d% | Enhancement Bonus | Market Price |
---|---|---|
|
||
01 | +1 shield1 | +1,000 gp |
02 | +1 armor2 | +1,000 gp |
03 | +2 shield1 | +4,000 gp |
04 | +2 armor2 | +4,000 gp |
05-06 | +3 shield1 | +9,000 gp |
07-08 | +3 armor2 | +9,000 gp |
09-12 | +4 shield1 | +16,000 gp |
13-16 | +4 armor2 | +16,000 gp |
17-21 | +5 shield1 | +25,000 gp |
22-26 | +5 armor2 | +25,000 gp |
27-30 | +6 shield | +360,000 gp |
31-34 | +6 armor | +360,000 gp |
35-38 | +7 shield | +490,000 gp |
39-42 | +7 armor | +490,000 gp |
43-45 | +8 shield | +640,000 gp |
46-48 | +8 armor | +640,000 gp |
49-50 | +9 shield | +810,000 gp |
51-52 | +9 armor | +810,000 gp |
53-54 | +10 shield | +1,000,000 gp |
55-56 | +10 armor | +1,000,000 gp |
57-62 | Specific armor or shield3 | |
63-75 | Armor with special ability and roll again4 | |
76-98 | Shield with special ability and roll again4 | |
99 | Epic shield5 | |
100 | Epic armor5 |
d% | Enhancement Bonus | Market Price |
---|---|---|
|
||
01-21 | +11 | +1,210,000 gp |
22-39 | +12 | +1,440,000 gp |
40-54 | +13 | +1,690,000 gp |
55-66 | +14 | +1,960,000 gp |
67-76 | +15 | +2,250,000 gp |
77-84 | +16 | +2,560,000 gp |
85-90 | +17 | +2,890,000 gp |
91-94 | +18 | +3,240,000 gp |
95-97 | +19 | +3,610,000 gp |
98-99 | +20 | +4,000,000 gp |
100 | Roll again and add +10 to bonus1 | 2 |
d% | Armor | Armor Cost1 |
---|---|---|
All magic armor is masterwork armor (with an armor check penalty 1 lower than normal).
|
||
01 | Padded | +155 gp |
02 | Leather | +160 gp |
03-12 | Hide | +165 gp |
13-27 | Studded leather | +175 gp |
28-42 | Chain shirt2 | +250 gp |
43 | Scale mail2 | +200 gp |
44 | Chainmail2 | +300 gp |
45-57 | Breastplate2 | +350 gp |
58 | Splint mail2 | +350 gp |
59 | Banded mail2 | +400 gp |
60 | Half-plate2 | +750 gp |
61-100 | Full plate2 | +1,650 gp |
d% | Shield | Shield Cost1 |
---|---|---|
All magic shields are masterwork shields (with an armor check penalty 1 lower than normal).
|
||
01-10 | Buckler | +165 gp |
11-15 | Shield, light wooden2 | +153 gp |
16-20 | Shield, light steel3 | +159 gp |
21-30 | Shield, heavy wooden2 | +157 gp |
31-95 | Shield, heavy steel3 | +170 gp |
96-100 | Shield, tower2 | +180 gp |
d% | Special Ability | Market Price Modifier1 |
---|---|---|
|
||
01-06 | Great invulnerability (10/magic) | +4 bonus |
07-11 | Great invulnerability (15/magic) | +5 bonus |
12-19 | Negating | +5 bonus |
20-26 | Acid warding | +6 bonus |
27-33 | Cold warding | +6 bonus |
34-40 | Fire warding | +6 bonus |
41-44 | Great invulnerability (5/epic) | +6 bonus |
45-50 | Great spell resistance (SR 21) | +6 bonus |
51-57 | Lightning warding | +6 bonus |
58-64 | Sonic warding | +6 bonus |
65-67 | Great invulnerability (10/epic) | +7 bonus |
68-72 | Great spell resistance (SR 23) | +7 bonus |
73-76 | Great spell resistance (SR 25) | +8 bonus |
77-79 | Great spell resistance (SR 27) | +9 bonus |
80-87 | Roll on nonepic magic item Table: Armor Special Abilities, then roll again on this table. | |
88-95 | Roll twice on nonepic magic item Table: Armor Special Abilities. | |
96-100 | Roll twice again2 |
d% | Shield Special Ability | Market Price Modifier1 |
---|---|---|
|
||
01-06 | Great invulnerability (10/magic) | +4 bonus |
07-12 | Great invulnerability (15/magic) | +5 bonus |
13-19 | Acid warding | +6 bonus |
20-26 | Cold warding | +6 bonus |
27-33 | Fire warding | +6 bonus |
34-37 | Great invulnerability (5/epic) | +6 bonus |
38-43 | Great spell resistance (SR 21) | +6 bonus |
44-46 | Infinite arrow deflection | +6 bonus |
47-53 | Lightning warding | +6 bonus |
54-60 | Sonic warding | +6 bonus |
61-63 | Great invulnerability (10/epic) | +7 bonus |
64-68 | Great spell resistance (SR 23) | +7 bonus |
69-71 | Exceptional arrow deflection | +8 bonus |
72-75 | Great spell resistance (SR 25) | +8 bonus |
76-78 | Great spell resistance (SR 27) | +9 bonus |
79 | Great reflection | +10 bonus |
80-87 | Roll on nonepic magic item Table: Shield Special Abilities, then roll again on this table. | |
88-95 | Roll twice on nonepic magic item Table: Shield Special Abilities. | |
96-100 | Roll twice again2 |
Except when otherwise stated, epic magic armor and shields follow the rules for nonepic magic armor and shields.
There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields.
To find the base price of an epic suit of magic armor or an epic magic shield, roll on Table: Armor and Shields. Note that the +6 to +10 rows apply only to armor and shields that provide an enhancement bonus of +6 to +10 or armor and shields with a single special ability whose market price modifier is +6 to +10. Magic armor and shields with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic armor to determine price.
Most magic armor and shields only have enhancement bonuses. Such items can also have special abilities, such as those detailed below and nonepic abilities. Armor or a shield with a special ability must have at least a +1 enhancement bonus.
The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.
The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.
This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shield, wall of force; Market Price: +8 bonus.
The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.
This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 5/epic, or 10/epic, depending on the armor.
Caster Level: 19th (10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin, wish, or miracle; Market Price:+4 bonus (10/magic),+5 bonus (15/magic),+6 bonus (5/epic),+7 bonus (10/epic).
Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired).
Caster Level: 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell turning; Market Price: +10 bonus.
This suit of armor or shield grants the wearer spell resistance. The spell resistance can be 21, 23, 25, or 27, depending on the armor.
Caster Level: 21st (SR 21), 22nd (SR 23), 23rd (SR 25), 24th (SR 27); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell resistance; Market Price: +6 bonus (SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 bonus (SR 27).
This shield functions like a shield of arrow deflection, though it can deflect any number of projectiles or thrown weapons each round. Any time the bearer would normally be struck by a ranged weapon, he or she can make a Reflex saving throw (DC 20). If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he or she succeeds, the shield deflects the weapon. The bearer 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 ranged spells, can’t be deflected.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows, shield; Market Price: +6 bonus.
The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prereq-uisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.
Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispel magic on the weapon. (In the case of projectile weapons, the armor casts greater dispel magic on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing.) No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check).
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispel magic; Market Price: +5 bonus.
The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.
d% | Specific Armor or Shield | Market Price |
---|---|---|
01-20 | Shapeshifter’s armor | 400,165 gp |
21-40 | Warlord’s breastplate | 416,200 gp |
41-57 | Dragonskin armor | 564,550 gp |
58-71 | Armor of the celestial battalion | 616,300 gp |
72-82 | Armor of the abyssal horde | 768,260 gp |
83-93 | Antimagic armor | 871,500 gp |
94-100 | Bulwark of the great dragon | 1,612,980 gp |
This +1 negating full plate armor of invulnerability is crafted of adamantine (and thus has damage reduction 3/-). The armor provides a -5 penalty on dispel checks made against it or its wearer.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispel magic, stoneskin, wish or miracle; Market Price: 871,500 gp; Cost to Create: 436,500 gp + 18,700 XP.
This+6 full plate armor’s clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 23). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be evil, energy drain; Market Price: 768,260 gp; Cost to Create: 385,260 gp + 17,660 XP.
This+7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be good, magic circle against evil; Market Price: 616,300 gp; Cost to Create: 308,300 gp + 16,160 XP.
This +6 heavy shield bears the image of a dragon’s head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage. In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. To determine what type of dragon shield is found, roll d% and consult the following table:
d% | Color | Breath |
---|---|---|
01-10 | Black | Line of acid |
11-20 | Blue | Line of lightning |
21-30 | Brass | Line of fire |
31-40 | Bronze | Line of lightning |
41-50 | Copper | Line of acid |
51-60 | Gold | Cone of fire |
61-70 | Green | Cone of corrosive (acid) gas |
71-80 | Red | Cone of fire |
81-90 | Silver | Cone of cold |
91-100 | White | Cone of cold |
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: 1,612,970 gp; Cost to Create: 806,570 gp + 26,128 XP.
This+5 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer’s command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Roll d% on the following table to determine the color and immunity.
d% | Color | Immunity |
---|---|---|
01-10 | Black | Acid |
11-20 | Blue | Lightning |
21-30 | Brass | Fire |
31-40 | Bronze | Lightning |
41-50 | Copper | Acid |
51-60 | Gold | Fire |
61-70 | Green | Acid |
71-80 | Red | Fire |
81-90 | Silver | Cold |
91-100 | White | Cold |
The wearer of the armor takes a -4 circumstance penalty on Diplomacy checks with dragons, but gains a +4 circumstance bonus on Intimidate checks against dragons.
Caster Level: 24th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy, shapechange; Market Price: 564,550 gp; Cost to Create: 283,250 gp + 15,629 XP.
This suit of +6 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph, shapechange, wild shape, or similar abilities).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shapechange or wild shape ability; Market Price: 400,165 gp; Cost to Create: 200,165 gp + 14,000 XP.
This +6 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +4 enhancement bonus to Charisma and allows the wearer to attract and lead a number of followers as if he or she had the Leadership feat (though this power doesn’t allow the wearer to attract a cohort). If the wearer already has the Leadership feat, this armor has no cumulative effect on his or her followers.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, charm monster, sympathy; Market Price: 416,200 gp; Cost to Create: 210,200 gp + 14,120 XP.