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. |
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 | +4 bonus | |
07-11 | +5 bonus | |
12-19 | +5 bonus | |
20-26 | +6 bonus | |
27-33 | +6 bonus | |
34-40 | +6 bonus | |
41-44 | +6 bonus | |
45-50 | +6 bonus | |
51-57 | +6 bonus | |
58-64 | +6 bonus | |
65-67 | +7 bonus | |
68-72 | +7 bonus | |
73-76 | +8 bonus | |
77-79 | +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. |
d% | Shield Special Ability | Market Price Modifier1 |
---|---|---|
01-06 | +4 bonus | |
07-12 | +5 bonus | |
13-19 | +6 bonus | |
20-26 | +6 bonus | |
27-33 | +6 bonus | |
34-37 | +6 bonus | |
38-43 | +6 bonus | |
44-46 | +6 bonus | |
47-53 | +6 bonus | |
54-60 | +6 bonus | |
61-63 | +7 bonus | |
64-68 | +7 bonus | |
69-71 | +8 bonus | |
72-75 | +8 bonus | |
76-78 | +9 bonus | |
79 | +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. |
Specific Armors & Shields
d% | Specific Armor or Shield | Market Price |
---|---|---|
01-20 | 400,165 gp | |
21-40 | 416,200 gp | |
41-57 | 564,550 gp | |
58-71 | 616,300 gp | |
72-82 | 768,260 gp | |
83-93 | 871,500 gp | |
94-100 | 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