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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 BonusMarket 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
57–62Specific armor or shield 3
63–75Armor with special ability and roll again 4
76–98Shield with special ability and roll again 4
99Epic shield 5
100Epic 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 BonusMarket 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
100Roll again and add +10 to bonus 12
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%ArmorArmor Cost****1
01Padded+155 gp
02Leather+160 gp
03–12Hide+165 gp
13–27Studded leather+175 gp
28–42Chain shirt 2+250 gp
43Scale mail 2+200 gp
44Chainmail 2+300 gp
45–57Breastplate 2+350 gp
58Splint mail 2+350 gp
59Banded mail 2+400 gp
60Half-plate 2+750 gp
61–100Full 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%ShieldShield Cost****1
01–10Buckler+165 gp
11–15Shield, light wooden 2+153 gp
16–20Shield, light steel 3+159 gp
21–30Shield, heavy wooden 2+157 gp
31–95Shield, heavy steel 3+170 gp
96–100Shield, 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 AbilityMarket Price Modifier****1
01–06Great invulnerability (10/magic)+4 bonus
07–11Great invulnerability (15/magic)+5 bonus
12–19Negating+5 bonus
20–26Acid warding+6 bonus
27–33Cold warding+6 bonus
34–40Fire warding+6 bonus
41–44Great invulnerability (5/epic)+6 bonus
45–50Great spell resistance (SR 21)+6 bonus
51–57Lightning warding+6 bonus
58–64Sonic warding+6 bonus
65–67Great invulnerability (10/epic)+7 bonus
68–72Great spell resistance (SR 23)+7 bonus
73–76Great spell resistance (SR 25)+8 bonus
77–79Great spell resistance (SR 27)+9 bonus
80–87Roll on nonepic magic item Table: Armor Special Abilities, then roll again on this table.
88–95Roll twice on nonepic magic item Table: Armor Special Abilities.
96–100Roll 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 AbilityMarket Price Modifier****1
01–06Great invulnerability (10/magic)+4 bonus
07–12Great invulnerability (15/magic)+5 bonus
13–19Acid warding+6 bonus
20–26Cold warding+6 bonus
27–33Fire warding+6 bonus
34–37Great invulnerability (5/epic)+6 bonus
38–43Great spell resistance (SR 21)+6 bonus
44–46Infinite arrow deflection+6 bonus
47–53Lightning warding+6 bonus
54–60Sonic warding+6 bonus
61–63Great invulnerability (10/epic)+7 bonus
64–68Great spell resistance (SR 23)+7 bonus
69–71Exceptional arrow deflection+8 bonus
72–75Great spell resistance (SR 25)+8 bonus
76–78Great spell resistance (SR 27)+9 bonus
79Great reflection+10 bonus
80–87Roll on nonepic magic item Table: Shield Special Abilities, then roll again on this table.
88–95Roll twice on nonepic magic item Table: Shield Special Abilities.
96–100Roll 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.