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Shield Special Abilities Table
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Table: Shield 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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01–20
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01–10
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01–05
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Arrow catching
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+1 bonus1
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21–40
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11–20
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06–08
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Bashing
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+1 bonus1
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41–50
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21–25
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09–10
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Blinding
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+1 bonus1
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51–75
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26–40
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11–15
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Fortification, light
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+1 bonus1
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76–92
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41–50
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16–20
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Arrow deflection
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+2 bonus1
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93–97
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51–57
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21–25
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Animated
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+2 bonus1
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98–99
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58–59
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—
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Spell resistance (13)
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+2 bonus1
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—
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60–63
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26–28
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Acid resistance
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+18,000 gp
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—
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64–67
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29–31
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Cold resistance
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+18,000 gp
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—
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68–71
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32–34
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Electricity resistance
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+18,000 gp
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|
—
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72–75
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35–37
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Fire resistance
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+18,000 gp
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—
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76–79
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38–40
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Sonic resistance
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+18,000 gp
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—
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80–85
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41–46
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Ghost touch
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+3 bonus1
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—
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86–95
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47–56
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Fortification, moderate
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+3 bonus1
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—
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96–98
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57–58
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Spell resistance (15)
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+3 bonus1
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|
—
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99
|
59
|
Wild
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+3 bonus1
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|
—
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—
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60–64
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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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65–69
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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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70–74
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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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75–79
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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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80–84
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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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85–86
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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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87
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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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88–91
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Fortification, heavy
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+5 bonus1
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|
—
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—
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92–93
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Reflecting
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+5 bonus1
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—
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—
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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
|
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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