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Armor Special Abilities Table
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Table: Armor Special Abilities
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Minor
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Medium
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Major
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Special Ability
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Base Price Modifier
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01–25
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01–05
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01–03
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Glamered
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+2,700 gp
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26–32
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06–08
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04
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Fortification, light
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+1 bonus1
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33–52
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09–11
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—
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Slick
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+3,750 gp
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53–72
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12–14
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—
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Shadow
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+3,750 gp
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73–92
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15–17
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—
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Silent moves
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+3,750 gp
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93–96
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18–19
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—
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Spell resistance (13)
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+2 bonus1
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97
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20–29
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05–07
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Slick, improved
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+15,000 gp
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|
98
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30–39
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08–10
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Shadow, improved
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+15,000 gp
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99
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40–49
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11–13
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Silent moves, improved
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+15,000 gp
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—
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50–54
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14–16
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Acid resistance
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+18,000 gp
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—
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55–59
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17–19
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Cold resistance
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+18,000 gp
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—
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60–64
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20–22
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Electricity resistance
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+18,000 gp
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—
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65–69
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23–25
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Fire resistance
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+18,000 gp
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—
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70–74
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26–28
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Sonic resistance
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+18,000 gp
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—
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75–79
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29–33
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Ghost touch
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+3 bonus1
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—
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80–84
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34–35
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Invulnerability
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+3 bonus1
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—
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85–89
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36–40
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Fortification, moderate
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+3 bonus1
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—
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90–94
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41–42
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Spell resistance (15)
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+3 bonus1
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—
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95–99
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43
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Wild
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+3 bonus1
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—
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—
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44–48
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Slick, greater
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+33,750 gp
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—
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—
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49–53
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Shadow, greater
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+33,750 gp
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—
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—
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54–58
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Silent moves, greater
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+33,750 gp
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—
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—
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59–63
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Acid resistance, improved
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+42,000 gp
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—
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—
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64–68
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Cold resistance, improved
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+42,000 gp
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—
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—
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69–73
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Electricity resistance, improved
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+42,000 gp
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—
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—
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74–78
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Fire resistance, improved
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+42,000 gp
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—
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—
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79–83
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Sonic resistance, improved
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+42,000 gp
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—
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—
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84–88
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Spell resistance (17)
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+4 bonus1
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—
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—
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89
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Etherealness
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+49,000 gp
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—
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—
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90
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Undead controlling
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+49,000 gp
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—
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—
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91–92
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Fortification, heavy
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+5 bonus1
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—
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—
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93–94
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Spell resistance (19)
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+5 bonus1
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—
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—
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95
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Acid resistance, greater
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+66,000 gp
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—
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—
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96
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Cold resistance, greater
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+66,000 gp
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—
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—
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97
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Electricity resistance, greater
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+66,000 gp
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—
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—
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98
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Fire resistance, greater
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+66,000 gp
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—
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—
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99
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Sonic resistance, greater
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+66,000 gp
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|
100
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100
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100
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Roll twice again2
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—
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1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
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2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
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