor and Shield Special Ability Descriptions
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. |
Acid Resistance: A suit of armor or a
shield with this property normally has a dull gray appearance. The armor absorbs the first 10 points of acid
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Acid Resistance, Improved: As
acid resistance, except it absorbs the first 20 points of acid
damage per attack.
Acid Resistance, Greater: As
acid resistance, except it absorbs the first 30 points of acid
damage per attack.
Animated: Upon
command, an
animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one
shield can protect a character at a time. A character with an
animated shield still takes any penalties associated with
shield use, such as armor check penalty, arcane
spell failure chance, and nonproficiency.
Arrow Catching: A
shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the
shield's wearer diverts from its original target and targets the
shield's bearer instead. (If the wielder has total
cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the
shield's base AC bonus are not diverted to the wearer (but the
shield's increased AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a
command word.
Arrow Deflection: This
shield protects the wielder as if he had the
Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the
shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or
acid arrows, can't be deflected.
Blinding: A
shield with this ability flashes with a brilliant
light up to twice per day upon
command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Cold Resistance: A suit of armor or a
shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 10 points of cold
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Cold Resistance, Improved: As
cold resistance, except it absorbs the first 20 points of cold
damage per attack.
Cold Resistance, Greater: As
cold resistance, except it absorbs the first 30 points of cold
damage per attack.
Electricity Resistance: A suit of armor or a
shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electricity
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Etherealness: On
command, this ability allows the wearer of the armor to become ethereal (as the
ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.
Fire Resistance: A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Fire Resistance, Improved: As
fire resistance, except it absorbs the first 20 points of fire
damage per attack.
Fire Resistance, Greater: As
fire resistance, except it absorbs the first 30 points of fire
damage per attack.
Fortification: This suit of armor or
shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and
damage is instead rolled normally.
Fortification Type
|
Chance for Normal Damage
|
Base Price Modifier
|
Light
|
25%
|
+1 bonus |
Moderate |
75%
|
+3 bonus |
Heavy |
100%
|
+5 bonus |
Ghost Touch: This armor or
shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or
shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Glamered: A suit of armor with this ability appears normal. Upon
command, the armor changes shape and form to assume the appearance of a normal set of
clothing. The armor retains all its properties (including weight) when
glamered. Only a
true seeing spell or similar magic reveals the true nature of the armor when disguised.
Invulnerability: This suit of armor grants the wearer
damage reduction of 5/magic.
Reflecting: This
shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the
spell turning spell
.
Shadow: This armor is jet black and blurs the wearer whenever she tries to
hide, granting a +5 competence bonus on
Hide checks. (The armor's armor check penalty still applies normally.)
Shadow, Improved: As
shadow, except it grants a +10 competence bonus on
Hide checks.
Shadow, Greater: As
shadow, except it grants a +15 competence bonus on
Hide checks.
Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer's
Move Silently checks. (The armor's armor check penalty still applies normally.)
Slick: Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's
Escape Artist checks. (The armor's armor check penalty still applies normally.)
Slick, Improved: As
slick, except it grants a +10 competence bonus on
Escape Artist checks.
Slick, Greater: As
slick, except it grants a +15 competence bonus on
Escape Artist checks.
Sonic Resistance: A suit of armor or a
shield with this property normally has a glistening appearance. The armor absorbs the first 10 points of sonic
damage per attack that the wearer would normally take (similar to the
resist energy spell).
Sonic Resistance, Improved: As
sonic resistance, except it absorbs the first 20 points of sonic
damage per attack.
Sonic Resistance, Greater: As
sonic resistance, except it absorbs the first 30 points of sonic
damage per attack.
Spell Resistance: This property grants the armor's wearer
spell resistance while the armor is worn. The
spell resistance can be 13, 15, 17, or 19, depending on the armor.
Undead Controlling: The wearer of a suit of armor or a
shield with this property may control up to 26 HD of undead per day, as the
control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a
shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
Wild: The wearer of a suit of armor or a
shield with this ability preserves his armor bonus (and any enhancement bonus) while in a
wild shape. Armor and
shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a
wild shape, the armor cannot be seen.
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 |