Arms & Equipment

Armor

Spell Failure: Armor gives arcane casters a 5% spell failure per -1 Chk. This is ignored for spells with no somatic components.

Armor Category: Armor with a CHK of -- to -2 is considered Light Armor; CHK -3 to -5 is Medium Armor; CHK -6 or higher is Heavy Armor. Light Armor does not affect movement at all; Medium Armor and Heavy reduce movement to 2/3rds normal (30 ft becomes 20 ft; 60 ft becomes 40 ft); Heavy Armor further restricts a Run to x3 movement instead of x4 movement.


                         WT     Type  Days  Base    Labor   AC  Chk       D&D COST
Layered Cloth            8      Flex  5     0.8     0.5     +1   --           1 gp
Quilted Cloth            6      Flex  10    0.6     1.0     +1   --           2 gp
  Silk                   3      Flex  10    6.0     2.0     +1   --           8 gp
Hide                     15     Semi  5     1.6     0.5     +3   -2           2 gp
Studded Hide             20     Semi  10    6.6     1.0     +4   -2           8 gp
  Bronze                 30                 4.1     1.0     +4   -3           5 gp
  Iron                   25                 5.6     1.0     +4   -3           7 gp
Soft Leather*            14     Flex  15    2.2     1.5     +2   -1           4 gp
Studded Soft Leather**   19     Flex  20    7.2     2.0     +3   -1           9 gp
  Bronze                 29                 4.7     2.0     +3   -2           7 gp
  Iron                   24                 6.2     2.0     +3   -2           8 gp
Scaled Armor**           27     Semi  20    15.2    6.0     +4   -3          21 gp
  Bronze                 53                 8.7     6.0     +4   -4          15 gp
  Iron                   40                 12.6    6.0     +4   -3          19 gp
  Silver                 53                 197.2   6.0     +3   -4         200 gp
  Gold                   92                 3,902.2 6.0     +2   -5       3,900 gp
  Adamantine             27           65    142.2   65      +6   -3         210 gp
  Ironwood               27           25    23.0    7.5     +4   -3          31 gp
Mail Armor**             40     Flex  40    28.2    8.0     +5   -2          36 gp
  Bronze                 92                 15.2    8.0     +5   -4          23 gp
  Iron                   66                 22.6    8.0     +5   -3          31 gp
  Silver                 92                 392.2   8.0     +4   -4         400 gp
  Gold                   170                7802.2  8.0     +3   -5       7,800 gp
  Adamantine             40           265   262.2   265     +7   -2         530 gp
  Ironwood               40           65    43.0    13.0    +5   -2          56 gp
Segmented Plate Armor**  53     Semi  30    41.2    15.0    +6   -4          56 gp
  Bronze                 131                21.7    15.0    +6   -5          37 gp
  Iron                   92                 33.4    15.0    +6   -5          48 gp
  Silver                 131                587.2   15.0    +5   -5         600 gp
  Gold                   248                11702.2 15.0    +4   -6      11,750 gp
  Adamantine             53           165   392.2   165     +8   -4         560 gp
  Ironwood               53           45    64.6    22.5    +6   -4          87 gp
Boiled Leather Plate*    20     Semi  20    3.0     10.0    +3   -2          13 gp
Studded Leather Plate*   25     Semi  25    8.0     12.5    +4   -3          21 gp
  Bronze                 35                 5.5     12.5    +4   -3          18 gp
  Iron                   30                 7.0     12.5    +4   -3          20 gp
Plate Armor***           105    Rigid 100   93.2    100     +9   -6         190 gp
  Bronze                 287                47.7    100     +9   -7         150 gp
  Iron                   196                74.6    100     +9   -7         170 gp
  Silver                 287                1,367.2 100     +8   -7       1,500 gp
  Gold                   560                27302.2 100     +7   -8      27,500 gp
  Adamantine             105          865   912.2   865     +11  -6       1,800 gp
  Ironwood               105          185   147     185     +9   -6         330 gp
Shield (Wooden)          --     --    --    --      --      --   --             --
  Buckler                2      --    5     1       0.5     +1   --           2 gp
  Small                  4      --    5     2       0.5     +1   -1           3 gp
  Large                  8      --    5     4       0.5     +2   -2           5 gp
  Tower                  20     --    5     10      0.5     cvr  -5          11 gp
  Steel                  x2     --    10    x4      5       xx   xx          xx gp
  Bronze                 x6     --    10    x1      5       xx   xx          xx gp
  Iron                   x4     --    10    x2      5       xx   xx          xx gp
  Silver                 x6     --    10    x15     5       xx   xx          xx gp
  Gold                   x12    --    10    x300    5       xx   xx          xx gp
  Adamantine             x2     --    100   x40     50      xx+2 xx          xx gp
  Ironwood               x2     --    20    x4      10      xx   xx          xx gp

* includes quilted cloth
** includes soft leather
*** includes mail armor 

                         WT     Type  Days  Base    Labor   AC  Chk       D&D COST
Dragon Leather*          --     Flex  --    --      --      --   --             --
  Wyrmling               19           30    14.0    30      +3   -1          44 gp
  Very Young             19           40    25.2    40      +4   -1          65 gp
  Young                  19           50    70      50      +4   -1         120 gp
  Juvenile               19           60    182     60      +5   -1         240 gp
  Young Adult            19           70    454     70      +5   -1         525 gp
  Adult                  19           80    1,286   80      +6   -1       1,400 gp
  Mature Adult           19           90    3,046   90      +6   -1       3,200 gp
  Old                    19           100   6,726   100     +7   -1       7,000 gp
  Very Old               19           110   17,606  110     +7   -1      18,000 gp
  Ancient                19           120   38,406  120     +8   -1      40,000 gp
  Wyrm                   19           130   80,006  130     +8   -1      81,000 gp
  Great Wyrm             19           140   216,006 140     +9   -1     220,000 gp
Dragon Segmented Plate** --     Semi  --    --      --      --   --             --
  Wyrmling               40           60    30      60      +7   -3          90 gp
  Very Young             40           80    63.6    80      +8   -3         150 gp
  Young                  40           100   198     100     +9   -3         300 gp
  Juvenile               40           120   534     120     +10  -3         660 gp
  Young Adult            40           140   1,350   140     +11  -3       1,500 gp
  Adult                  40           160   3,846   160     +12  -3       4,000 gp
  Mature Adult           40           180   9,126   180     +13  -3       9,400 gp
  Old                    40           200   20,166  200     +14  -3      21,000 gp
  Very Old               40           220   52,806  220     +15  -3      53,000 gp
  Ancient                40           240   115,206 240     +16  -3     120,000 gp
  Wyrm                   40           260   240,006 260     +17  -3     250,000 gp
  Great Wyrm             40           280   648,006 280     +18  -3     650,000 gp
Dragon Plate Armor***    --     Rigid --    --      --      --   --             --
  Wyrmling               80           200   72      400     +10  -5         500 gp
  Very Young             80           250   128     500     +11  -5         650 gp
  Young                  80           300   352     600     +13  -5         950 gp
  Juvenile               80           350   912     700     +14  -5       1,600 gp
  Young Adult            80           400   2,272   800     +16  -5       3,000 gp
  Adult                  80           450   6,432   900     +17  -5       7,500 gp
  Mature Adult           80           500   15,232  1,000   +19  -5      16,500 gp
  Old                    80           550   33,632  1,100   +20  -5      35,000 gp
  Very Old               80           600   88,032  1,200   +22  -5      90,000 gp
  Ancient                80           650   192,032 1,300   +23  -5     200,000 gp
  Wyrm                   80           700   400,032 1,400   +25  -5     400,000 gp
  Great Wyrm             80           750   +680K   1,500   +26  -5   1,100,000 gp
Dragon Scale Shield $    --     --    --    --      --      --   --             --
  - Buckler              4      --    10%   5%      10%     10%  --          xx gp
  - Small                8      --    10%   10%     10%     10%  -1          xx gp
  - Large                16     --    10%   20%     10%     20%  -3          xx gp
  - Tower                40     --    10%   50%     10%     cvr  -6          xx gp

* includes silk quilted cloth
** includes dragon leather
*** includes dragon leather + steel mail
$ calculate cost and AC as a percentage of equivalent dragon plate armor; thus
  a great wyrm large shield will take 75 days to make, cost about 550,000 gp, and
  will provide an AC of +5.

Note that dragon hide armors do not provide any special resistance to draconic
breath weapons, although they can certainly be enchanted to do such.

A medium-sized dragon can produce 20 lbs of leather and 40 lbs of plate (for
segmented plate or for plate armor). Quadruple this for each increase in dragon
size; quarter it for each reduction in dragon size.

Mundane Modifiers

Fitted: Armor which has been fitted for you is better suited to your movements. Reduce the CHK penalty by 1, and double the labor cost.

Masterwork: Masterwork armor is not just fitted to you, but is maximized for efficiency in all ways, and utmost attention is paid to every aspect of armor quality. Reduce the CHK penalty by 1, reduce weight by 10%, increase AC by 10% (round result DOWN), and triple the entire cost.

Torso Coverage Only: Multiply weight, days and TOTAL cost by x0.625, reduce AC by 10% (round final AC down), and reduce the CHK penalty by 1. Thus, adamantine plate armor which covers only the torso would weigh 65.6 lbs, take 541 days to make, cost 1110.8 gp, provide AC +9, and have a CHK penalty of -5.

No Helmet: Multiply weight, days and TOTAL cost by x0.9, and reduce AC by 10% (round final AC down). If this option is not taken, the armor is assumed to have a helmet. If this option is combined with Torso Coverage Only, the final modification will be: weight, days and TOTAL cost x0.525, reduce AC by 20% (round final AC down), and reduce the CHK penalty by 1.

Size: Each reduction in size from Medium quarters weight, days of labor and TOTAL cost. Each increase in size from Medium quadruples the same. In a region where 90% of the population is of a particular size/shape, odd sizes and shapes will double labor costs.

Thicker Armor: Any normal armor can be doubled in thickness for an additional +2 AC (to a maximum of double the original AC). This doubles the time required and the TOTAL cost.

Thinner Armor: Any normal armor can be halved in thickness for a -2 AC (to a minimum of half the original AC). This halves the material cost, but does not affect labor costs.

Plated: Metal armors can be plated in another metal, usually tin, silver or gold, to make them more attractive and flashy. Tin costs 25 gp (15 for torso only); silver costs 100 gp (65 for torso only); gold costs 1,000 gp (650 for torso only). This cost is affected normally by size, but is not affected by any others.

Magical Enhancements

In order to be enhanced by a spell caster, armor must be masterwork. Calculate the cost normally for a masterwork suit of armor, and then add the enhancement cost. To calculate the enhancement cost, add up the "bonus equivalent" of all enhancements on the armor and compare to the chart. Note that this chart differs from the DMG at the higher bonuses (the value is doubled above +5, quadrupled above +10, and octupled above +15).

+1        1,000 gp       +11       484,000 gp
+2        4,000 gp       +12       576,000 gp
+3        9,000 gp       +13       676,000 gp
+4       16,000 gp       +14       784,000 gp
+5       25,000 gp       +15       900,000 gp
+6       72,000 gp       +16     2,048,000 gp
+7       98,000 gp       +17     2,312,000 gp
+8      128,000 gp       +18     2,592,000 gp
+9      162,000 gp       +19     2,888,000 gp
+10     200,000 gp       +20     3,200,000 gp

Basic Rules

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. Magic armor, like almost all magic items, resizes itself to fit the wearer.

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 shield enchantment, however, does grant a +1 bonus to attacks and damage (see the item description). A shield could be built with offensive powers (like a magic weapon), but the magic offensive bonus cost would need to be added into the defensive bonus cost of the shield.

Activation: 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).

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 four 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.

Armor Enhancements

Commanding Armor: When worn, this armor bestows a +2 circumstance bonus to all CHA-based checks (including CHA-based skills and turn checks), and also provides a +2 circumstance bonus to morale checks for all friendly troops within clear sight (usually 200 ft). The wearer cannot hide or conceal herself in any way and still have the effect function. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mass charm; Market Price: +4 bonus.

Elemental Defense: This armor provides the wearer with the benefits of the endure elements spell. Each energy type is a seperate enhancement. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resist elements; Market Price: +1 bonus.

Fortification: 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. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, limited wish or miracle; Market Price: varies (see below).

Type        Immunity    Market Price
Light         25%           +1 bonus
Moderate      75%           +3 bonus
Heavy        100%           +5 bonus

Glamered: Upon command, this 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. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, alter self; Market Price: +1 bonus.

Invulnerability: This armor provides the wearer with damage resistance 3/- or more. Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, stoneskin, wish or miracle; Market Price: +2 bonus per 3/-.

Lightened: This armor supports itself somewhat when worn, reducing the amount of weight that applies to encumbrance. The reduction in weight shown only applies while worn, and does not apply to other people attempting to lift the wearer. Note that each halving of mass reduces the CHK penalty by 1. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Market Price: varies (see below).

Type        Weight    Market Price
Light        50%          +2 bonus
Moderate     25%          +4 bonus
Heavy        10%          +6 bonus

Shadow Ties: Shadows deepen and pull to this armor, cloaking the armor and its wearer in twilight. This grants a +10 circumstance bonus to Hide checks when in shadows. This bonus does not stack with the Hide bonus granted by a cloak of elvenkind or obscuring or blinding-based Hide check bonuses. (The armor’s armor check penalty still applies normally.). Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, any spell which taps elemental shadow, or blur; Market Price: +1 bonus.

Silence: This armor adds a +10 circumstance bonus to its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.). Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, silence; Market Price: +1 bonus.

Slick: This armor adds a +10 circumstance bonus to its wearer’s Escape Artist checks. (The armor’s armor check penalty still applies normally.). Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, grease; Market Price: +1 bonus.

Spell Resistance: This enchantment grants the armor’s wearer spell resistance while the armor is worn. The spell resistance derives its power from the wearer's strength of personality, and is equal to 10 + half character level + CHA bonus. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, spell resistance; Market Price: +5 bonus.

Stability: This armor adjusts its weight at the wearer's desire, allowing the wearer to maintain a foothold when it might otherwise be too difficult. This grants a +10 circumstance bonus to its wearer's Balance checks. (The armor's armor check penalty still applies normally.). Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Market Price: +1.

Winged Armor: This armor has a pair of massive wings sprouting from the back. The wearer can use these to fly at will. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, fly; Market Price: varies (see below).

Type                Move            Market Cost
Feathered Beauty    30 (Average)       +1 bonus
Feathered Song      30 (Good)          +2 bonus
Feathered Wisdom    60 (Average)       +2 bonus
Feathered Hunter    120 (Average)      +3 bonus
Bat Wings           60 (Good)          +3 bonus
Draconic Wings      120 (Good)         +4 bonus

Shield Enhancements

Absorbing Shield: Every other day this shield can be commanded to absorb a single Large or smaller object or creature that touches its front, annihilating the thing that touches it. Only the direct intervention of a deity can restore an annihilated character. A successful touch attack in combat is required to absorb a target. Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, disintegrate; Market Price: +7 bonus.

Animated: Upon command, an animated shield floats within 2 feet of the wielder, protecting the character as if he or she were using it, but freeing up both the character’s hands. Only one shield can protect a character at a time. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: +3 bonus.

Bashing: No matter what the size of the attacker, a large bashing shield deals 1d8 points of damage and a small bashing shield deals 1d6 points of damage (PHB, p.106). The shield acts as a +1 weapon when used to bash. (Tower shields cannot be bashing shields.). Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, bull’s strength; Market Price: +1 bonus.

Biting Shield: This shield is fashioned to appear to have a snarling or biting animal's head. Three times per day, the head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage (x2 critical). This attack is in addition to any actions performed by the wielder. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, summon nature’s ally IV; Market Price: +1 bonus.

Blinding: A shield with this enchantment flashes with a brilliant light up to twice per day upon command of the wielder. All within 20 feet except the wielder must make a Reflex saving throw (DC 14) or be blinded for 1d4 rounds. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, searing light; Market Price: +1 bonus.

Caster’s Shield: This shield allows a spellcaster to scribe a single spell on the inside of the shield as if on a scroll. A spell so scribed has only half the normal materials cost. (Experience point and component costs remain the same.) The user can cast the spell scribed on the back of the shield with no chance of arcane spell failure due to the shield. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; Market Price: +1 bonus.

Elemental Defense: This shield provides the wearer with the benefits of the endure elements spell. Each energy type is a seperate enhancement. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resist elements; Market Price: +1 bonus.

Reflection: Once per day as a free action, this shield can be called on to reflect a spell back at its caster exactly. If the character and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result on the table below. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, spell turning; Market Price: +5 bonus.

d%  Effect
--  ------
01–70   Spell drains away without effect.
71–80   Spell affects both of the characters equally at full effect.
81–97   Both turning effects are rendered nonfunctional for 1d4 minutes.
98–100  Both of the characters go through a rift into another plane.

Rook: This shield stops area effect spells from entering the bearer's space. It can only stop area attacks from one direction per round (treat this like a shield spell for determining direction), but it provides complete cover against area attacks from that direction. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, shield; Market Price: +2 bonus.

Spined Shield: This shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/x2 critical). Fired spines regenerate each day. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic missile; Market Price: +1 bonus.

Winged Shield: Once per day this shield can be commanded to fly (as the spell), carrying the wielder. The shield can fly up to 2 hours and carry 400 pounds while doing so. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, fly; Market Price: +1 bonus.