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Pathfinder Reference Document
Pathfinder Reference Document

Specific Magic Armor

The magic armor that intrepid heroes don in the face of danger is often the only thing that stands between a brave adventurer and a blade to the chest. The following section includes armors with unusual powers and magical abilities. Magic armors may have abilities that need to be activated to function or powers that work passively and constantly.

Specific Armor
d%Lesser Minor ArmorPrice
01–50Mithral shirt1,100 gp
51–100Masterwork armor or nonmagical
armor made with special material
varies
d%Greater Minor ArmorPrice
01–33Mistmail2,250 gp
34–66Otyugh hide2,565 gp
67–100Dragonhide plate3,300 gp
d%Lesser Medium ArmorPrice
01–33Elven chain5,150 gp
34–66Rhino hide5,165 gp
67–100Morlock hide8,910 gp
d%Greater Medium ArmorPrice
01–15Adamantine breastplate10,200 gp
16–25Soothsayer's raiment10,300 gp
26–38Equestrian plate10,650 gp
39–50Enchanted eelskin11,160 gp
51–62Boneless leather12,160 gp
63–72Murderer's blackcloth12,405 gp
73–86Folding plate12,650 gp
87–100Breastplate of vanishing15,200 gp
d%Lesser Major ArmorPrice
01–13Armor of insults16,175 gp
14–29Dwarven plate16,500 gp
30–45Banded mail of luck18,900 gp
46–58Catskin leather18,910 gp
59–71Celestial armor22,400 gp
72–84Buccaneer's breastplate23,850 gp
85–100Plate armor of the deep24,650 gp
d%Greater Major ArmorPrice
01–10Breastplate of command25,400 gp
11–14Forsaken banded mail25,400 gp
15–24Mithral full plate of speed26,500 gp
25–28Warden of the woods29,350 gp
29–32Scarab breastplate32,350 gp
33–38Giant-hide armor (ogre)39,165 gp
39–42Hamatula hide44,215 gp
43–48Giant-hide armor (hill giant)46,665 gp
49–52Demon armor52,260 gp
53–58Giant-hide armor (stone, fire, or frost giant)54,165 gp
59–64Giant-hide armor (troll)59,165 gp
65–70Mail of malevolence61,300 gp
71–76Giant-hide armor (cloud giant)69,165 gp
77–82Giant-hide armor (storm giant)76,665 gp
83–88Daystar half-plate81,250 gp
89–96Invincible armor137,650 gp
97–100Prismatic plate160,650 gp

Adamatine Breastplate

Price 10,200 gp; Aura no aura (nonmagical); CL —; Weight 30 lbs.

This nonmagical breastplate is made of adamantine, giving its wearer damage reduction 2/—.

Armor Of Insults

Price 16,175 gp; Aura moderate enchantment; CL 7th; Weight 20 lbs.

Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language.

Construction Requirements

Cost 7,675 gp

Craft Magic Arms and Armor, confusion

Banded Mail of Luck

Price 18,900 gp; Aura strong enchantment; CL 12th; Weight 35 lbs.

Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled.

Construction Requirements

Cost 9,650 gp

Craft Magic Arms and Armor, bless

Boneless Leather

Price 12,160 gp; Aura faint transmutation; CL 3rd; Weight 15 lbs.

This suit of +1 leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.

Construction Requirements

Cost 6,160 gp

Craft Magic Arms and Armor, alter self, creator must have 5 ranks in Acrobatics and Escape Artist

Breastplate of Command

Price 25,400 gp; Aura strong enchantment; CL 15th; Weight 30 lbs.

This +2 breastplate typically bears the image of a rampant grizzly bear or other impressive predator. It bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.

Construction Requirements

Cost 12,875 gp

Craft Magic Arms and Armor, mass charm monster

Breastplate of Vanishing

Price 15,200 gp; Aura faint conjuration; CL 5th; Weight 15 lbs.

This battered +1 mithral breastplate bears a resemblance to a stylized turtle shell. On command, its wearer can vanish inside the armor, leaving the breastplate behind while she stays safely hidden in an extradimensional space. This space is barely large enough for the wearer to sit comfortably, but does provides breathable air and light to see by. The wearer cannot perceive the environs around the armor while inside. A second command word returns the wearer to the armor's location, wearing the armor. If the wearer can't return to the space the armor is in, she is instead shunted to the nearest empty space that can contain her, but no longer wearing the armor.

If the breastplate is destroyed, the wearer immediately returns to the square the armor was in when it was destroyed. Successfully dispelling the armor likewise returns the wearer, though in this case still wearing the armor.

Construction Requirements

Cost 9,700 gp

Craft Magic Arms and Armor, rope trick

buccaneer's breastplate

Price 23,850 gp; Aura moderate transmutation; CL 9th; Weight 30 lbs.

This +1 breastplate is made of shining amber metal and decorated with faint motifs of the waves and water. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.

Construction Requirements

Cost 12,100 gp

Craft Magic Arms and Armor, water walk

Catskin Leather

Price 18,910 gp; Aura strong transmutation; CL 13th; Weight 15 lbs.

Rather than the hide of a cat, this extremely supple suit of jet-black +1 shadow leather armor grants a portion of the grace and fortune of a feline. It has no armor check penalty or maximum Dexterity bonus. The wearer receives a +5 competence bonus on Acrobatics checks and takes only half normal damage from falling. When the wearer's hit points would be reduced to a negative amount equal to her Constitution score from an attack or spell, the armor falls to pieces and is destroyed, and the wearer takes only half damage from the attack or spell.

Construction Requirements

Cost 9,535 gp

Craft Magic Arms and Armor, cat's grace, feather fall, and limited wish, wish, or miracle

Celestial Armor

Price 22,400 gp; Aura faint transmutation [good]; CL 5th; Weight 20 lbs.

This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

Construction Requirements

Cost 11,350 gp

Craft Magic Arms and Armor, fly, creator must be good

Daystar Half-Plate

Price 81,250 gp; Aura strong evocation; CL 15th; Weight 50 lbs.

This glowing +1 half-plate is decorated with various images of the sun and depictions of nature. At will, the wearer can command the armor to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell. The sunburst is centered on the wearer and the wearer is immune to its effects.

Construction Requirements

Cost 41,000 gp

Craft Magic Arms and Armor, daylight, sunburst

Demon Armor

Price 52,260 gp; Aura strong necromancy [evil]; CL 13th; Weight 50 lbs.

This plate armor is fashioned to make the wearer appear to be a demon. Glowing red energy emanates from sigils engraved on the armor's key plates and joints, and the runes intermittently surge with fiendish power. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The "claws" are built into the armor's vambraces and gauntlets, and cannot be disarmed.

A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.

Construction Requirements

Cost 26,955 gp

Craft Magic Arms and Armor, contagion

Dragonhide Plate

Price 3,300 gp; Aura no aura (nonmagical); CL —; Weight 50 lbs.

This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.

The wearer of dragonhide plate tends to draw the ire of dragons of the same type as that used in the armor's creation.

Dwarven Plate

Price 16,500 gp; Aura no aura (nonmagical); CL —; Weight 50 lbs.

This full plate is made of adamantine, giving its wearer damage reduction 3/—.

Elven Chain

Price 5,150 gp; Aura no aura (nonmagical); CL —; Weight 20 lbs.

This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.

Enchanted Eelskin

Price 11,160 gp; Aura faint transmutation; CL 5th; Weight 15 lbs.

This +1 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. In addition, during a surprise round the wearer can act as if she had a full round of actions, rather than a single standard action, as long as those actions do not require leaving the water. If she does leave the water, her surprise round turn immediately ends.

Construction Requirements

Cost 5,660 gp

Craft Magic Arms and Armor, grease, invisibility, touch of the sea

Equestrian Plate

Price 10,650 gp; Aura moderate transmutation; CL 9th; Weight Varies

Full Plate 50lbs.; Banded mail 35 lbs.; Barding 70 lbs.

Shined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer's mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon.

If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer's armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well.

Construction Requirements

Cost 6,150 gp

Craft Magic Arms and Armor, fabricate

Folding Plate

Price 12,650 gp; Aura moderate conjuration; CL 10th; Weight 50 lbs.

This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.

Construction Requirements

Cost 7,650 gp

Craft Magic Arms and Armor, instant summons

Forsaken Banded Mail

Price 25,400 gp; Aura moderate evocation; CL 11th; Weight 35 lbs.

A massive skull adorns the chest piece of this suit of +1 banded mail, and smaller gilted images of defaced holy symbols cover the other parts of the armor. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 against any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor's enhancement bonus as +2 higher against creatures with these abilities.

Construction Requirements

Cost 12,900 gp

Craft Magic Arms and Armor, creator cannot be a divine spellcaster

Giant-Hide Armor

Price Varies; Aura strong transmutation; CL 15th; Weight 25lbs.

Ogre 39,165 gp; Hill Giant 46,665 gp; Stone, fire, or frost giant 54,165 gp; Troll 59,165 gp; Cloud giant 69,165 gp; Storm giant 76,665 gp

This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands.

Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.

Construction Requirements

Cost varies

Ogre 19,660 gp; Hill Giant 23,415 gp; Stone, fire, or frost giant 27,165 gp; Troll 29,665 gp; Cloud giant 34,665 gp; Storm giant 38,415 gp

Craft Magic Arms and Armor, giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant)

Hamatula Hide

Price 44,215 gp; Aura moderate transmutation; CL 9th; Weight 12 lbs.

Crafted from the flayed skin of a barbed devil, this imposing +2 spiked hide armor weighs half the normal weight. When its wearer rages, the armor's spikes elongate and the hide bonds to her skin, providing fire resistance 10. Any creature that strikes the wearer with a melee weapon, unarmed strike, or a natural weapon while the spikes are elongated takes 1d8+6 points of piercing damage from the armor's barbs (unless using a weapon with reach). While the wearer is enraged, spells that cause additional damage to evil outsiders deal that increased damage to her.

A barbarian with fiend totem rage powers gains additional benefits from hamatula hide. If she has the lesser fiend totem rage power, she gains a +1 profane bonus to Armor Class while raging. If she has the fiend totem rage power, the damage caused by her barbs increases to 2d8+6 and stacks with the barbed defense granted by the armor. If she has the greater fiend totem ability, she gains fire resistance 20 when raging.

Construction Requirements

Cost 22,215 gp

Craft Magic Arms and Armor, polymorph, resist fire

Invincible Armor

Price 137,650 gp; Aura strong abjuration; CL 13th; Weight 50 lbs.

Invincible armor shifts between three different appearances, but always weighs the same and protects as +2 impervious moderate fortification full plate. As an immediate action, the wearer can change the armor into heavy plate that blocks slashing attacks (DR 10/bludgeoning or piercing), thickly layered chainmail that blocks piercing attacks (DR 10/bludgeoning or slashing), or overlapping metal scales that block bludgeoning attacks (DR 10/piercing or slashing). In addition, invincible armor provides the wearer with 5 points of resistance to acid, cold, electricity, fire, and sonic, and is itself unharmed by damage from any of these energy types.

Construction Requirements

Cost 69,650 gp

Craft Magic Arms and Armor, fabricate, make whole, resist energy, and limited wish or miracle

Mail of Malevolence

Price 61,300 gp; Aura moderate abjuration; CL 10th; Weight 40 lbs.

Mail of malevolence hangs in rags and tatters and acts as nonmagical chainmail to wearers who lack at least a moderate evil aura (Core Rulebook 266). When worn by a sufficiently evil character, it instead functions as +2 unrighteous chainmail. Mail of malevolence does not bestow a negative level on good wearers.

The wearer of mail of malevolence gains SR 21, but only against spells with the good descriptor. In addition, whenever the wearer channels negative energy to harm living creatures, she heals a like amount of damage herself regardless of whether she is living or undead.

Construction Requirements

Cost 30,800 gp

Craft Magic Arms and Armor, righteous might, spell resistance

Mistmail

Price 2,250 gp; Aura faint conjuration; CL 3rd; Weight 25 lbs.

The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.

Construction Requirements

Cost 1,250 gp

Craft Magic Arms and Armor, obscuring mist

Mithral full plate of speed

Price 26,500 gp; Aura faint transmutation; CL 5th; Weight 25 lbs.

As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.

Construction Requirements

Cost 18,500 gp

Craft Magic Arms and Armor, haste

Mithral Shirt

Price 1,100 gp; Aura no aura (nonmagical); CL —; Weight 10 lbs.

This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.

Morlock Hide

Price 8,910 gp; Aura moderate illusion and transmutation; CL 10th; Weight 15 lbs.

This +1 shadow leather armor causes the wearer's skin to warp and distort into a welter of horrid scarification. The armor itself disappears from view under this coat of scars and the wearer's face appears as a loathsome, eyeless veil of flesh. This change is illusory, similar to glamered armor; however, morlock hide does cause the wearer's arms and legs to extend and her posture to become hunched. She gains a +2 circumstance bonus on Acrobatics, Climb, and Escape Artist checks, and she can move through narrow spaces while squeezing at normal speed and with no penalty to AC or on attack rolls.

Construction Requirements

Cost 4,535 gp

Craft Magic Arms and Armor, alter self, invisibility

Murderer's Blackcloth

Price 12,405 gp; Aura moderate necromancy; CL 9th; Weight 10 lbs.

This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue's sneak attacks by +1.

Construction Requirements

Cost 6,280 gp

Craft Magic Arms and Armor, bleed, invisibility, silence

Otyugh Hide

Price 2,565 gp; Aura faint evocation; CL 5th; Weight 25 lbs.

This muddy brown +1 hide armor carries a fetid stench like raw sewage, and occasionally sprouts angry and uncomfortable-looking blisters. Creatures other than the wearer are repulsed by the otyugh armor's vile putridity.

Any creature ending its turn adjacent to the wearer becomes sickened (Fortitude DC 13 negates) for as long as it remains adjacent to the wearer and for 1 round thereafter. A creature that strikes the wearer with a bite attack is affected the same way, even if it possesses exceptional reach and attacks while not adjacent to the wearer. If the wearer is swallowed whole, the attacker is automatically sickened and must succeed at a DC 13 Fortitude save at the beginning of its turn or be forced to regurgitate and drop the wearer harmlessly in an adjacent square (though the wearer is knocked prone during the regurgitation). Creatures with the scent ability suffer a –2 penalty to their saving throw against the stench of the otyugh armor. These abilities are poison effects; creatures immune to poison are immune to these effects as well. The wearer is immune to this effect.

The wearer gains a +2 competence bonus on saves against disease, poison, and any effect that would cause her to become nauseated or sickened.

Construction Requirements

Cost 1,365 gp

Craft Magic Arms and Armor, contagion, stinking cloud

Plate Armor of the Deep

Price 24,650 gp; Aura moderate abjuration; CL 11th; Weight 50 lbs.

This +1 full plate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.

Construction Requirements

Cost 13,150 gp

Craft Magic Arms and Armor, freedom of movement, tongues, water breathing

Prismatic Plate

Price 160,650 gp; Aura strong abjuration; CL 13th; Weight 50 lbs.

This resplendent suit of +3 full plate shimmers and shifts between all the colors of the rainbow. A single color dominates the others at any given time. As a swift action, the wearer can change the dominant color. This color remains dominant until the wearer changes it again. When the wearer of prismatic plate is struck by a prismatic spray, or when he passes through a prismatic sphere or prismatic wall, he ignores the effect that matches the dominant armor color. He receives no special protection against the other colors of those spells. In addition to this benefit, each color provides a unique type of protection.

ColorEffect
RedResist fire 30
OrangeResist acid 30
YellowResist electricity 30
GreenImmunity to poison
BlueImmunity to petrification
Indigo+8 resistance bonus on saving throws against mind-affecting effects
VioletProtected by dimensional anchor, as the spell

Construction Requirements

Cost 81,150 gp

Craft Magic Arms and Armor, dimensional anchor, mind blank, neutralize poison, resist energy, stone to flesh, and prismatic sphere, prismatic spray, or prismatic wall

Rhino Hide

Price 5,165 gp; Aura moderate transmutation; CL 9th; Weight 25 lbs.

This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.

Construction Requirements

Cost 2,665 gp

Craft Magic Arms and Armor, bull's strength

Scarab Breastplate

Price 32,350 gp; Aura moderate transmutation; CL 8th; Weight 30 lbs.

This +3 breastplate is crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel. The wearer suffers only half damage from vermin swarms and gains a +2 resistance bonus on saving throws against the extraordinary abilities of vermin swarms.

In addition, once per day on command, the wearer can transform the scarab breastplate into a swarm of scarab beetles that skitter from her chest to attack creatures nearby. This swarm has statistics identical to an army ant swarm and attacks any creatures within its space. The wearer can command the swarm to move (including changing the shape of the swarm) as a move action, but the swarm must remain adjacent to her. If the swarm is reduced to 0 hit points, if the wearer is forced to move away from the swarm, or if the wearer commands it to return to her as a move action, the swarm crawls back onto the wearer's torso and returns to armor form. While the swarm is active, the wearer is not considered to be wearing the scarab breastplate (except for purposes of commanding the swarm) and gains no defensive benefits from it.

A druid of 6th level wearing a scarab breastplate can use her wild shape ability to duplicate vermin shape I. At 8th level, she can also use it to duplicate vermin shape II.

Construction Requirements

Cost 16,350 gp

Craft Magic Arms and Armor, creeping doom, spell turning, vermin shape II

Soothsayer's Raiment

Price 10,300 gp; Aura faint divination; CL 5th; Weight 40 lbs.

This +1 chainmail is attuned to a particular oracular mystery and contains a revelation associated with that mystery (see the oracle class description in the Advanced Player's Guide). Its design and coloration are typically suggestive of its related mystery. While wearing the armor, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the armor; for example, a soothsayer's raiment (battlecry) is only usable by an oracle of battle. If the wearer already has that revelation and the revelation grants an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. This ability has no effect if the armor is worn by a non-oracle.

For divination spells with a percentage-based chance of success (such as augury and divination), the wearer's chance increases by +5.

Construction Requirements

Cost 5,300 gp

Craft Magic Arms and Armor, augury, creator must be an oracle with the desired revelation

Warden of the Woods

Price 29,350 gp; Aura moderate transmutation; CL 11th; Weight 25 lbs.

The warden of the woods is a suit of +3 greenwood splint mail made of strips of laminated greenwood that flex with the wearer's movement but stiffen when struck in battle. This armor is treated in all ways like medium armor, including when determining proficiency. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +2, and an armor check penalty of –4.

As a move action, the wearer can snap a strip of wood loose from the armor. The strip lengthens into a weapon of a type chosen by the armor's wearer. It can become a +1 greenwood club, a +1/+1 greenwood quarterstaff, or a +1 keen greenwood wooden stake. If the wearer creates a club or quarterstaff in this way, it gains the benefits of the shillelagh spell with a duration of 1 minute. Each weapon removed from the warden of the woods reduces the armor's enhancement bonus by 1. Consequently, a maximum of three such weapons can be separated from the armor at any given time. The greenwood weapons keep their enhancement bonuses only while they're in the wearer's hands, though they remain masterwork weapons for other wielders.

The wearer can reintegrate a weapon back into the warden of the woods as a move action and restore the lost enhancement bonus. Each day at dawn, the armor regenerates any missing strips (regaining its full enhancement bonus), and any weapons still detached from the armor crumble into dust.

Construction Requirements

Cost 14,850 gp

Craft Magic Arms and Armor, ironwood, shillelagh, wood shape

Specific Magic Shields

Specific Shields
d%Lesser Minor ShieldPrice
01–20Living steel heavy shield120 gp
21–45Darkwood buckler203 gp
46–70Darkwood shield257 gp
71–100Mithral heavy shield1,020 gp
d%Greater Minor ShieldPrice
01–30Zombie skin shield2,159 gp
31–75Caster's shield3,153 gp
76–100Burglar's buckler4,655 gp
d%Lesser Medium ShieldPrice
01–35Spined shield5,580 gp
36–50Dragonslayer's shield7,170 gp
51–65Collapsible tower8,170 gp
66–100Lion's shield9,170 gp
d%Greater Medium ShieldPrice
01–20Caster shield, greater10,153 gp
21–40Celestial shield13,170 gp
41–60Maelstrom shield14,170 gp
61–80Volcanic shield14,170 gp
81–100Tempest shield15,170 gp
d%Lesser Major ShieldPrice
01–20Battlement shield16,180 gp
21–40Winged shield17,257 gp
41–60Avalanche shield19,170 gp
61–80Fortress shield19,180 gp
81–100Wyrmslayer's shield20,170 gp
d%Greater Major ShieldPrice
01–20Spell ward tower shield25,180 gp
21–35Quick block buckler36,155 gp
36–50Belligerent shield36,170 gp
51–65Force tower46,030 gp
66–85Absorbing shield50,170 gp
86–100Elysian shield52,620 gp

Absorbing Shield

Price 50,170 gp; Aura strong transmutation; CL 17th; Weight 15 lbs.

This +1 heavy steel shield is made of metal, but its color is a flat black that seems to absorb light. Once every 2 days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack. This effect only functions as an attack—it can't be activated to target a creature or weapon as it strikes the shield.

Construction Requirements

Cost 25,170 gp

Craft Magic Arms and Armor, disintegrate

Avalanche Shield

Price 19,170 gp; Aura strong evocation; CL 12th; Weight 10 lbs.

The front of this +1 bashing heavy steel shield looks as though it is crafted from hundreds of bits of rubble and larger stones. When used to make a shield bash attack, stones fall from shield and cling to the target of the shield bash. The target must succeed at a DC 14 Fortitude saving throw or be entangled for 1d4 rounds. Once per day on command, the target's wielder can choose to petrify the target of a shield bash instead. The target must succeed at a DC 16 Fortitude saving throw or become petrified for 1 minute.

Construction Requirements

Cost 9,670 gp

Craft Magic Arms and Armor, bull's strength, shape stone, flesh to stone

Battlement Shield

Price 16,180 gp; Aura moderate conjuration; CL 9th; Weight 45 lbs.

Once per day on command, this +2 tower shield can transform into a solid, 1-foot-thick, 10-foot-by-10-foot wall of masonry with a battlement on top and an arrow slit in each 5-foot length. The wall acts as cover just like any physical wall. The wielder can touch the wall with one hand and command it to revert to a tower shield either resting on the ground and balanced against his hand or strapped to his arm in the normal fashion. The wall has all the characteristics of any other foot-thick wall of masonry (hardness 8, 90 hit points, break DC 35). Attacks sufficient to destroy the wall cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. The shield remains in wall form until destroyed or commanded to return to shield form. The wall cannot appear in a space too small to accommodate it.

Construction Requirements

Cost 8,180 gp

Craft Magic Arms and Armor, wall of stone

Belligerent Shield

Price 36,170 gp; Aura strong transmutation; CL 12th; Weight 15 lbs.

This +1 animated bashing heavy steel shield rattles in anticipation during battle. When loosed into the air to defend its wearer, the belligerent shield attacks as well as defends. Each round starting the round after animation, the shield makes a single shield bash attack against a foe of its wearer's choice within the wearer's reach. This works as a standard shield bash attack using the wearer's normal attack bonus with the shield, except that the wearer retains the shield bonus to AC, and while the shield's attack is treated as an off-hand attack, the wearer does not take off-hand penalties on her own attacks unless she is fighting with two weapons herself. If the wearer has any feats or abilities that benefit shield bashing attacks, they apply to attacks made by the belligerent shield.

Construction Requirements

Cost 18,170 gp

Craft Magic Arms and Armor, bull's strength, animate objects

Burglar's Buckler

Price 4,655 gp; Aura faint transmutation; CL 5th; Weight 5 lbs.

This unassuming +1 buckler has an array of small tools and implements embedded into the backside of its rim, able to be folded and snapped out for use at a moment's notice to attack, defend, or accomplish roguish tasks. A burglar's buckler grants the wielder a +2 competence bonus on Disable Device and Sleight of Hand checks, combat maneuver checks made to perform dirty tricks, and to CMD against dirty tricks.

Once per day on command, the wielder may transform a burglar's buckler into any mundane tool weighing 1 to 5 pounds, such as a crowbar, hammer, saw, small shovel, grappling hook, artisan's tools, or thieves' tools. The burglar's buckler retains its normal hardness and hit points in this form and can be converted back into shield form on command.

Construction Requirements

Cost 2,450 gp

Craft Magic Arms and Armor, major creation

Caster's Shield

Price 3,153 gp; Aura moderate abjuration; CL 6th; Weight 5 lbs.

This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.

A random caster's shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01–80 on d%) or arcane (81–100). A caster's shield has a 5% arcane spell failure chance. The price of the shield is modified by the value of the scroll spell if one is currently scribed.

Construction Requirements

Cost 1,653 gp

Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level

Caster's Shield, Greater

Price 10,153 gp; Aura moderate abjuration; CL 11th; Weight 5 lbs.

This +3 light wooden shield acts in all ways like a caster's shield, but the strip can accommodate spells of up to 5th level.

Construction Requirements

Cost 5,153 gp

Craft Magic Arms and Armor, Scribe Scroll

Celestial Shield

Price 13,170 gp; Aura moderate evocation; CL 7th; Weight 7 lbs.

This gold-edged +2 blinding heavy steel shield is impossibly light and handy despite its size. It has no armor check penalty or arcane spell failure chance, and it allows the wielder to use feather fall on himself once per day. A creature wearing celestial armor while wielding a celestial shield may command the armor to provide overland flight rather than fly once per day.

Construction Requirements

Cost 6,670 gp

Craft Magic Arms and Armor, feather fall, overland flight

Collapsible Tower

Price 8,170 gp; Aura moderate transmutation; CL 6th; Weight 15 lbs.

Three times per day, this +2 heavy steel shield can be commanded to transform into a +2 tower shield. It can stay in tower shield form for 1 minute or until it is commanded to take its normal form again (a swift action). A collapsible tower's weight does not change when it takes tower shield form.

Construction Requirements

Cost 4,170 gp

Craft Magic Arms and Armor, shrink item

Darkwood Buckler

Price 203 gp; Aura no aura (nonmagical); CL —; Weight 2-1/2 lbs.

This nonmagical masterwork light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.

Darkwood Shield

Price 257 gp; Aura no aura (nonmagical); CL —; Weight 5 lbs.

This nonmagical masterwork heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.

Dragonslayer's Shield

Price 7,170 gp; Aura faint abjuration; CL 5th; Weight 15 lbs.

This +2 heavy steel shield has a distinct curve to its shape and often bears the device of a valiant knight. The wearer of this shield gains a +2 bonus on Reflex saves against effects that originate or burst from a point outside his own square, as though he had cover. It does not protect against spread effects. This bonus does not stack with that granted by actual cover or give cover to any creature other than the wearer. In addition, the dragonslayer's shield grants its wielder a +2 morale bonus on Will saves against the frightful presence ability.

Construction Requirements

Cost 3,670 gp

Craft Magic Arms and Armor, remove fear, shield of faith

Elysian Shield

Price 52,620 gp; Aura strong conjuration; CL 13th; Weight 45 lbs.

This +2 ghost-touch tower shield is engraved with funerary runes depicting the peaceful rest of the contented dead. The wielder of an elysian shield is immune to the create spawn ability of undead, and once per day as an immediate action can negate a single energy drain, ability drain, or ability damage attack by an undead creature. In addition, once per day as a standard action, the wielder can release a wave of positive energy that panics undead, as the Turn Undead feat (Will DC 20 negates).

Construction Requirements

Cost 26,390 gp

Craft Magic Arms and Armor, Turn Undead, death ward, etherealness

Force Tower

Price 46,030 gp; Aura moderate evocation; CL 7th; Weight 22 lbs.

This +1 arrow deflection ghost-touch mithral tower shield glows with a perpetual bluish radiance. Infused with magical force, a force tower renders its wielder immune to magic missiles and also allows its wielder to use its arrow deflection special ability to deflect magical rays and ranged touch attacks. The Reflex save DC to deflect such attacks is equal to 20 + the level of the spell (or 1/2 the class level or Hit Dice of the creature that created the effect, if a supernatural effect). If a spell or effect creates multiple rays or attacks, the force tower deflects only one of them per round.

Construction Requirements

Cost 23,530 gp

Craft Magic Arms and Armor, etherealness, resilient sphere, shield

Fortress Shield

Price 19,180 gp; Aura moderate conjuration; CL 11th; Weight 45 lbs.

The wearer of this +1 tower shield may, as a full-round action, transform the shield into a 1-inch-thick cube of iron that springs into being around him, completely enclosing his space. The cube has hardness 10 and 30 hit points per side. This cube grants the wearer total cover against everything outside the cube, including (as it is perfectly sealed) swarms and gas attacks. The inside of the cube is dark, and air cannot get in or out so the wearer must hold his breath starting on the third round after activating the cube. Attacks sufficient to destroy one side of the cube cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. Otherwise, the cube reverts to shield form upon command, if the wearer moves from his current space, or if the wearer falls unconscious or dies.

Construction Requirements

Cost 9,680 gp

Craft Magic Arms and Armor, wall of iron

Lion's Shield

Price 9,170 gp; Aura moderate conjuration; CL 10th; Weight 15 lbs.

This +2 heavy steel shield is fashioned to appear to be a roaring lion's head. Three times per day as a free action, the lion's head can be commanded to attack (independently of the shield wearer), biting with the wielder's base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

Construction Requirements

Cost 4,670 gp

Craft Magic Arms and Armor, summon nature's ally IV

Living Steel Heavy Shield

Price 120 gp; Aura no aura (nonmagical); CL —; Weight 15 lbs.

This nonmagical heavy steel shield is made out of living steel. It has no enhancement bonus, but its material and construction can damage metal weapons that strike it. Whenever the wielder of a metal weapon (other than one made of adamantine) rolls a natural 1 on an attack against a creature wielding this shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed.

Maelstrom Shield

Price 14,170 gp; Aura faint evocation; CL 5th; Weight 10 lbs.

The device of this +1 bashing heavy steel shield features a magical image of the trackless seas, complete with rolling waves and crashing whitecaps. When used to make a shield bash attack, the shield's wielder can make a trip attack as a free action against the same target without provoking an attack of opportunity from the creature being tripped. On command, the wielder can make the shield produce a gallon of fresh drinkable water. Once per day on command, the wielder can use the maelstrom shield to emit a stream of water as the hydraulic push spell.

Construction Requirements

Cost 7,170 gp

Craft Magic Arms and Armor, bull's strength, control water, hydraulic push

Mithral Heavy Shield

Price 1,020 gp; Aura no aura (nonmagical); CL —; Weight 5 lbs.

This heavy shield is made of mithral and is thus much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty.

Quick Block Buckler

Price 36,155 gp; Aura strong abjuration; CL 14th; Weight 15 lbs.

Once per round as an immediate action, this +3 arrow deflection buckler can be used to block an incoming melee attack. When used in this way, the buckler's enhancement bonus increases by +2 against that attack. The buckler's user must decide to use this ability before the attack roll is made. When the shield's user blocks a melee attack in this way, it cannot use its arrow deflection special ability for 1 round.

Construction Requirements

Cost 18,155 gp

Craft Magic Arms and Armor, shield

Spell Ward Tower Shield

Price 25,180 gp; Aura strong abjuration; CL 15th; Weight 15 lbs.

This +2 spell resistance (13) tower shield grants a +4 resistance bonus on Reflex saving throws against spells and spell-like abilities. Once per day, when the wearer succeeds at a saving throw against a spell or spell-like ability that allows a Reflex saving throw for half damage, she may spend an immediate action to instead take no damage from that spell or spell-like ability.

Construction Requirements

Cost 12,680 gp

Craft Magic Arms and Armor, cat's grace, spell resistance

Spined Shield

Price 5,580 gp; Aura moderate evocation; CL 6th; Weight 15 lbs.

This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield's wearer can fire one of the shield's spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19–20/×2). Fired spines regenerate each day.

Construction Requirements

Cost 2,875 gp

Craft Magic Arms and Armor, magic missile

Tempest Shield

Price 15,170 gp; Aura moderate evocation; CL 6th; Weight 10 lbs.

The face of this +1 bashing heavy steel shield swirls with the image of swirling clouds, driving rain, or falling snow. When used to make a shield bash attack, the shield's wielder can make a bull rush maneuver as a free action against her target without provoking an attack of opportunity from the creature being bull rushed. Once per day on command, the wielder can cause the tempest shield to emit a stream of high-powered air as the gust of wind spell.

Construction Requirements

Cost 8,170 gp

Craft Magic Arms and Armor, bull's strength, gust of wind

Volcanic Shield

Price 14,170 gp; Aura faint evocation; CL 5th; Weight 10 lbs.

This +1 bashing heavy steel shield burns with an internal fire upon its boss, gaining the flaming weapon special ability when used to make shield bash attacks. On command, the wielder can make the shield belch forth smoke as a smokestick, but this smoke does not impair the shield user's vision. Once per day, the wielder may cause the volcanic shield to erupt in a cascade of brimstone as the flaming hands spell.

Construction Requirements

Cost 7,170 gp

Craft Magic Arms and Armor, bull's strength, burning hands, pyrotechnics

Winged Shield

Price 17,257 gp; Aura faint transmutation; CL 5th; Weight 10 lbs.

This heavy wooden shield has a +3 enhancement bonus. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.

Construction Requirements

Cost 8,707 gp

Craft Magic Arms and Armor, fly

Wyrmslayer's Shield

Price 20,170 gp; Aura moderate abjuration; CL 9th; Weight 15 lbs.

This +4 heavy steel shield acts in all ways as a dragonslayer's shield, except it grants a +6 morale bonus on Will saves against the frightful presence ability instead of a +2 morale bonus.

Construction Requirements

Cost 10,170 gp

Craft Magic Arms and Armor, remove fear, shield of faith

Zombie Skin Shield

Price 2,159 gp; Aura moderate abjuration; CL 5th; Weight 15 lbs.

This +1 light steel shield is wrapped in a layer of gray skin. Once per day, the wearer can animate the skin as a human zombie under her control, as if she had created it with animate dead, for a period of 5 minutes. When the time expires, the zombie returns to the shield. If the zombie is destroyed or cannot reach the shield by the time it expires, placing the shield on a Medium humanoid corpse for 1 hour recreates the shield's skin.

Construction Requirements

Cost 1,159 gp

Craft Magic Arms and Armor, animate dead