Armor and Shields
Armor and Shields Specific Armor and Shields Armor for Unusual Creatures / Magic Armor Market Value
Armor Special Abilities Shield Special Abilities Special Ability Descriptions
Armor and Shields
Armor Cost4 Armor/Shield Maximum Armor Arcane Spell Speed Weight
Check Failure
Bonus Dex Bonus Penalty Chance 30 ft 20 ft
Light Armor
Padded 5gp +1 +8 0 5% 30 ft 20 ft 10 lb.
Leather 10gp +2 +6 0 10% 30 ft 20 ft 15 lb.
Studded Leather 25gp +3 +5 -1 15% 30 ft 20 ft 20 lb.
Chain Shirt 100gp +4 +4 -2 20% 30 ft 20 ft 25 lb.
Medium Armor
Hide 15gp +3 +4 -3 20% 20 ft 15 ft 25 lb.
Scale Mail 50gp +4 +3 -4 25% 20 ft 15 ft 30 lb.
Chainmail 150gp +5 +2 -5 30% 20 ft 15 ft 40 lb.
Breastplate 200gp +5 +3 -4 25% 20 ft 15 ft 30 lb.
Heavy Armor
Splint Mail 200gp +6 +0 -7 40% 20 ft1 15 ft1 45 lb.
Banded Mail 250gp +6 +1 -6 35% 20 ft1 15 ft1 35 lb.
Half-plate 600gp +7 +0 -7 40% 20 ft1 15 ft1 50 lb.
Full plate 1,500gp +8 +1 -6 35% 20 ft1 15 ft1 50 lb.
Shields
Buckler 15gp +1 -- -1 5% -- -- 5 lb.
Shield, light wooden 3gp +1 -- -1 5% -- -- 5 lb.
Shield, light steel 9gp +1 -- -1 5% -- -- 6 lb.
Shield, heavy wooden 7gp +2 -- -2 15% -- -- 10 lb.
Shield, heavy steel 20gp +2 -- -2 15% -- -- 15 lb.
Shield, tower 30gp +42 +2 -10 50% -- -- 45 lb.
Extras
Armor Spikes +50gp -- -- -- -- -- -- +10 lb.
Gauntlet, locked 8gp -- -- Special 3 -- -- +5 lb.
Shield spikes +10gp -- -- -- -- -- -- +5 lb.

1When running in heavy armor, you move at 3x speed rather than 4x. 2A tower shield can instead grant cover. See description. 3Casters hands are not free to cast spells.
4Add 150gp for masterwork armor and shields. Items must be masterwork before magical enhancements may be added to them. All masterwork armor and shields reduce the armor check penalty by 1.


Specific Armor
Armor Market Value
Mithral shirt1,100gp
Dragonhide plate3,300gp
Elven chain4,150gp
Rhino hide5,165gp
Adamantine breastplate10,200gp
Dwarven plate16,500gp
Banded mail of luck18,900gp
Celestial armor22,400gp
Plate armor of the deep24,650gp
Breastplate of command25,400gp
Mithral full plate of speed26,500gp
Demon armor52,260gp
Specific Shields
Shield Market Value
Darkwood buckler205gp
Darkwood shield257gp
Mithral heavy shield1,020gp
Caster's shield3,153gp
Spined shield5,580gp
Lion's shield9,170gp
Winged shield17,257gp
Absorbing shield50,170gp
Specific Armor and Shields Descriptions

Adamantine Breastplate: Nonmagical breastplate made of adamantine that grants DR 2/-.

Banded Mail of Luck: +3 banded mail adorned with ten 100gp gems. 1/week, the wearer may require an attacker to reroll an attack before damage is determined.

Breastplate of Command: +2 breastplate that grants +2 competence bonus on all Cha checks, turning checks, Cha-based skill checks, and to his/her leadership score. Friendly troops within 360' become braver than usual as long as the wearer is within view.

Celestial Armor: Bright silver or gold +3 chainmail with a max Dex bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is light armor, weighs 20 lbs, and allows the wearer to use fly on command 1/day.

Demon Armor: +4 full plate grants claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target with contagion (Fort DC 14 negates). This armor bestows one negative level on any nonevil creature wearing it which cannot be restored until the armor is removed.

Dragonhide Plate: Masterwork full plate armor made of dragonhide rather than metal (so druids can wear it).

Dwarven Plate: Full plate made of adamantine that grants DR 3/-.

Elven Chain: Extremely light chainmail made with mithral. Speed is 30' for medium creatures, 20' for small. Arcane spell failure chance is 20%, max Dex is +4, and armor check penalty is -2. It is light and weighs 20 lbs.

Mithral Full Plate of Speed: +1 mithral full plate that grants the use of haste as a free action for up to 10 rounds/day. Speed is 20' for medium creatures, and 15' for small. Arcane spell failure is 25%, max Dex is +3, and the armor check penalty is -3. It is medium armor weighing 25lbs.

Mithral Shirt: Light chain shirt with arcane spell failure chance 10%, max Dex +6, no armor check penalty. Speed is 30' for medium creatures and 20' for small. It is light and weighs 10lbs.

Plate Armor of the Deep: +1 full plate allows the wearer to breathe underwater, and to converse with any creature that breathes water and has a language. The wearer is treated as unarmored for purposes of Swim checks.

Rhino Hide: +2 hide armor made from rhinocerous hide has -1 armor check penalty and deals an additional 2d6 points of damage on any successful charge made by the wearer, including a mounted charge.


Absorbing Shield: +1 heavy steel shield grants the use of disintegrate once every two days on an object that it touches. This ability requires a touch attack.

Caster's Shield: +1 light wooden shield with a small leather strip on the back upon which a single spell up to 3rd level can be scribed as a scroll. Doing so costs 1/2 the raw material cost, but the same XP and components cost. The strip is reusable.

Darkwood Buckler: Nonmagical light wooden shield made of darkwood weighs 2 1/2 lbs and has no armor check penalty.

Darkwood Shield: Nonmagical heavy wooden shield made of darkwood weighs 5 lbs and has no armor check penalty.

Lion's Shield: +2 heavy steel shield can be commanded to attack 3/day as a free action, biting with the wielder's base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 pts of damage. This attack is in addition to any actions performed by the wielder.

Mithral Heavy Shield: Nonmagical heavy shield made of mithral has a 5% arcane spell failure chance and no armor check penalty. It weighs 5 lbs.

Spined Shield: +1 heavy steel spiked shield. On command up to 3/day, the wearer can fire one of the spines. A fired spine has a +1 enhancement bonus, a range increment of 120', and deals 1d10 pts of damage (19-20/x2).

Winged Shield: +3 heavy wooden shield allows caster fo fly 1/day. The shield can carry up to 133lbs and move at 60'/rnd or 266lbs and 40'/rnd.

Armor for Unusual Creatures
Size Humanoid Nonhumanoid
Cost Weight Cost Weight
Tiny or smaller1 x1/2 x1/10 x1 x1/10
Small x1 x1/2 x2 x1/10
Medium x1 x1 x2 x1/2
Large x2 x2 x4 x2
Huge x4 x5 x8 x5
Gargantuan x8 x8 x16 x8
Colossal x16 x12 x32 x12

1Divide armor bonus by two.
Magical Armor and Shields Market Value
Enhancement Base Price
+1 1,000gp
+2 4,000gp
+3 9,000gp
+4 16,000gp
+5 25,000gp
+6 36,000gp
+7 49,000gp
+8 64,000gp
+9 81,000gp
+10 100,000gp
Armor Special Abilities
Special Ability Price Modifier Sourcebook
Agility +500gp MIC
Stamina +500gp MIC
Acidic +1 bonus MIC
Anchoring +1 bonus MIC
Anchoring, Greater [Synergy] +1 bonus MIC
Blurring +1 bonus MIC
Death Ward +1 bonus MIC
Displacement +1 bonus MIC
Dragondodger +1 bonus MIC
Ectoplasmic Feedback +1 bonus MIC
Energy Defense [Synergy] +1 bonus MIC
Fortification, Light +1 bonus DMG
Ghost Ward +1 bonus MIC
Mobility +1 bonus MIC
Nimbleness +1 bonus MIC
Soulbound +1 bonus MIC
Styptic +1 bonus MIC
Twilight +1 bonus MIC
Blueshine +1,500gp MIC
Easy Travel +1,500gp MIC
Called +2,000gp MIC
Commander +2,000gp MIC
Glamered +2,700gp DMG
Daylight +3,000gp MIC
Mindarmor +3,000gp MIC
Balance +3,750gp MIC
Shadow +3,750gp DMG
Silent Moves +3,750gp DMG
Slick +3,750gp DMG
Agility, Improved [Synergy] +4,000gp MIC
Buoyant +4,000gp MIC
Landing +4,000gp MIC
Stamina, Improved [Synergy] +4,000gp MIC
Axeblock +2 bonus MIC
Beastskin +2 bonus MIC
Blurring, Greater [Synergy] +2 bonus MIC
Energy Immunity +2 bonus MIC
Hammerblock +2 bonus MIC
Retaliation +2 bonus MIC
Soulbound, Greater [Synergy] +2 bonus MIC
Spearblock +2 bonus MIC
Spell Resistance (13) +2 bonus DMG
Quickness +5,000gp MIC
Gilled +6,000gp MIC
Linked +6,000gp MIC
Speed +6,000gp MIC
Agility, Greater [Synergy] +8,000gp MIC
Healing +8,000gp MIC
Stamina, Greater [Synergy] +8,000gp MIC
Woodwalk +9,000gp MIC
Special Ability Price Modifier Sourcebook
Fortification, Moderate +3 bonus DMG
Fortifying Defense, Light [Synergy] +3 bonus DMG II
Ghost Touch +3 bonus DMG
Invulnerability +3 bonus DMG
Roaring +3 bonus MIC
Spell Resistance (15) +3 bonus DMG
Vanishing +3 bonus MIC
Wild +3 bonus DMG
Magic-eating +10,000gp MIC
Balance, Improved [Synergy] +11,250gp MIC
Deepdweller +12,000gp MIC
Bane Blind +15,000gp MIC
Blinking +15,000gp MIC
Fearsome +15,000gp MIC
Slick, Improved +15,000gp DMG
Shadow, Improved +15,000gp DMG
Silent Moves, Improved +15,000gp DMG
Fortifying Defense, Medium [Synergy] +4 bonus DMG II
Radiant +4 bonus MIC
Spell Resistance (17) +4 bonus DMG
Acid Resistance +18,000gp DMG
Cold Resistance +18,000gp DMG
Electricity Resistance +18,000gp DMG
Fire Resistance +18,000gp DMG
Sonic Resistance +18,000gp DMG
Balance, Greater [Synergy] +18,750gp MIC
Aporter +20,000gp MIC
Healing, Greater [Synergy] +24,000gp MIC
Fortification, Heavy +5 bonus DMG
Fortifying Defense, Heavy [Synergy] +5 bonus DMG II
Freedom +5 bonus MIC
Spell Trapping [Synergy] +5 bonus DMG II
Spell Resistance (19) +5 bonus DMG
Menacing +30,000gp MIC
Shadow, Greater +33,750gp DMG
Silent Moves, Greater +33,750gp DMG
Slick, Greater +33,750gp DMG
Masking +40,000gp MIC
Acid Resistance, Improved +42,000gp DMG
Cold Resistance, Improved +42,000gp DMG
Electricity Resistance, Improved +42,000gp DMG
Fire Resistance, Improved +42,000gp DMG
Sonic Resistance, Improved +42,000gp DMG
Slippery Aura [Synergy] +45,000gp DMG II
Slippery Mind +45,000gp DMG II
Etherealness +49,000gp DMG
Undead Controlling +49,000gp DMG
Acid Resistance, Greater +66,000gp DMG
Cold Resistance, Greater +66,000gp DMG
Electricity resistance, Greater +66,000gp DMG
Fire Resistance, Greater +66,000gp DMG
Sonic Resistance, Greater +66,000gp DMG
Shield Special Abilities
Special Ability Price Modifier Sourcebook
Acidic +1 bonus MIC
Anchoring +1 bonus MIC
Anchoring, Greater [Synergy] +1 bonus MIC
Arrow catching +1 bonus DMG
Bashing +1 bonus DMG
Blinding +1 bonus DMG
Death Ward +1 bonus MIC
Energy Defemse [Synergy] +1 bonus MIC
Fortification, Light [Synergy] +1 bonus DMG
Ghost Ward +1 bonus MIC
Ranged +1 bonus MIC
Soulbound +1 bonus MIC
Variable +1 bonus MIC
Called +2,000gp MIC
Commander +2,000gp MIC
Heartening +2,000gp MIC
Daylight +3,000gp MIC
Mindarmor +3,000gp MIC
Arrow Deflection +2 bonus DMG
Animated +2 bonus DMG
Spell Resistance (13) +2 bonus DMG
Linked +6,000gp MIC
Manifester +6,000gp MIC
Speed +6,000gp MIC
Fortification, Medium +3 bonus DMG
Fortifying, Light +3 bonus DMG II
Ghost Touch +3 bonus DMG
Spell Resistance (15) +3 bonus DMG
Wild +3 bonus DMG
Special Ability Price Modifier Sourcebook
Averter +13,000gp MIC
Fearsome +15,000gp MIC
Fortifying Defense, Moderate [Synergy] +4 bonus DMG II
Spell resistance (17) +4 bonus DMG
Acid Resistance +18,000gp DMG
Cold Resistance +18,000gp DMG
Electricity Resistance +18,000gp DMG
Fire Resistance +18,000gp DMG
Sonic Resistance +18,000gp DMG
Aporter +20,000gp MIC
Fortification, Heavy +5 bonus DMG
Fortifying Defense, Heavy [Synergy] +5 bonus DMG II
Spell Trapping [Synergy] +5 bonus DMG II
Reflection +5 bonus DMG
Spell Resistance (19) +5 bonus DMG
Time Buttress +5 bonus MIC
Acid Resistance, Improved +42,000gp DMG
Cold Resistance, Improved +42,000gp DMG
Electricity Resistance, Improved +42,000gp DMG
Fire Resistance, Improved +42,000gp DMG
Sonic Resistance, Improved +42,000gp DMG
Slippery Aura [Synergy] +45,000gp DMG II
Slippery Mind +45,000gp DMG II
Undead controlling +49,000gp DMG
Acid Resistance, Greater +66,000gp DMG
Cold Resistance, Greater +66,000gp DMG
Electricity Resistance, Greater +66,000gp DMG
Fire Resistance, Greater +66,000gp DMG
Sonic Resistance, Greater +66,000gp DMG
Special Ability Descriptions

[Acid, Cold, Electricity, Fire, Sonic] Resistance: Grants wearer 10 resistance against specified energy type.

[Acid, Cold, Electricity, Fire, Sonic] Resistance, Improved: Grants wearer 20 resistance against specified energy type.

[Acid, Cold, Electricity, Fire, Sonic] Resistance, Greater: Grants wearer 30 resistance against specified energy type.

Acidic: Armor and shields with this property are covered with acid that deals 2d4 points of acid damage to any creature or object who stays in contact with the acid for at least one full round.

Agility: Armor with this quality provides a +1 resistance bonus on Reflex saving throws.

Agility, Improved: Armor with this quality provides a +3 resistance bonus on Reflex saving throws. Synergy prerequisite: This ability can only be added to armor or a shield that already has the Agility special ability.

Agility, Greater: Armor with this quality provides a +5 resistance bonus on Reflex saving throws. Synergy prerequisite: This ability can only be added to armor or a shield that already has the Improved Agility special ability.

Anchoring: When applied to armor or a shield, this property provides a +5 enhancement bonus to any ability check to resist a bull rush, overrun, or a trip.

Anchoring, Greater: When applied to armor or a shield, this property provides a +10 enhancement bonus to any ability check to resist a bull rush, overrun, or a trip. Synergy prerequisite: This ability can only be added to armor or a shield that already has the Anchoring special ability.

Animated: Upon command, an animated shield floats within 2 feet of the wielder, funtioning as if being held but freeing up both hands. Only one shield can protect a character at a time.

Aporter: When activated using a command word (standard action), an armor or shield with this property transports the wearer to any spot within 800' that can be seen or specified as dimension door.

Arrow Catching: A shield with this ability grants a +1 deflection bonus against ranged weapons. Any projectile or thrown weapon aimed at a target within 5 feet of the wielder is diverted to the shield bearer instead (does not apply if wielder has total cover against the attacker). Those attacking the wielder ignore any miss chance that would normally apply. Projectiles and thrown weapons with enhancement bonuses greater than the shield are not diverted, but the ac bonus still applies. The wielder can activate or deactivate this ability with a command word.

Arrow Deflection: Once per round, a character with this type of shield may attempt a reflex save DC 20 + ranged weapon enhancement bonus to deflect a projetile or thrown weapon that would otherwise hit. The wielder cannot be flat-footed, and must be aware of the attack. Attempting to deflect the weapon doesn't count as an action. Exceptional ranged weapons such as hurled boulders and acid arrows cannot be deflected.

Averter: When activated using a command word (standard action), a shield with this property requires all enemies who can see the shield to succeed on a DC 14 Will save or be unable to approach within 30' of the wearer for the next 3 rounds. This is a mind-affecting compulsion effect.

Axeblock: This property provides Damage Reduction 5/bludgeoning or piercing to the wearer.

Balance: Armor with this property provides a +5 competence bonus on Balance checks.

Balance, Improved: Armor with this property provides a +10 competence bonus on Balance checks. Synergy prerequisite: This ability can only be added to armor or a shield that already has the Balance special ability.

Balance, Greater: Armor with this property provides a +15 competence bonus on Balance checks. Synergy prerequisite: This ability can only be added to armor or a shield that already has the Improved Balance special ability.

Bane blind: Armor of this type is creating with a designated creature chosen from the same list as the Ranger Chosen Foe class ability. When this ability is activated (mental command, swift action), creatures of the chosen type cannot detect the wearer with any nonmagical sensory methods for 10 rounds or until the wearer attacks. This property can be activated three times per day.

Bashing: A shield with this ability deals damage with a shield bash as if it were a weapon of two size categories larger (medium light shield deals 1d6, medium heavy shield deals 1d8). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.

Blinding: Upon command of the wielder, a shield of this nature flashes with brilliant light. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds. This ability can be used up to two times day.

Etherealness: Once per day, the wearer of this armor may become ethereal as per the spell ethereal jaunt. The character may remain ethereal for as long as desired.

Fortification [light, moderate, heavy]: This armor protects the wearer from critical hits and sneak attack damage by providing a chance that the critical hit or sneak attack damage won't go through. Light fortification provides a 25% miss chance, moderate a 75% miss chance, and heavy a 100% miss chance.

Fortifying Defense [light, moderate, heavy]: When the armor negates the extra damage from a critical hit or a sneak attack, the attacker must make a DC 20 Will save or lose the ability to make sneak attacks or critical hits for 1d4 rounds. Synergy prerequisite: This ability can only be added to armor or a shield that already has the corresponding Fortification special ability.

Ghost Touch: Ghost touch armor and shields may be used by both incorporeal or corporeal creatures, and the enhancement bonuses provided affect attacks made from both incorporeal and corporeal creatures. Incorporeal creatures wearing ghost touch armor may pass through objects as normal. Note that ethereal does not count as incorporeal for Ghost Touch items.

Glamered: Armor of this type appears normal, but upon command will assume the appearance of normal clothes. While glamered, the armor retains all of its properties, and only a true seeing spell or similar magic reveals the true nature of the armor.

Invulnerability: Provides the wearer with damage reduction 5/magic.

Reflecting: Once per day, this shield can be used to reflect a spell back at its caster as if using the spell turning spell.

Shadow: Grants wearer a +5 competence bonus on hide checks.

Shadow, Improved: Grants wearer a +10 competence bonus on hide checks.

Shadow, Greater: Grants wearer a +15 competence bonus on hide checks.

Silent Moves: Grants a +5 competence bonus on move silently checks.

Silent Moves, Improved: Grants a +10 competence bonus on move silently checks.

Silent Moves, Greater: Grants a +15 competence bonus on move silently checks.

Slick: Grants a +5 competence bonus on escape artist checks. (The armor's armor check penalty still applies.)

Slick, Improved: Grants a +10 competence bonus on escape artist checks.

Slick, Greater: Grants a +15 competence bonus on escape artist checks.

Slippery Aura: Use of this ability grants each ally within 10' the slippery mind ability (see below). Synergy prerequisite: This ability can only be added to armor or a shield that already has the Slippery Mind special ability.

Slippery Mind: One round after failing a saving throw against an enchantment spell or effect, the wearer may attempt a second saving throw at the same DC. This special ability automatically activates.

Spell Resistace: Grants the user spell resistance while the armor is worn. Depending on the armor, the resistance can be 13, 15, 17, or 19.

Spell Trapping: This ability provides an additional +2 bonus to spell resistance. In addition, as an immediate action once per day the wearer can trap a single spell of 5th level or lower that targeted the wearer and failed to overcome the spell resistance. The trapped spell is preserved exactly as it was cast, and may be released at any time. The armor can hold only one spell at a time, but it may be dismissed at any time with a standard action. Synergy prerequisite: This ability can only be added to armor or a shield that already has the Spell Resistance special ability.

Undead Controlling: This ability, when placed on armor or a shield, allows the wearer to control up to 26 HD of undead per day, as the spell control undead. Control of the undead is lost at dawn each day.

Wild: While in wild shape, wearers of armor and shields with this ability retain the armor bonus, and any enhancement bonuses, provided by the item, although it still cannot be seen.