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.
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.
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.
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
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.