Armor & Shields

Except when otherwise stated, epic magic armor and shields follow the rules for nonepic magic armor and shields.

There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields.

Epic Armor and Shield Base Price

To find the base price of an epic suit of magic armor or an epic magic shield, roll on Table: Armor and Shields. Note that the +6 to +10 rows apply only to armor and shields that provide an enhancement bonus of +6 to +10 or armor and shields with a single special ability whose market price modifier is +6 to +10. Magic armor and shields with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic armor to determine price.

To determine the type of armor or shield generated, refer to Table: Random Armor Type or Table: Random Shield Type under nonepic armor and shields.

d%

Enhancement Bonus

Market Price

01

+1 shield1

+1,000 gp

02

+1 armor2

+1,000 gp

03

+2 shield1

+4,000 gp

04

+2 armor2

+4,000 gp

05-06

+3 shield1

+9,000 gp

07-08

+3 armor2

+9,000 gp

09-12

+4 shield1

+16,000 gp

13-16

+4 armor2

+16,000 gp

17-21

+5 shield1

+25,000 gp

22-26

+5 armor2

+25,000 gp

27-30

+6 shield

+360,000 gp

31-34

+6 armor

+360,000 gp

35-38

+7 shield

+490,000 gp

39-42

+7 armor

+490,000 gp

43-45

+8 shield

+640,000 gp

46-48

+8 armor

+640,000 gp

49-50

+9 shield

+810,000 gp

51-52

+9 armor

+810,000 gp

53-54

+10 shield

+1,000,000 gp

55-56

+10 armor

+1,000,000 gp

57-62

Specific armor or shield3

63-75

Armor with special ability and roll again4

76-98

Shield with special ability and roll again4

99

Epic shield5

100

Epic armor5

1Roll also on nonepic magic item Table: Shield Special Abilities.
2Roll also on nonepic magic item Table: Armor Special Abilities.
3Roll on Table: Specific Epic Magic Armor and Shields.
4Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.
5Roll on Table: Epic Armor and Shields.

d%

Enhancement Bonus

Market Price

01-21

+11

+1,210,000 gp

22-39

+12

+1,440,000 gp

40-54

+13

+1,690,000 gp

55-66

+14

+1,960,000 gp

67-76

+15

+2,250,000 gp

77-84

+16

+2,560,000 gp

85-90

+17

+2,890,000 gp

91-94

+18

+3,240,000 gp

95-97

+19

+3,610,000 gp

98-99

+20

+4,000,000 gp

100

Roll again and add +10 to bonus1

1This is cumulative if rolled multiple times. For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus × 10,000 gp.

Epic Armor & Shield Special Abilities

Most magic armor and shields only have enhancement bonuses. Such items can also have special abilities, such as those detailed below and nonepic abilities. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

d%

Special Ability

Market Price Modifier1

01-06

Great Invulnerability (10/magic)

+4 bonus

07-11

Great Invulnerability (15/magic)

+5 bonus

12-19

Negating

+5 bonus

20-26

Acid Warding

+6 bonus

27-33

Cold Warding

+6 bonus

34-40

Fire Warding

+6 bonus

41-44

Great Invulnerability (5/epic)

+6 bonus

45-50

Great Spell Resistance (21)

+6 bonus

51-57

Lightning Warding

+6 bonus

58-64

Sonic Warding

+6 bonus

65-67

Great Invulnerability (10/epic)

+7 bonus

68-72

Great Spell Resistance (23)

+7 bonus

73-76

Great Spell Resistance (25)

+8 bonus

77-79

Great Spell Resistance (27)

+9 bonus

80-87

Roll on nonepic magic item Table: Armor Special Abilities, then roll again on this table.

88-95

Roll twice on nonepic magic item Table: Armor Special Abilities.

96-100

Roll twice again2

1Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.
2If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.

d%

Shield Special Ability

Market Price Modifier1

01-06

Great Invulnerability (10/magic)

+4 bonus

07-12

Great Invulnerability (15/magic)

+5 bonus

13-19

Acid Warding

+6 bonus

20-26

Cold Warding

+6 bonus

27-33

Fire Warding

+6 bonus

34-37

Great Invulnerability (5/epic)

+6 bonus

38-43

Great Spell Resistance (21)

+6 bonus

44-46

Infinite Arrow Deflection

+6 bonus

47-53

Lightning Warding

+6 bonus

54-60

Sonic Warding

+6 bonus

61-63

Great Invulnerability (10/epic)

+7 bonus

64-68

Great Spell Resistance (23)

+7 bonus

69-71

Exceptional Arrow Deflection

+8 bonus

72-75

Great Spell Resistance (25)

+8 bonus

76-78

Great Spell Resistance (27)

+9 bonus

79

Great Reflection

+10 bonus

80-87

Roll on nonepic magic item Table: Shield Special Abilities, then roll again on this table.

88-95

Roll twice on nonepic magic item Table: Shield Special Abilities.

96-100

Roll twice again2

1Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.
2If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Specific Armors & Shields

d%

Specific Armor or Shield

Market Price

01-20

Shapeshifter’s Armor

400,165 gp

21-40

Warlord’s Breastplate

416,200 gp

41-57

Dragonskin Armor

564,550 gp

58-71

Armor of the Celestial Battalion

616,300 gp

72-82

Armor of the Abyssal Horde

768,260 gp

83-93

Antimagic Armor

871,500 gp

94-100

Bulwark of the Great Dragon

1,612,980 gp

Epic Armor & Shield Ability Descriptions

Acid Warding

The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the Resist Energy spell).

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Protection from Energy; Price +6 bonus


Cold Warding

The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the Resist Energy spell).

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Protection from Energy; Price +6 bonus


Exceptional Arrow Deflection

This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action.

CL 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Shield, Wall of Force; Price +8 bonus


Fire Warding

The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the Resist Energy spell).

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Protection from Energy; Price +6 bonus


Great Invulnerability

This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 5/epic, or 10/epic, depending on the armor.

CL 19th (10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Wish or Miracle; Price +4 bonus (10/magic), +5 bonus (15/magic), +6 bonus (5/epic), +7 bonus (10/epic)


Great Reflection

Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the Spell Turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired).

CL 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Turning; Price +10 bonus


Great Spell Resistance

This suit of armor or shield grants the wearer spell resistance. The spell resistance can be 21, 23, 25, or 27, depending on the armor.

CL 21st (SR 21), 22nd (SR 23), 23rd (SR 25), 24th (SR 27); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Resistance; Price +6 bonus (SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 bonus (SR 27)


Infinite Arrow Deflection

This shield functions like a shield of arrow deflection, though it can deflect any number of projectiles or thrown weapons each round. Any time the bearer would normally be struck by a ranged weapon, he or she can make a Reflex saving throw (DC 20). If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he or she succeeds, the shield deflects the weapon. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or ranged spells, can’t be deflected.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Protection from Arrows, Shield; Price +6 bonus


Lightning Warding

The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the Resist Energy spell).

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Protection from Energy; Price +6 bonus


Negating

Immediately after the wearer of this armor is hit with a magic weapon, the armor casts Dispel Magic, Greater on the weapon. (In the case of projectile weapons, the armor casts Dispel Magic, Greater on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing.) No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check).

CL 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Dispel Magic, Greater; Price +5 bonus


Sonic Warding

The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the Resist Energy spell).

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Protection from Energy; Price +6 bonus