Limits for magic armour

hong

WotC's bitch
What's the maximum enchantment you can put on magic armour? IIRC general items are limited to 200,000 gp and weapons are limited to +10 (coincidentally also 200,000 gp). Is armour limited to +10 (which would be 100,000 gp) or 200,000 gp?
 

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hong said:
What's the maximum enchantment you can put on magic armour? IIRC general items are limited to 200,000 gp and weapons are limited to +10 (coincidentally also 200,000 gp). Is armour limited to +10 (which would be 100,000 gp) or 200,000 gp?

I dunno where the GP limit is coming from, but armour is definately limited to +10.
 


"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."

-Hyp.
 

Hypersmurf said:
A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10.
*nods* 'course, there are also armor enchantments that add a flat gp cost to the item. I suppose you can stack these on top of the bonus equivalent thingies even if it's already +10.
 

Darkness said:
*nods* 'course, there are also armor enchantments that add a flat gp cost to the item. I suppose you can stack these on top of the bonus equivalent thingies even if it's already +10.
Those are the tricky bits. Does this mean I can have, for instance, +5 heavy fortification armour (+10 total) with improved acid and improved fire resistance thrown in (+84,000 gp)?
 

It think it's okay. You can add Multiple Different Abilities (at +50% cost) to any item, so why not to armor whose primary ability already is at +10. As long as you don't go over 200,000 gp, anyway. They also seem to be priced this way.

E.g.:
Silent Moves (+5 Move Silently) = 3,750 gp

Cost for a +5 skill item: 5*5*100 = 2,500

2,500 * 1.5 = 3,750 gp

'course, it's a little strange that Spell Resistance counts against the +10 limited while and [energy] Resistance, under the above reasoning, doesn't. Hm.
 
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hong said:
Those are the tricky bits. Does this mean I can have, for instance, +5 heavy fortification armour (+10 total) with improved acid and improved fire resistance thrown in (+84,000 gp)?

I would say yes you could. The effective bonus is still +10. The energy resistance don't add effective bonuses so ya, if you want it...you can have it.
 


Thanee said:
Yes, technically you could spend the whole wealth of a 20th level character on a single item.

At which point, the DM is well within his rights to throw an advanced axiomatic half-dragon rust monster at you. :D
 

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