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.
Table: Armor and Shields
| d% | Enhancement Bonus | Market Price |
|---|---|---|
| 01 | +1 shield 1 | +1,000 gp |
| 02 | +1 armor 2 | +1,000 gp |
| 03 | +2 shield 1 | +4,000 gp |
| 04 | +2 armor 2 | +4,000 gp |
| 05–06 | +3 shield 1 | +9,000 gp |
| 07–08 | +3 armor 2 | +9,000 gp |
| 09–12 | +4 shield 1 | +16,000 gp |
| 13–16 | +4 armor 2 | +16,000 gp |
| 17–21 | +5 shield 1 | +25,000 gp |
| 22–26 | +5 armor 2 | +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 shield 3 | |
| 63–75 | Armor with special ability and roll again 4 | |
| 76–98 | Shield with special ability and roll again 4 | |
| 99 | Epic shield 5 | |
| 100 | Epic armor 5 | |
| 1 Roll also on nonepic magic item Table: Shield Special Abilities. | ||
| 2 Roll also on nonepic magic item Table: Armor Special Abilities. | ||
| 3 Roll on Table: Specific Epic Magic Armor and Shields. | ||
| 4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities. | ||
| 5 Roll on Table: Epic Armor and Shields. |
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 bonus 1 | 2 |
| 1 This is cumulative if rolled multiple times. | ||
| 2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x10,000 gp. |
Table: Random Armor Type
| d% | Armor | Armor Cost****1 |
|---|---|---|
| 01 | Padded | +155 gp |
| 02 | Leather | +160 gp |
| 03–12 | Hide | +165 gp |
| 13–27 | Studded leather | +175 gp |
| 28–42 | Chain shirt 2 | +250 gp |
| 43 | Scale mail 2 | +200 gp |
| 44 | Chainmail 2 | +300 gp |
| 45–57 | Breastplate 2 | +350 gp |
| 58 | Splint mail 2 | +350 gp |
| 59 | Banded mail 2 | +400 gp |
| 60 | Half-plate 2 | +750 gp |
| 61–100 | Full plate 2 | +1,650 gp |
| All magic armor is masterwork armor (with an armor check penalty 1 lower than normal). | ||
| 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. | ||
| 2 Roll d% to determine material: 01–70 steel; 71–90 mithral; 91–99 adamantine; 100 other. Adjust price accordingly. |
Table: Random Shield Type
| d% | Shield | Shield Cost****1 |
|---|---|---|
| 01–10 | Buckler | +165 gp |
| 11–15 | Shield, light wooden 2 | +153 gp |
| 16–20 | Shield, light steel 3 | +159 gp |
| 21–30 | Shield, heavy wooden 2 | +157 gp |
| 31–95 | Shield, heavy steel 3 | +170 gp |
| 96–100 | Shield, tower 2 | +180 gp |
| All magic shields are masterwork shields (with an armor check penalty 1 lower than normal). | ||
| 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. | ||
| 2 Roll d% to determine material: 01–70 wood; 71–99 dark-wood; 100 other. Adjust price accordingly. | ||
| 3 Roll d% to determine material: 01–70 steel; 71–90 mithral; 91–99 adamantine; 100 other. Adjust price accordingly. |
Table: Armor Special Abilities
| d% | Special Ability | Market Price Modifier****1 |
|---|---|---|
| 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 (SR 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 (SR 23) | +7 bonus |
| 73–76 | Great spell resistance (SR 25) | +8 bonus |
| 77–79 | Great spell resistance (SR 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 again 2 | |
| 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. | ||
| 2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
Table: Shield Special Abilities
| d% | Shield Special Ability | Market Price Modifier****1 |
|---|---|---|
| 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 (SR 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 (SR 23) | +7 bonus |
| 69–71 | Exceptional arrow deflection | +8 bonus |
| 72–75 | Great spell resistance (SR 25) | +8 bonus |
| 76–78 | Great spell resistance (SR 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 again 2 | |
| 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. | ||
| 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. |