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SYSTEM REFERENCE DOCUMENT 3.5

 
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 (or on the base epic armor table) 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.

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