Armor & Shields

In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

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.

A suit of armor or a shield may be made of an unusual material. 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.

Armor 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.

Minor

Medium

Major

Item

Base Price

01-60

01-05

 

+1 shield

1,000 gp

61-80

06-10

 

+1 armor

1,000 gp

81-85

11-20

 

+2 shield

4,000 gp

86-87

21-30

 

+2 armor

4,000 gp

 

31-40

01-08

+3 shield

9,000 gp

 

41-50

09-16

+3 armor

9,000 gp

 

51-55

17-27

+4 shield

16,000 gp

 

56-57

28-38

+4 armor

16,000 gp

 

 

39-49

+5 shield

25,000 gp

 

 

50-57

+5 armor

25,000 gp

 

 

 

+6 armor/shield1

36,000 gp

 

 

 

+7 armor/shield1

49,000 gp

 

 

 

+8 armor/shield1

64,000 gp

 

 

 

+9 armor/shield1

81,000 gp

 

 

 

+10 armor/shield1

100,000 gp

88-89

58-60

58-60

Specific armor2

 

90-91

61-63

61-63

Specific shield3

 

92-98

64-91

64-91

Special magical ability and roll again4

 

99-100

92-100

92-100

Special psionic ability and roll again5

 

1Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
2Roll on Table: Specific Armors.
3Roll on Table: Specific Shields.
4Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.
5Roll on Table: Psionic Armor Special Abilities or Table: Psionic Shield Special Abilities.

d%

Armor

Armor Cost1

01

Padded

+155 gp

02

Leather

+160 gp

03-17

Studded leather

+175 gp

18-32

Chain shirt

+250 gp

33-42

Hide

+165 gp

43

Scale mail

+200 gp

44

Chainmail

+300 gp

45-57

Breastplate

+350 gp

58

Splint mail

+350 gp

59

Banded mail

+400 gp

60

Half-plate

+750 gp

61-100

Full plate

+1,650 gp

1Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

d%

Shield

Shield Cost1

01-10

Buckler

+165 gp

11-15

Shield, light, wooden

+153 gp

16-20

Shield, light, steel

+159 gp

21-30

Shield, heavy, wooden

+157 gp

31-95

Shield, heavy, steel

+170 gp

96-100

Shield, tower

+180 gp

1Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

Caster Level for Armor and Shields: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

A 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.

As 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. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.

Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.

Activation: Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields – by wearing them. 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).

Armor for Unusual Creatures: The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost of the masterwork quality and any magical enhancement remains the same.

Magic Armor and Shield Special Abilities

Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Minor

Medium

Major

Special Ability

Base Price Modifier

01-25

01-05

01-03

Glamered

+2,700 gp

26-32

06-08

04

Fortification, Light

+1 bonus1

33-52

09-11

 

Slick

+3,750 gp

53-72

12-14

 

Shadow

+3,750 gp

73-92

15-17

 

Silent Moves

+3,750 gp

xx-xx

xx-xx

 

Shifting

+2 bonus

93-96

18-19

 

Spell Resistance (13)

+2 bonus1

xx-xx

xx-xx

xx-xx

Wandbearing (one wand)

+6,000 gp

97

20-29

05-07

Slick, Improved

+15,000 gp

98

30-39

08-10

Shadow, Improved

+15,000 gp

99

40-49

11-13

Silent Moves, Improved

+15,000 gp

 

50-54

14-16

Acid Resistance

+18,000 gp

 

55-59

17-19

Cold Resistance

+18,000 gp

 

60-64

20-22

Electricity Resistance

+18,000 gp

 

65-69

23-25

Fire Resistance

+18,000 gp

 

70-74

26-28

Sonic Resistance

+18,000 gp

 

xx-xx

xx-xx

Wandbearing (two wands)

+24,000 gp

 

75-79

29-33

Ghost Touch

+3 bonus1

 

80-84

34-35

Invulnerability

+3 bonus1

 

85-89

36-40

Fortification, Moderate

+3 bonus1

 

90-94

41-42

Spell Resistance (15)

+3 bonus1

 

95-99

43

Wild

+3 bonus1

 

 

44-48

Slick, Greater

+33,750 gp

 

 

49-53

Shadow, Greater

+33,750 gp

 

 

54-58

Silent Moves, Greater

+33,750 gp

 

 

59-63

Acid Resistance, Improved

+42,000 gp

 

 

64-68

Cold Resistance, Improved

+42,000 gp

 

 

69-73

Electricity Resistance, Improved

+42,000 gp

 

 

74-78

Fire Resistance, Improved

+42,000 gp

 

 

79-83

Sonic Resistance, Improved

+42,000 gp

 

 

84-88

Spell Resistance (17)

+4 bonus1

 

 

89

Etherealness

+49,000 gp

 

 

90

Undead Controlling

+49,000 gp

 

 

91-92

Fortification, Heavy

+5 bonus1

 

 

93-94

Spell Resistance (19)

+5 bonus1

 

 

95

Acid Resistance, Greater

+66,000 gp

 

 

96

Cold Resistance, Greater

+66,000 gp

 

 

97

Electricity Resistance, Greater

+66,000 gp

 

 

98

Fire Resistance, Greater

+66,000 gp

 

 

99

Sonic Resistance, Greater

+66,000 gp

100

100

100

Roll twice again2

 

1Add to enhancement bonus on Table: 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.

Minor

Medium

Major

Special Ability

Base Price Modifier

01-20

01-10

01-05

Arrow Catching

+1 bonus1

21-40

11-20

06-08

Bashing

+1 bonus1

41-50

21-25

09-10

Blinding

+1 bonus1

51-75

26-40

11-15

Fortification, Light

+1 bonus1

76-92

41-50

16-20

Arrow Deflection

+2 bonus1

93-97

51-57

21-25

Animated

+2 bonus1

98-99

58-59

 

Spell Resistance (13)

+2 bonus1

 

xx-xx

xx-xx

Wandbearing

+6,000 gp

 

60-63

26-28

Acid Resistance

+18,000 gp

 

64-67

29-31

Cold Resistance

+18,000 gp

 

68-71

32-34

Electricity Resistance

+18,000 gp

 

72-75

35-37

Fire Resistance

+18,000 gp

 

76-79

38-40

Sonic Resistance

+18,000 gp

 

80-85

41-46

Ghost Touch

+3 bonus1

 

86-95

47-56

Fortification

+3 bonus1

 

96-98

57-58

Spell Resistance (15)

+3 bonus1

 

99

59

Wild

+3 bonus1

 

 

60-64

Acid Resistance, Improved

+42,000 gp

 

 

65-69

Cold Resistance, Improved

+42,000 gp

 

 

70-74

Electricity Resistance, Improved

+42,000 gp

 

 

75-79

Fire Resistance, Improved

+42,000 gp

 

 

80-84

Sonic Resistance, Improved

+42,000 gp

 

 

85-86

Spell Resistance (17)

+4 bonus1

 

 

87

Undead Controlling

+49,000 gp

 

 

88-91

Fortification, Heavy

+5 bonus1

 

 

92-93

Reflecting

+5 bonus1

 

 

94

Spell Resistance (19)

+5 bonus1

 

 

95

Acid Resistance, Greater

+66,000 gp

 

 

96

Cold Resistance, Greater

+66,000 gp

 

 

97

Electricity Resistance, Greater

+66,000 gp

 

 

98

Fire Resistance, Greater

+66,000 gp

 

 

99

Sonic Resistance, Greater

+66,000 gp

100

100

100

Roll twice again2

 

1Add to enhancement bonus on Table: 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

The following specific suits of armor usually are preconstructed with exactly the qualities described here.

Minor

Medium

Major

Specific Armor

Market Price

01-50

01-25

 

Mithril Shirt

1,100 gp

51-80

26-45

 

Dragonhide Plate

3,300 gp

81-100

46-57

 

Elven Chain

4,150 gp

 

58-67

 

Rhino Hide

5,165 gp

 

68-82

01-10

Adamantine Breastplate

10,200 gp

 

83-97

11-20

Dwarven Plate

16,500 gp

 

98-100

21-32

Banded Mail of Luck

18,900 gp

 

 

33-50

Celestial Armor

22,400 gp

 

 

51-60

Plate Armor of the Deep

24,650 gp

 

 

61-75

Breastplate of Command

25,400 gp

 

 

76-90

Mithril Full Plate of Speed

26,500 gp

 

 

91-100

Demon Armor

52,260 gp

Specific Shields

The following specific shields usually are preconstructed with exactly the qualities described here.

Minor

Medium

Major

Specific Shield

Market Price

01-30

01-20

 

Darkwood Buckler

205 gp

31-80

21-45

 

Darkwood Shield

257 gp

81-95

46-70

 

Mithril Heavy Shield

1,020 gp

96-100

71-85

01-20

Caster’s Shield

3,153 gp

 

86-90

21-40

Spined Shield

5,580 gp

 

91-95

41-60

Lion’s Shield

9,170 gp

 

96-100

61-90

Winged Shield

17,257 gp

 

 

91-100

Absorbing Shield

50,170 gp

Armor & Shield Ability Descriptions

Acid Resistance, Greater

As acid resistance, except it absorbs the first 30 points of acid damage per attack.

Moderate abjuration; CL 11th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +66,000 gp


Acid Resistance, Improved

As acid resistance, except it absorbs the first 20 points of acid damage per attack.

Moderate abjuration; CL 7th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +42,000 gp


Acid Resistance

A suit of armor or a shield with this property normally has a dull gray appearance. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take (similar to the Resist Energy spell).

Faint abjuration; CL 3rd; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +18,000 gp


Animated

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. Only one shield can protect a character at a time. 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.

Strong transmutation; CL 12th; Prerequisites: Craft Magic Arms and Armor, Animate Objects; Price +2 bonus


Arrow Catching

A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield’s wearer diverts from its original target and targets the shield’s bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield’s base AC bonus are not diverted to the wearer (but the shield’s increased AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.

Moderate abjuration; CL 8th; Prerequisites: Craft Magic Arms and Armor, Entropic Shield; Price +1 bonus


Arrow Deflection

This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He 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 acid arrows, can’t be deflected.

Faint abjuration; CL 5th; Prerequisites: Craft Magic Arms and Armor, Shield; Price +2 bonus


Bashing

A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.)

Moderate transmutation; CL 8th; Prerequisites: Craft Magic Arms and Armor, Bull’s Strength; Price +1 bonus


Blinding

A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.

Moderate evocation; CL 7th; Prerequisites: Craft Magic Arms and Armor, Searing Light; Price +1 bonus


Cold Resistance, Greater

As cold resistance, except it absorbs the first 30 points of cold damage per attack.

Moderate abjuration; CL 11th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +66,000 gp


Cold Resistance, Improved

As cold resistance, except it absorbs the first 20 points of cold damage per attack.

Moderate abjuration; CL 7th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +42,000 gp


Cold Resistance

A suit of armor or a shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the Resist Energy spell).

Faint abjuration; CL 3rd; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +18,000 gp


Electricity Resistance, Greater

As electricity resistance, except it absorbs the first 30 points of electricity damage per attack.

Moderate abjuration; CL 11th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +66,000 gp


Electricity Resistance, Improved

As electricity resistance, except it absorbs the first 20 points of electricity damage per attack.

Moderate abjuration; CL 7th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +42,000 gp


Electricity Resistance

A suit of armor or a shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electricity damage per attack that the wearer would normally take (similar to the Resist Energy spell).

Faint abjuration; CL 3rd; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +18,000 gp


Etherealness

On command, this ability allows the wearer of the armor to become ethereal (as the Ethereal Jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.

Strong transmutation; CL 13th; Prerequisites: Craft Magic Arms and Armor, Ethereal Jaunt; Price +49,000 gp


Fire Resistance, Greater

As fire resistance, except it absorbs the first 30 points of fire damage per attack.

Moderate abjuration; CL 11th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +66,000 gp


Fire Resistance, Improved

As fire resistance, except it absorbs the first 20 points of fire damage per attack.

Moderate abjuration; CL 7th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +42,000 gp


Fire Resistance

A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the Resist Energy spell).

Faint abjuration; CL 3rd; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +18,000 gp


Fortification

This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Fortification Type

Chance for Normal Damage

Base Price Modifier

Light

25%

+1 bonus

Moderate

75%

+3 bonus

Heavy

100%

+5 bonus

Strong abjuration; CL 13th; Prerequisites: Craft Magic Arms and Armor, Limited Wish or Miracle; Price Price varies (see text)


Ghost Touch

This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Strong transmutation; CL 15th; Prerequisites: Craft Magic Arms and Armor, Etherealness; Price +3 bonus


Glamered

A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a True Seeing spell or similar magic reveals the true nature of the armor when disguised.

Moderate illusion; CL 10th; Prerequisites: Craft Magic Arms and Armor, Disguise Self; Price +2,700 gp


Invulnerability

This suit of armor grants the wearer damage reduction of 5/magic.

Strong abjuration and perhaps evocation (if Miracle is used); CL 18th; Prerequisites: Craft Magic Arms and Armor, Stoneskin, Wish or Miracle; Price +3 bonus


Reflecting

This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the Spell Turning spell.

Strong abjuration; CL 14th; Prerequisites: Craft Magic Arms and Armor, Spell Turning; Price +5 bonus


Shadow, Greater

As shadow, except it grants a +15 competence bonus on Hide checks.

Moderate illusion; CL 15th; Prerequisites: Craft Magic Arms and Armor, Invisibility; Price +33,750 gp


Shadow, Improved

As shadow, except it grants a +10 competence bonus on Hide checks.

Moderate illusion; CL 10th; Prerequisites: Craft Magic Arms and Armor, Invisibility; Price +15,000 gp


Shadow

This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armor’s armor check penalty still applies normally.)

Faint illusion; CL 5th; Prerequisites: Craft Magic Arms and Armor, Invisibility; Price +3,750 gp


Shifting

The armor and enhancement bonuses of this item remain in effect even while the wearer is in an alternate form (such as a lycanthrope’s Alternate Form ability). Such items meld into the wearer’s alternate form and thus cannot be seen in that form. This item does not work with a Druid’s Wild Shape ability, nor does it work with spells that change the form of a creature. It only works with a natural alternate form of a creature.

CL 15th; Prerequisites: Craft Magic Arms and Armor, Polymorph Any Object; Price +2 bonus


Silent Moves, Greater

As silent moves, except it grants a +15 competence bonus on Move Silently checks.

Moderate illusion; CL 15th; Prerequisites: Craft Magic Arms and Armor, Silence; Price +33,750 gp


Silent Moves, Improved

As silent moves, except it grants a +10 competence bonus on Move Silently checks.

Moderate illusion; CL 10th; Prerequisites: Craft Magic Arms and Armor, Silence; Price +15,000 gp


Silent Moves

This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.)

Faint illusion; CL 5th; Prerequisites: Craft Magic Arms and Armor, Silence; Price +3,750 gp


Slick, Greater

As slick, except it grants a +15 competence bonus on Escape Artist checks.

Moderate conjuration; CL 15th; Prerequisites: Craft Magic Arms and Armor, Grease; Price +33,750 gp


Slick, Improved

As slick, except it grants a +10 competence bonus on Escape Artist checks.

Moderate conjuration; CL 10th; Prerequisites: Craft Magic Arms and Armor, Grease; Price +15,000 gp


Slick

Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer’s Escape Artist checks. (The armor’s armor check penalty still applies normally.)

Faint conjuration; CL 4th; Prerequisites: Craft Magic Arms and Armor, Grease; Price +3,750 gp


Sonic Resistance, Greater

As sonic resistance, except it absorbs the first 30 points of sonic damage per attack.

Moderate abjuration; CL 11th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +66,000 gp


Sonic Resistance, Improved

As sonic resistance, except it absorbs the first 20 points of sonic damage per attack.

Moderate abjuration; CL 7th; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +42,000 gp


Sonic Resistance

A suit of armor or a shield with this property normally has a glistening appearance. The armor absorbs the first 10 points of sonic damage per attack that the wearer would normally take (similar to the Resist Energy spell).

Faint abjuration; CL 3rd; Prerequisites: Craft Magic Arms and Armor, Resist Energy; Price +18,000 gp


Spell Resistance

This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.

Strong abjuration; CL 15th; Prerequisites: Craft Magic Arms and Armor, Spell Resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), +5 bonus (SR 19)


Undead Controlling

The wearer of a suit of armor or a shield with this property may control up to 26 HD of undead per day, as the Control Undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.

Strong necromancy; CL 13th; Prerequisites: Craft Magic Arms and Armor, Control Undead; Price +49,000 gp


Wandbearing

A shield or piece of armor built with this enhancement has a thin hollow area sized to fit a wand. The wielder or wearer of such an item is considered to be holding the wand when he is holding the shield or wearing the armor, and can use the wand normally. Removing or stowing a wand in a shield with the Wand Bearing property is a move action, while removing or stowing a wand in a suit of armor is a standard action.

CL 9th; Prerequisites: Craft Magic Arms and Armor, Secret Chest; Price +6,000 gp (one wand), +24,000 gp (two wands)


Wild

The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.

Moderate transmutation; CL 9th; Prerequisites: Craft Magic Arms and Armor, Baleful Polymorph; Price +3 bonus