Strong transmutation CL 12th Craft Magic Arms and Armor, animate objects Price +2 bonus.Ī shield with this ability attracts ranged weapons to it. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency. Only one shield can protect a character at a time. Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Moderate abjuration CL 11th Craft Magic Arms and Armor, resist energy Price +66,000 gp. Moderate abjuration CL 7th Craft Magic Arms and Armor, resist energy Price +42,000 gp.Īs acid resistance, except it absorbs the first 30 points of acid damage per attack. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take (similar to the resist energy spell).įaint abjuration CL 3rd Craft Magic Arms and Armor, resist energy Price +18,000 gp.Īs acid resistance, except it absorbs the first 20 points of acid damage per attack. Armor or a shield with a special ability must have at least a +1 enhancement bonus.Ī suit of armor or a shield with this property normally has a dull gray appearance. Such items can also have one or more of the special abilities detailed below. Most magic armor and shields only have enhancement bonuses. Magic Armor and Shield Special Ability Descriptions If you roll two versions of the same special ability, use the better. If you roll a special ability twice, only one counts.The cost of the masterwork quality and any magical enhancement remains the same. The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies. 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). Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields-by wearing them. A shield with a special ability must have at least a +1 enhancement bonus.Įach +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls.Ī shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.Īs with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. Shield enhancement bonuses stack with armor enhancement bonuses. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. The caster level of a magic shield or magic armor with a special ability is given in the item description. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.Īrmor 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. A suit of armor with a special ability must have at least a +1 enhancement bonus.Ī suit of armor or a shield may be made of an unusual material. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. In addition to an enhancement bonus, armor may have special abilities. All magic armor is also masterwork armor, reducing armor check penalties by 1. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). In general, magic armor protects the wearer to a greater extent than nonmagical armor. Add to enhancement bonus on Table: Armor and Shields to determine total market price.Īll magic armor is masterwork armor (with an armor check penalty 1 less than normal).Īll magic shields are masterwork shields (with an armor check penalty 1 less than normal).Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.Use these lines to determine price when special abilities are added in. Armor and shields can’t actually have bonuses this high. Magic Armor Table: Armor and Shields Minor
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |