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SYSTEM REFERENCE DOCUMENT 3.5

 
Shield Special Abilities Table

Table: Shield Special Abilities

Minor

Medium

Major

Special Ability

Base Price Modifier

01–20

01–10

01–05

Arrow catching

+1 bonus1

21–40

11–20

06–08

Bashing

+1 bonus1

41–50

21–25

09–10

Blinding

+1 bonus1

51–75

26–40

11–15

Fortification, light

+1 bonus1

76–92

41–50

16–20

Arrow deflection

+2 bonus1

93–97

51–57

21–25

Animated

+2 bonus1

98–99

58–59

Spell resistance (13)

+2 bonus1

60–63

26–28

Acid resistance

+18,000 gp

64–67

29–31

Cold resistance

+18,000 gp

68–71

32–34

Electricity resistance

+18,000 gp

72–75

35–37

Fire resistance

+18,000 gp

76–79

38–40

Sonic resistance

+18,000 gp

80–85

41–46

Ghost touch

+3 bonus1

86–95

47–56

Fortification, moderate

+3 bonus1

96–98

57–58

Spell resistance (15)

+3 bonus1

99

59

Wild

+3 bonus1

60–64

Acid resistance, improved

+42,000 gp

65–69

Cold resistance, improved

+42,000 gp

70–74

Electricity resistance, improved

+42,000 gp

75–79

Fire resistance, improved

+42,000 gp

80–84

Sonic resistance, improved

+42,000 gp

85–86

Spell resistance (17)

+4 bonus1

87

Undead controlling

+49,000 gp

88–91

Fortification, heavy

+5 bonus1

92–93

Reflecting

+5 bonus1

94

Spell resistance (19)

+5 bonus1

95

Acid resistance, greater

+66,000 gp

96

Cold resistance, greater

+66,000 gp

97

Electricity resistance, greater

+66,000 gp

98

Fire resistance, greater

+66,000 gp

99

Sonic resistance, greater

+66,000 gp

100

100

100

Roll twice again2

1 Add to enhancement bonus on Table: 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.

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