ARMOR
In general, magic armor protects the 
    wearer to a greater extent than nonmagical armor. Magic armor bonuses are 
    enhancement bonuses, never rise above +5, and stack with regular armor bonuses 
    (and with shield and magic shield enhancement bonuses). All magic armor is 
    also masterwork armor, reducing armor check penalties by 1.
In addition to an enhancement bonus, 
    armor may have special abilities. Special abilities usually count as additional 
    bonuses for determining the market value of an item, but do not improve AC. 
    A suit of armor cannot have an effective bonus (enhancement plus special ability 
    bonus equivalents) higher than +10. A suit of armor with a special ability 
    must have at least a +1 enhancement bonus.
A suit of armor or a shield may be made 
    of an unusual material. Roll d%: 0195 indicates that the item is of a standard 
    sort, and 96100 indicates that it is made of a special material.
Armor is always created so that even 
    if the type of armor comes with boots or gauntlets, these pieces can be switched 
    for other magic boots or gauntlets.
| Table: Armor and Shields | ||||
| Minor | Medium | Major | Item | Base Price | 
| 0160 | 0105 |  | +1 shield | 1,000 gp | 
| 6180 | 0610 | - | +1 armor | 1,000 gp | 
| 8185 | 1120 |  | +2 shield | 4,000 gp | 
| 8687 | 2130 |  | +2 armor | 4,000 gp | 
|  | 3140 | 0108 | +3 shield | 9,000 gp | 
|  | 4150 | 0916 | +3 armor | 9,000 gp | 
|  | 5155 | 1727 | +4 shield | 16,000 gp | 
|  | 5657 | 2838 | +4 armor | 16,000 gp | 
|  |  | 3949 | +5 shield | 25,000 gp | 
|  |  | 5057 | +5 armor | 25,000 gp | 
|  |  |  | +6 armor/shield1 | 36,000 gp | 
|  |  |  | +7 armor/shield1 | 49,000 gp | 
|  |  |  | +8 armor/shield1 | 64,000 gp | 
|  |  |  | +9 armor/shield1 | 81,000 gp | 
|  |  |  | +10 armor/shield1 | 100,000 gp | 
| 8889 | 5860 | 5860 | Specific armor2 |  | 
| 9091 | 6163 | 6163 | Specific shield3 |  | 
| 92100 | 64100 | 64100 | Special ability and roll again4 |  | 
| 1 Armor and shields cant actually 
          have bonuses this high. Use these lines to determine price when special 
          abilities are added in. | ||||
| 2 Roll on Table: Specific Armors. | ||||
| 3 Roll on Table: Specific Shields. | ||||
| 4 Roll on Table: Armor Special Abilities 
          or Table: Shield Special Abilities. | ||||
| Table: Random Armor Type | ||
| d% | Armor | Armor Cost1 | 
| 01 | Padded | +155 gp | 
| 02 | Leather | +160 gp | 
| 0317 | Studded leather | +175 gp | 
| 1832 | Chain shirt | +250 gp | 
| 3342 | Hide | +165 gp | 
| 43 | Scale mail | +200 gp | 
| 44 | Chainmail | +300 gp | 
| 4557 | Breastplate | +350 gp | 
| 58 | Splint mail | +350 gp | 
| 59 | Banded mail | +400 gp | 
| 60 | Half-plate | +750 gp | 
| 61100 | Full plate | +1,650 gp | 
| 1 Add to enhancement bonus on Table: 
          Armor and Shields to determine total market price. | ||
| All magic armor is masterwork armor 
          (with an armor check penalty 1 less than normal). | ||
| Table: Random Shield Type | ||
| d% | Shield | Shield Cost1 | 
| 0110 | Buckler | +165 gp | 
| 1115 | Shield, light, wooden | +153 gp | 
| 1620 | Shield, light, steel | +159 gp | 
| 2130 | Shield, heavy, wooden | +157 gp | 
| 3195 | Shield, heavy, steel | +170 gp | 
| 96100 | Shield, tower | +180 gp | 
| 1 Add to enhancement bonus on Table: 
          Armor and Shields to determine total market price. | ||
| All magic shields are masterwork shields 
          (with an armor check penalty 1 less than normal). | ||
Caster Level for Armor and Shields: The caster level of a magic 
    shield or magic armor with a special ability is given in the item description. 
    For an item with only an enhancement bonus, the caster level is three times 
    the enhancement bonus. If an item has both an enhancement bonus and a special 
    ability, the higher of the two caster level requirements must be met.
Shields: Shield enhancement bonuses stack with 
    armor enhancement bonuses. Shield enhancement bonuses do not act as attack 
    or damage bonuses when the shield is used in a bash. The bashing special ability, 
    however, does grant a +1 bonus on attack and damage rolls (see the special 
    ability description).
A shield could be built that also acted 
    as a magic weapon, but the cost of the enhancement bonus on attack rolls would 
    need to be added into the cost of the shield and its enhancement bonus to 
    AC.
As with armor, special abilities built 
    into the shield add to the market value in the form of additions to the bonus 
    of the shield, although they do not improve AC. A shield cannot have an effective 
    bonus (enhancement plus special ability bonus equivalents) higher than +10. 
    A shield with a special ability must have at least a +1 enhancement bonus.
Shield Hardness and Hit Points: Each +1 of enhancement bonus 
    adds 2 to a shields hardness and +10 to its hit points.
Activation: Usually a character benefits 
    from magic armor and shields in exactly the way a character benefits from 
    nonmagical armor and shieldsby wearing them. If armor or a shield has a special 
    ability that the user needs to activate then the user usually needs to utter 
    the command word (a standard action).
Armor for Unusual Creatures: The cost of armor for nonhumanoid 
    creatures, as well as for creatures who are neither Small nor Medium, varies. 
    The cost of the masterwork quality and any magical enhancement remains 
    the same.
Magic Armor and Shield Special Ability Descriptions
Most magic armor and shields only have 
    enhancement bonuses. Such items can also have one or more of the special abilities 
    detailed below. Armor or a shield with a special ability must have at least 
    a +1 enhancement bonus.
| Table: Armor Special Abilities | ||||
| Minor | Medium | Major | Special Ability | Base Price Modifier | 
| 0125 | 0105 | 0103 | Glamered | +2,700 gp | 
| 2632 | 0608 | 04 | Fortification, light | +1 bonus1 | 
| 3352 | 0911 |  | Slick | +3,750 gp | 
| 5372 | 1214 |  | Shadow | +3,750 gp | 
| 7392 | 1517 |  | Silent moves | +3,750 gp | 
| 9396 | 1819 |  | Spell resistance (13) | +2 bonus1 | 
| 97 | 2029 | 0507 | Slick, improved | +15,000 gp | 
| 98 | 3039 | 0810 | Shadow, improved | +15,000 gp | 
| 99 | 4049 | 1113 | Silent moves, improved | +15,000 gp | 
|  | 5054 | 1416 | Acid resistance | +18,000 gp | 
|  | 5559 | 1719 | Cold resistance | +18,000 gp | 
|  | 6064 | 2022 | Electricity resistance | +18,000 gp | 
|  | 6569 | 2325 | Fire resistance | +18,000 gp | 
|  | 7074 | 2628 | Sonic resistance | +18,000 gp | 
|  | 7579 | 2933 | Ghost touch | +3 bonus1 | 
|  | 8084 | 3435 | Invulnerability | +3 bonus1 | 
|  | 8589 | 3640 | Fortification, moderate | +3 bonus1 | 
|  | 9094 | 4142 | Spell resistance (15) | +3 bonus1 | 
|  | 9599 | 43 | Wild | +3 bonus1 | 
|  |  | 4448 | Slick, greater | +33,750 gp | 
|  |  | 4953 | Shadow, greater | +33,750 gp | 
|  |  | 5458 | Silent moves, greater | +33,750 gp | 
|  |  | 5963 | Acid resistance, improved | +42,000 gp | 
|  |  | 6468 | Cold resistance, improved | +42,000 gp | 
|  |  | 6973 | Electricity resistance, improved | +42,000 gp | 
|  |  | 7478 | Fire resistance, improved | +42,000 gp | 
|  |  | 7983 | Sonic resistance, improved | +42,000 gp | 
|  |  | 8488 | Spell resistance (17) | +4 bonus1 | 
|  |  | 89 | Etherealness  | +49,000 gp | 
|  |  | 90 | Undead controlling | +49,000 gp | 
|  |  | 9192 | Fortification, heavy | +5 bonus1 | 
|  |  | 9394 | 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. | ||||
| Table: Shield Special Abilities | ||||
| Minor | Medium | Major | Special Ability | Base Price Modifier | 
| 0120 | 0110 | 0105 | Arrow catching | +1 bonus1 | 
| 2140 | 1120 | 0608 | Bashing | +1 bonus1 | 
| 4150 | 2125 | 0910 | Blinding | +1 bonus1 | 
| 5175 | 2640 | 1115 | Fortification, light | +1 bonus1 | 
| 7692 | 4150 | 1620 | Arrow deflection | +2 bonus1 | 
| 9397 | 5157 | 2125 | Animated | +2 bonus1 | 
| 9899 | 5859 |  | Spell resistance (13) | +2 bonus1 | 
|  | 6063 | 2628 | Acid resistance | +18,000 gp | 
|  | 6467 | 2931 | Cold resistance | +18,000 gp | 
|  | 6871 | 3234 | Electricity resistance | +18,000 gp | 
|  | 7275 | 3537 | Fire resistance | +18,000 gp | 
|  | 7679 | 3840 | Sonic resistance | +18,000 gp | 
|  | 8085 | 4146 | Ghost touch | +3 bonus1 | 
|  | 8695 | 4756 | Fortification, moderate | +3 bonus1 | 
|  | 9698 | 5758 | Spell resistance (15) | +3 bonus1 | 
|  | 99 | 59 | Wild | +3 bonus1 | 
|  |  | 6064 | Acid resistance, improved | +42,000 gp | 
|  |  | 6569 | Cold resistance, improved | +42,000 gp | 
|  |  | 7074 | Electricity resistance, improved | +42,000 gp | 
|  |  | 7579 | Fire resistance, improved | +42,000 gp | 
|  |  | 8084 | Sonic resistance, improved | +42,000 gp | 
|  |  | 8586 | Spell resistance (17) | +4 bonus1 | 
|  |  | 87 | Undead controlling | +49,000 gp | 
|  |  | 8891 | Fortification, heavy | +5 bonus1 | 
|  |  | 9293 | 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. | ||||
Acid Resistance: A suit of armor or a shield 
    with this property normally has a dull gray appearance. The armor absorbs 
    the first 10 points of acid damage per attack that the wearer would normally 
    take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic 
    Arms and Armor, resist energy; Price +18,000 gp.
Acid Resistance, Improved: As acid resistance, except 
    it absorbs the first 20 points of acid damage per attack.
Moderate abjuration; CL 7th; Craft Magic 
    Arms and Armor, resist energy; Price +42,000 gp.
Acid Resistance, Greater: As acid resistance, except 
    it absorbs the first 30 points of acid damage per attack.
Moderate abjuration; CL 11th; Craft 
    Magic Arms and Armor, resist energy; Price +66,000 gp.
Animated: Upon command, an animated shield floats 
    within 2 feet of the wielder, protecting her as if she were using it herself 
    but freeing up both her hands. Only one shield can protect a character at 
    a time. A character with an animated shield still takes any penalties associated 
    with shield use, such as armor check penalty, arcane spell failure chance, 
    and nonproficiency.
Strong transmutation; CL 12th; 
    Craft Magic Arms and Armor, animate objects; Price +2 bonus.
Arrow Catching: A shield with this ability 
    attracts ranged weapons to it. It has a deflection bonus of +1 against ranged 
    weapons because projectiles and thrown weapons veer toward it. Additionally, 
    any projectile or thrown weapon aimed at a target within 5 feet of the shields 
    wearer diverts from its original target and targets the shields bearer instead. 
    (If the wielder has total cover relative to the attacker, the projectile or 
    thrown weapon is not diverted.) Additionally, those attacking the wearer with 
    ranged weapons ignore any miss chances that would normally apply. Projectiles 
    and thrown weapons that have an enhancement bonus higher than the shields 
    base AC bonus are not diverted to the wearer (but the shields increased AC 
    bonus still applies against these weapons). The wielder can activate or deactivate 
    this ability with a command word.
Moderate abjuration; CL 8th; Craft Magic 
    Arms and Armor, entropic shield; Price +1 bonus.
Arrow Deflection: This shield protects the 
    wielder as if he had the Deflect Arrows feat. Once per round when he would 
    normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If 
    the ranged weapon has an enhancement bonus, the DC increases by that amount. 
    If he succeeds, the shield deflects the weapon. He must be aware of the attack 
    and not flat-footed. Attempting to deflect a ranged weapon doesnt count as 
    an action. Exceptional ranged weapons, such as boulders hurled by giants or 
    acid arrows, cant be deflected.
Faint abjuration; CL 5th; 
    Craft Magic Arms and Armor, shield; Price +2 bonus.
Bashing: A shield with this special ability 
    is designed to perform a shield bash. A bashing shield deals damage as if 
    it were a weapon of two size categories larger (a Medium light shield thus 
    deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). 
    The shield acts as a +1 weapon when used to bash. (Only light and heavy shields 
    can have this ability.)
Moderate transmutation; CL 8th; 
    Craft Magic Arms and Armor, bulls strength; Price +1 bonus.
Blinding: A shield with this ability flashes 
    with a brilliant light up to twice per day upon command of the wielder. Anyone 
    within 20 feet except the wielder must make a DC 14 Reflex save or be blinded 
    for 1d4 rounds.
Moderate evocation; CL 7th; Craft 
    Magic Arms and Armor, searing light; Price +1 bonus.
Cold Resistance: A suit of armor or a shield 
    with this property normally has a bluish, icy hue or is adorned with furs 
    and shaggy pelts. The armor absorbs the first 10 points of cold damage per 
    attack that the wearer would normally take (similar to the resist energy 
    spell).
Faint abjuration; CL 3rd; Craft Magic 
    Arms and Armor, resist energy; Price +18,000 gp.
Cold Resistance, Improved: As cold resistance, except 
    it absorbs the first 20 points of cold damage per attack.
Moderate abjuration; CL 7th; Craft Magic 
    Arms and Armor, resist energy; Price +42,000 gp.
Cold Resistance, Greater: As cold resistance, except 
    it absorbs the first 30 points of cold damage per attack.
Moderate abjuration; CL 11th; Craft 
    Magic Arms and Armor, resist energy; Price +66,000 gp.
Electricity Resistance: A suit of armor or a shield 
    with this property normally has a bluish hue and often bears a storm or lightning 
    motif. The armor absorbs the first 10 points of electricity damage per attack 
    that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic 
    Arms and Armor, resist energy; Price +18,000 gp.
Electricity Resistance, Improved: As electricity resistance, 
    except it absorbs the first 20 points of electricity damage per attack.
Moderate abjuration; CL 7th; Craft Magic 
    Arms and Armor, resist energy; Price +42,000 gp.
Electricity Resistance, Greater: As electricity resistance, 
    except it absorbs the first 30 points of electricity damage per attack.
Moderate abjuration; CL 11th; Craft 
    Magic Arms and Armor, resist energy; Price +66,000 gp.
Etherealness: On command, this ability 
    allows the wearer of the armor to become ethereal (as the ethereal jaunt 
    spell) once per day. The character can remain ethereal for as long as 
    desired, but once he returns to normal, he cannot become ethereal again that 
    day.
Strong transmutation; CL 13th; 
    Craft Magic Arms and Armor, ethereal jaunt; Price +49,000 gp.
Fire Resistance: A suit of armor with this 
    ability normally has a reddish hue and often is decorated with a draconic 
    motif. The armor absorbs the first 10 points of fire damage per attack that 
    the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic 
    Arms and Armor, resist energy; Price +18,000 gp.
Fire Resistance, Improved: As fire resistance, except 
    it absorbs the first 20 points of fire damage per attack.
Moderate abjuration; CL 7th; Craft Magic 
    Arms and Armor, resist energy; Price +42,000 gp.
Fire Resistance, Greater: As fire resistance, except 
    it absorbs the first 30 points of fire damage per attack.
Moderate abjuration; CL 11th; Craft 
    Magic Arms and Armor, resist energy; Price +66,000 gp.
Fortification: This suit of armor or shield 
    produces a magical force that protects vital areas of the wearer more effectively. 
    When a critical hit or sneak attack is scored on the wearer, there is a chance 
    that the critical hit or sneak attack is negated and damage is instead rolled 
    normally.
| Fortification Type | Chance for Normal Damage | Base Price Modifier | 
| Light | 25% | +1 bonus | 
| Moderate | 75% | +3 bonus | 
| Heavy | 100% | +5 bonus | 
Strong abjuration; CL 13th; Craft 
    Magic Arms and Armor, limited wish or miracle; Price varies 
    (see above).
Ghost Touch: This armor or shield seems 
    almost translucent. Both its enhancement bonus and its armor bonus count against 
    the attacks of incorporeal creatures. It can be picked up, moved, and worn 
    by incorporeal creatures at any time. Incorporeal creatures gain the armor 
    or shields enhancement bonus against both corporeal and incorporeal attacks, 
    and they can still pass freely through solid objects.
Strong transmutation; CL 15th; 
    Craft Magic Arms and Armor, etherealness; Price +3 bonus.
Glamered: A suit of armor with this 
    ability appears normal. Upon command, the armor changes shape and form to 
    assume the appearance of a normal set of clothing. The armor retains all its 
    properties (including weight) when glamered. Only a true seeing spell 
    or similar magic reveals the true nature of the armor when disguised.
Moderate illusion; CL 10th; Craft 
    Magic Arms and Armor, disguise self; Price +2,700 gp.
Invulnerability: This suit of armor grants 
    the wearer damage reduction of 5/magic.
Strong abjuration and perhaps evocation 
    (if miracle is used); CL 18th; Craft Magic Arms and Armor, stoneskin, 
    wish or miracle; Price +3 bonus.
Reflecting: This shield seems like a 
    mirror. Its surface is completely reflective. Once per day, it can be called 
    on to reflect a spell back at its caster exactly like the spell turning 
    spell.
Strong abjuration; CL 14th; Craft 
    Magic Arms and Armor, spell turning; Price +5 bonus.
Shadow: This armor is jet black and blurs the 
    wearer whenever she tries to hide, granting a +5 competence bonus on Hide 
    checks. (The armors armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft 
    Magic Arms and Armor, invisibility; Price +3,750 gp.
Shadow, Improved: As shadow, except it grants 
    a +10 competence bonus on Hide checks.
Moderate illusion; CL 10th; Craft Magic 
    Arms and Armor, invisibility; Price +15,000 gp.
Shadow, Greater: As shadow, except it grants 
    a +15 competence bonus on Hide checks.
Moderate illusion; CL 15th; Craft Magic 
    Arms and Armor, invisibility; Price +33,750 gp.
Silent Moves: This armor is well oiled 
    and magically constructed so that it not only makes little sound, but it dampens 
    sound around it. It provides a +5 competence bonus on its wearers Move Silently 
    checks. (The armors armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft 
    Magic Arms and Armor, silence; Price +3,750 gp.
Silent Moves, Improved: As silent moves, except 
    it grants a +10 competence bonus on Move Silently checks.
Moderate illusion; CL 10th; Craft Magic 
    Arms and Armor, silence; Price +15,000 gp.
Silent Moves, Greater: As silent moves, except it 
    grants a +15 competence bonus on Move Silently checks.
Moderate illusion; CL 15th; Craft Magic 
    Arms and Armor, silence; Price +33,750 gp.
Slick: Slick armor seems coated at all times 
    with a slightly greasy oil. It provides a +5 competence bonus on its wearers 
    Escape Artist checks. (The armors armor check penalty still applies normally.)
Faint conjuration; CL 4th; Craft 
    Magic Arms and Armor, grease; Price +3,750 gp.
Slick, Improved: As slick, except it grants 
    a +10 competence bonus on Escape Artist checks.
Moderate conjuration; CL 10th; Craft 
    Magic Arms and Armor, grease; Price +15,000 gp.
Slick, Greater: As slick, except it grants 
    a +15 competence bonus on Escape Artist checks.
Moderate conjuration; CL 15th; Craft 
    Magic Arms and Armor, grease; Price +33,750 gp.
Sonic Resistance: A suit of armor or a shield 
    with this property normally has a glistening appearance. The armor absorbs 
    the first 10 points of sonic damage per attack that the wearer would normally 
    take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic 
    Arms and Armor, resist energy; Price +18,000 gp.
Sonic Resistance, Improved: As sonic resistance, except 
    it absorbs the first 20 points of sonic damage per attack.
Moderate abjuration; CL 7th; Craft Magic 
    Arms and Armor, resist energy; Price +42,000 gp.
Sonic Resistance, Greater: As sonic resistance, except 
    it absorbs the first 30 points of sonic damage per attack.
Moderate abjuration; CL 11th; Craft 
    Magic Arms and Armor, resist energy; Price +66,000 gp.
Spell Resistance: This property grants the 
    armors wearer spell resistance while the armor is worn. The spell resistance 
    can be 13, 15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft 
    Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 
    bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).
Undead Controlling: The wearer of a suit of 
    armor or a shield with this property may control up to 26 HD of undead per 
    day, as the control undead spell. At dawn each day, the wearer loses 
    control of any undead still under his sway. Armor or a shield with this ability 
    appears to be made of bone; this feature is entirely decorative and has no 
    other effect on the armor.
Strong necromancy; CL 13th; Craft Magic 
    Arms and Armor, control undead; Price +49,000 gp.
Wild: The wearer of a suit of armor or a 
    shield with this ability preserves his armor bonus (and any enhancement bonus) 
    while in a wild shape. Armor and shields with this ability usually appear 
    to be made covered in leaf patterns. While the wearer is in a wild shape, 
    the armor cannot be seen.
Moderate transmutation; CL 9th; Craft 
    Magic Arms and Armor, baleful polymorph; Price +3 bonus.
| Table: Specific Armors | ||||
| Minor | Medium | Major | Specific Armor | Market Price | 
| 0150 | 0125 |  | Mithral shirt | 1,100 gp | 
| 5180 | 2645 |  | Dragonhide plate | 3,300 gp | 
| 81100 | 4657 |  | Elven chain | 4,150 gp | 
|  | 5867 |  | Rhino hide | 5,165 gp | 
|  | 6882 | 0110 | Adamantine breastplate | 10,200 gp | 
|  | 8397 | 1120 | Dwarven plate | 16,500 gp | 
|  | 98100 | 2132 | Banded mail of luck | 18,900 gp | 
|  |  | 3350 | Celestial armor | 22,400 gp | 
|  |  | 5160 | Plate armor of the deep | 24,650 gp | 
|  |  | 6175 | Breastplate of command | 25,400 gp | 
|  |  | 7690 | Mithral full plate of speed | 26,500 gp | 
|  |  | 91100 | Demon armor | 52,260 gp | 
Specific Armors
The following specific suits of armor 
    usually are preconstructed with exactly the qualities described here.
Adamantine Breastplate: This nonmagical breastplate 
    is made of adamantine, giving its wearer damage reduction of 2/.
No aura (nonmagical); Price 10,200 gp.
Banded Mail of Luck: 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 wearers player must decide whether to have 
    the attack roll rerolled before damage is rolled.
Strong enchantment; CL 12th; 
    Craft Magic Arms and Armor, bless; Price 18,900 gp; Cost 10,150 gp 
    + 700 XP.
Breastplate of Command: This finely crafted +2 
    breastplate radiates a powerful aura of magic. When worn, the armor bestows 
    a dignified and commanding aura upon its owner. The wearer gains a +2 competence 
    bonus on all Charisma checks, including turning checks and 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. 
    Since the effect arises in great part from the distinctiveness of the armor, 
    the wearer cannot hide or conceal herself in any way and still have the effect 
    function.
Strong enchantment; CL 15th; 
    Craft Magic Arms and Armor, mass charm monster; Price 25,400 gp; Cost 
    10,975 gp + 850 XP.
Celestial Armor: This bright silver or gold 
    +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, weighs 20 pounds, and it allows the wearer 
    to use fly on command (as the spell) once per day.
Faint transmutation [good]; CL 5th; 
    Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 
    gp; Cost 12,550 gp + 1,004 XP.
Demon Armor: This plate armor is fashioned 
    to make the wearer appear to be a demon. The helmet is shaped to look like 
    a horned demon head, and its wearer looks out of the open, tooth-filled mouth. 
    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 armors vambraces and gauntlets. 
The armor 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 
    never results in actual level loss, but it cannot be overcome in any way (including 
    restoration spells) while the armor is worn.
Strong necromancy [evil]; CL 13th; Craft 
    Magic Arms and Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 
    2,090 XP.
Dragonhide Plate: 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.
No aura (nonmagical); Price 3,300 gp.
Dwarven Plate: This full plate is made 
    of adamantine, giving its wearer damage reduction of 3/.
No aura (nonmagical); Price 16,500 gp.
Elven Chain: This extremely light chainmail 
    is made of very fine mithral links. Speed while wearing elven chain is 30 
    feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell 
    failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check 
    penalty of 2. It is considered light armor and weighs 20 pounds.
No aura (nonmagical); Price 4,150 gp.
Mithral Full Plate of Speed: As a free action, the wearer 
    of this fine set of +1 mithral full plate can activate it, enabling 
    her 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.
Speed while wearing 
    a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for 
    Small. 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 
    and weighs 25 pounds.
Faint transmutation; CL 5th; Craft Magic 
    Arms and Armor, haste; Price 26,500 gp.
Mithral Shirt: This extremely light chain 
    shirt is made of very fine mithral links. Speed while wearing a mithral shirt 
    is 30 feet for Medium creatures, or 20 feet for Small. 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 and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.
Plate Armor of the Deep: This +1 full plate is 
    decorated with a wave and fish motif. 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 creature with a language that 
    breathes water.
Moderate abjuration; CL 11th; 
    Craft Magic Arms and Armor, freedom of movement, water breathing, tongues; 
    Price 24,650 gp; Cost 17,150 gp + 600 XP.
Rhino Hide: 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.
Moderate transmutation; CL 9th; 
    Craft Magic Arms and Armor, bulls strength; Price 5,165 gp; Cost 2,665 
    gp + 200 XP.
| Table: Specific Shields | ||||
| Minor | Medium | Major | Specific Shield | Market Price | 
| 0130 | 0120 |  | Darkwood buckler | 205 gp | 
| 3180 | 2145 |  | Darkwood shield | 257 gp | 
| 8195 | 4670 |  | Mithral heavy shield | 1,020 gp | 
| 96100 | 7185 | 0120 | Casters shield | 3,153 gp | 
|  | 8690 | 2140 | Spined shield | 5,580 gp | 
|  | 9195 | 4160 | Lions shield | 9,170 gp | 
|  | 96100 | 6190 | Winged shield | 17,257 gp | 
|  |  | 91100 | Absorbing shield | 50,170 gp | 
Specific Shields
The following specific shields usually 
    are preconstructed with exactly the qualities described here.
Absorbing Shield: This +1 heavy steel shield 
    is flat black and seems to absorb light. Once every two days, on command, 
    it can disintegrate an object that it touches, as the spell but requiring 
    a melee touch attack.
Strong transmutation; CL 17th; 
    Craft Magic Arms and Armor, disintegrate; Price 50,170 gp; Cost 25,170 
    gp + 2,000 XP.
Casters Shield: This +1 light wooden 
    shield has a small leather strip on the back on which a spellcaster can 
    scribe a single spell as on a scroll. A spell so scribed has only half the 
    base raw material cost. Experience point and component costs remain the same. 
    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 
    (0180 on d%) or arcane (81100).
A casters shield has a 5% arcane 
    spell failure chance.
Moderate abjuration; CL 6th; 
    Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; 
    Price 3,153 gp (plus the value of the scroll spell if one is currently scribed); 
    Cost 1,653 gp + 120 XP.
Darkwood Buckler: This nonmagical 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 weighs 2-1/2 pounds 
    and has no armor check penalty.
No aura (nonmagical); Price 205 gp.
Darkwood Shield: This nonmagical 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 weighs 5 pounds and has no armor 
    check penalty.
No aura (nonmagical); Price 257 gp.
Lions Shield: This +2 heavy steel shield 
    is fashioned to appear to be a roaring lions head. Three times per day 
    as a free action, the lions head can be commanded to attack (independently 
    of the shield wearer), biting with the wielders 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.
Moderate conjuration; CL 10th; 
    Craft Magic Arms and Armor, summon natures ally IV; Price 9,170 gp; 
    Cost 4,670 gp + 360 XP.
Mithral Heavy Shield: This heavy shield is made 
    of mithral and thus is much lighter than a standard steel shield. It has a 
    5% arcane spell failure chance and no armor check penalty. It weighs 5 pounds.
No aura (nonmagical); Price 1,020 gp.
Spined Shield: 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 shields wearer can fire one of the shields spines. 
    A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and 
    deals 1d10 points of damage (1920/x2). Fired spines regenerate each day.
Moderate evocation; CL 6th; Craft 
    Magic Arms and Armor, magic missile; Price 5,580 gp; Cost 2,740 gp 
    + 223 XP.
Winged Shield: This round heavy wooden 
    shield has a +3 enhancement bonus. Small, feathered wings encircle 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.
Faint transmutation; CL 5th; 
    Craft Magic Arms and Armor, fly; Price 17,257 gp; Cost 8,628 gp and 
    5 sp + 690 XP.
WEAPONS
Magic weapons have enhancement bonuses 
    ranging from +1 to +5. They apply these bonuses to both attack and damage 
    rolls when used in combat. All magic weapons are also masterwork weapons, 
    but their masterwork bonus on attack rolls does not stack with their enhancement 
    bonus on attack rolls.
Weapons come in two basic categories: 
    melee and ranged. Some of the weapons listed as melee weapons can also be 
    used as ranged weapons. In this case, their enhancement bonus applies to either 
    type of attack.
In addition to an enhancement bonus, 
    weapons may have special abilities. Special abilities count as additional 
    bonuses for determining the market value of the item, but do not modify attack 
    or damage bonuses (except where specifically noted). A single weapon cannot 
    have a modified bonus (enhancement bonus plus special ability bonus equivalents) 
    higher than +10. A weapon with a special ability must have at least a +1 enhancement 
    bonus.
A weapon or a kind of ammunition may 
    be made of an unusual material. Roll d%: 0195 indicates that the item is 
    of a standard sort, and 96100 indicates that it is made of a special material.
Caster Level for Weapons: The caster level of a weapon 
    with a special ability is given in the item description. For an item with 
    only an enhancement bonus and no other abilities, the caster level is three 
    times the enhancement bonus. If an item has both an enhancement bonus and 
    a special ability, the higher of the two caster level requirements must be 
    met.
Additional Damage Dice: Some magic weapons deal 
    additional dice of damage. Unlike other modifiers to damage, additional dice 
    of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition: The enhancement bonus from 
    a ranged weapon does not stack with the enhancement bonus from ammunition. 
    Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon 
    with an enhancement bonus of +1 or higher is treated as a magic weapon for 
    the purpose of overcoming damage reduction. Similarly, ammunition fired from 
    a projectile weapon with an alignment gains the alignment of that projectile 
    weapon (in addition to any alignment it may already have).
Magic Ammunition and Breakage: When a magic arrow, crossbow 
    bolt, or sling bullet misses its target, there is a 50% chance it breaks or 
    otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is 
    destroyed.
Light Generation: Fully 30% of magic weapons 
    shed light equivalent to a light spell (bright light in a 20-foot radius, 
    shadowy light in a 40-foot radius). These glowing weapons are quite obviously 
    magical. Such a weapon cant be concealed when drawn, nor can its light be 
    shut off. Some of the specific weapons detailed below always or never glow, 
    as defined in their descriptions.
Hardness and Hit Points: An attacker cannot damage 
    a magic weapon that has an enhancement bonus unless his own weapon has at 
    least as high an enhancement bonus as the weapon or shield struck. Each +1 
    of enhancement bonus also adds 1 to the weapons or shields hardness and 
    hit points.
Activation: Usually a character benefits 
    from a magic weapon in the same way a character benefits from a mundane weaponby 
    attacking with it. If a weapon has a special ability that the user needs to 
    activate then the user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits: Some weapon qualities and 
    some specific weapons have an extra effect on a critical hit. This special 
    effect functions against creatures not subject to critical hits, such as undead, 
    elementals, and constructs. When fighting against such creatures, roll for 
    critical hits as you would against humanoids or any other creature subject 
    to critical hits. On a successful critical roll, apply the special effect, 
    but do not multiply the weapons regular damage. 
| Table: Weapons | ||||
| Minor | Medium | Major | Weapon Bonus | Base Price1 | 
| 0170 | 0110 |  | +1 | 2,000 gp | 
| 7185 | 1129 |  | +2 | 8,000 gp | 
|  | 3058 | 0120 | +3 | 18,000 gp | 
|  | 5962 | 2138 | +4 | 32,000 gp | 
|  |  | 3949 | +5 | 50,000 gp | 
|  |  |  | +62 | 72,000 gp | 
|  |  |  | +72 | 98,000 gp | 
|  |  |  | +82 | 128,000 gp | 
|  |  |  | +92 | 162,000 gp | 
|  |  |  | +102 | 200,000 gp | 
| 8690 | 6368 | 5063 | Specific weapon3 |  | 
| 91100 | 69100 | 64100 | Special ability and roll again4 |  | 
| 1 This price is for 50 arrows, crossbow 
          bolts, or sling bullets. | ||||
| 2 A weapon cant actually have a bonus 
          higher than +5. Use these lines to determine price when special abilities 
          are added in. | ||||
| 3 See Table: Specific Weapons. | ||||
| 4 See Table: Melee Weapon Special 
          Abilities for melee weapons or Table: Ranged Weapon Special Abilities 
          for ranged weapons. | ||||
| Table: Weapon Type Determination | |
| d% | Weapon Type | 
| 0170 | Common melee weapon | 
| 7180 | Uncommon weapon | 
| 81100 | Common ranged weapon | 
| Table: Common Melee Weapons | ||
| d% | Weapon | Weapon Cost1 | 
| 0104 | Dagger | +302 gp | 
| 0514 | Greataxe | +320 gp | 
| 1524 | Greatsword | +350 gp | 
| 2528 | Kama | +302 gp | 
| 2941 | Longsword | +315 gp | 
| 4245 | Mace, light | +305 gp | 
| 4650 | Mace, heavy | +312 gp | 
| 5154 | Nunchaku | +302 gp | 
| 5557 | Quarterstaff2 | +600 gp | 
| 5861 | Rapier | +320 gp | 
| 6266 | Scimitar | +315 gp | 
| 6770 | Shortspear | +302 gp | 
| 7174 | Siangham | +303 gp | 
| 7584 | Sword, bastard | +335 gp | 
| 8589 | Sword, short | +310 gp | 
| 90100 | Waraxe, dwarven | +330 gp | 
| 1 Add to enhancement bonus on Table: 
          Weapons to determine total market price. | ||
| 2 Masterwork double weapons incur 
          double the masterwork cost to account for each head (+300 gp masterwork 
          cost per head for a total of +600 gp). Double weapons have separate 
          magical bonuses for their different heads. If randomly determined, the 
          second head of a double weapon has the same enhancement bonus as the 
          main head (0150 on d%), doubling the cost of the bonus, or its enhancement 
          bonus is one less (51100 on d%) and it has no special abilities. All 
          magic weapons are masterwork weapons. | ||
| Table: Uncommon Weapons | ||
| d% | Weapon | Weapon Cost1 | 
| 0103 | Axe, orc double2 | +660 gp | 
| 0407 | Battleaxe | +310 gp | 
| 0810 | Chain, spiked | +325 gp | 
| 1112 | Club | +300 gp | 
| 1316 | Crossbow, hand | +400 gp | 
| 1719 | Crossbow, repeating | +550 gp | 
| 2021 | Dagger, punching | +302 gp | 
| 2223 | Falchion | +375 gp | 
| 2426 | Flail, dire2 | +690 gp | 
| 2731 | Flail, heavy | +315 gp | 
| 3235 | Flail, light | +308 gp | 
| 3637 | Gauntlet | +302 gp | 
| 3839 | Gauntlet, spiked | +305 gp | 
| 4041 | Glaive | +308 gp | 
| 4243 | Greatclub | +305 gp | 
| 4445 | Guisarme | +309 gp | 
| 4648 | Halberd | +310 gp | 
| 4951 | Spear | +301 gp | 
| 5254 | Hammer, gnome hooked2 | +620 gp | 
| 5556 | Hammer, light | +301 gp | 
| 5758 | Handaxe | +306 gp | 
| 5961 | Kukri | +308 gp | 
| 6264 | Lance | +310 gp | 
| 6567 | Longspear | +305 gp | 
| 6870 | Morningstar | +308 gp | 
| 7172 | Net | +320 gp | 
| 7374 | Pick, heavy | +308 gp | 
| 7576 | Pick, light | +304 gp | 
| 7778 | Ranseur | +310 gp | 
| 7980 | Sap | +301 gp | 
| 8182 | Scythe | +318 gp | 
| 8384 | Shuriken | +301 gp | 
| 8586 | Sickle | +306 gp | 
| 8789 | Sword, two-bladed2 | +700 gp | 
| 9091 | Trident | +315 gp | 
| 9294 | Urgrosh, dwarven2 | +650 gp | 
| 9597 | Warhammer | +312 gp | 
| 98100 | Whip | +301 gp | 
| 1 Add to enhancement bonus on Table: 
          Weapons to determine total market price. | ||
| 2 Masterwork double weapons incur 
          double the masterwork cost to account for each head (+300 gp masterwork 
          cost per head for a total of +600 gp). Double weapons have separate 
          magical bonuses for their different heads. If randomly determined, the 
          second head of a double weapon has the same enhancement bonus as the 
          main head (0150 on d%), doubling the cost of the bonus, or its enhancement 
          bonus is one less (51100) and it has no special abilities. All magic 
          weapons are masterwork weapons. | ||
| Table: Common Ranged Weapons | |||
| d% | Weapon | Weapon Cost1 | |
| 0110 | Ammunition (roll again): |  | |
|  | 0150 | Arrows (50) | +350 gp | 
|  | 5180 | Bolts, crossbow (50) | +350 gp | 
|  | 81100 | Bullets, sling (50) | +350 gp | 
| 1115 | Axe, throwing | +308 gp | |
| 1625 | Crossbow, heavy | +350 gp | |
| 2635 | Crossbow, light | +335 gp | |
| 3639 | Dart | +300 gp 5 sp | |
| 4041 | Javelin | +301 gp | |
| 4246 | Shortbow | +330 gp | |
| 4751 | Shortbow, composite (+0 Str bonus) | +375 gp | |
| 5256 | Shortbow, composite (+1 Str bonus) | +450 gp | |
| 5761 | Shortbow, composite (+2 Str bonus) | +525 gp | |
| 6265 | Sling | +300 gp | |
| 6675 | Longbow | +375 gp | |
| 7680 | Longbow, composite | +400 gp | |
| 8185 | Longbow, composite (+1 Str bonus) | +500 gp | |
| 8690 | Longbow, composite (+2 Str bonus) | +600 gp | |
| 9195 | Longbow, composite (+3 Str bonus) | +700 gp | |
| 96100 | Longbow, composite (+4 Str bonus) | +800 gp | |
| 1 Add to enhancement bonus on Table: 
          Weapons to determine total market price. | |||
| All magic weapons are masterwork weapons. | |||
| Table: Melee Weapon Special Abilities | ||||
| Minor | Medium | Major | Special Ability | Base Price Modifier1 | 
| 0110 | 0106 | 0103 | Bane | +1 bonus | 
| 1117 | 0712 |  | Defending | +1 bonus | 
| 1827 | 1319 | 0406 | Flaming | +1 bonus | 
| 2837 | 2026 | 0709 | Frost | +1 bonus | 
| 3847 | 2733 | 1012 | Shock | +1 bonus | 
| 4856 | 3438 | 1315 | Ghost touch | +1 bonus | 
| 5767 | 3944 |  | Keen2 | +1 bonus | 
| 6871 | 4548 | 1619 | Ki Focus | +1 bonus | 
| 7275 | 4950 |  | Merciful | +1 bonus | 
| 7682 | 5154 | 2021 | Mighty cleaving | +1 bonus | 
| 8387 | 5559 | 2224 | Spell storing | +1 bonus | 
| 8891 | 6063 | 2528 | Throwing | +1 bonus | 
| 9295 | 6465 | 2932 | Thundering | +1 bonus | 
| 9699 | 6669 | 3336 | Vicious | +1 bonus | 
|  | 7072 | 3741 | Anarchic | +2 bonus | 
|  | 7375 | 4246 | Axiomatic | +2 bonus | 
|  | 7678 | 4749 | Disruption3 | +2 bonus | 
|  | 7981 | 5054 | Flaming burst | +2 bonus | 
|  | 8284 | 5559 | Icy burst | +2 bonus | 
|  | 8587 | 6064 | Holy | +2 bonus | 
|  | 8890 | 6569 | Shocking burst | +2 bonus | 
|  | 9193 | 7074 | Unholy | +2 bonus | 
|  | 9495 | 7578 | Wounding | +2 bonus | 
|  |  | 7983 | Speed | +3 bonus | 
|  |  | 8486 | Brilliant energy | +4 bonus | 
|  |  | 8788 | Dancing | +4 bonus | 
|  |  | 8990 | Vorpal2 | +5 bonus | 
| 100 | 96100 | 91100 | Roll again twice4 |  | 
| 1 Add to enhancement bonus on Table: 
          Weapons to determine total market price. | ||||
| 2 Piercing or slashing weapons only. 
          Reroll if randomly generated for a bludgeoning weapon. | ||||
| 3 Bludgeoning weapons only. Reroll 
          if randomly generated for a piercing or slashing weapon. | ||||
| 4 Reroll if you get a duplicate special 
          ability, an ability incompatible with an ability that youve already 
          rolled, or if the extra ability puts you over the +10 limit. A weapons 
          enhancement bonus and special ability bonus equivalents cant total 
          more than +10. | ||||
| Table: Ranged Weapon Special Abilities | ||||
| Minor | Medium | Major | Special Ability | Base Price Modifier1 | 
| 0112 | 0108 | 0104 | Bane | +1 bonus | 
| 1325 | 0916 | 0508 | Distance | +1 bonus | 
| 2640 | 1728 | 0912 | Flaming | +1 bonus | 
| 4155 | 2940 | 1316 | Frost | +1 bonus | 
| 5660 | 4142 |  | Merciful | +1 bonus | 
| 6168 | 4347 | 1721 | Returning | +1 bonus | 
| 6983 | 4859 | 2225 | Shock | +1 bonus | 
| 8493 | 6064 | 2627 | Seeking | +1 bonus | 
| 9499 | 6568 | 2829 | Thundering | +1 bonus | 
|  | 6971 | 3034 | Anarchic | +2 bonus | 
|  | 7274 | 3539 | Axiomatic | +2 bonus | 
|  | 7579 | 4049 | Flaming burst | +2 bonus | 
|  | 8082 | 5054 | Holy | +2 bonus | 
|  | 8387 | 5564 | Icy burst | +2 bonus | 
|  | 8892 | 6574 | Shocking burst | +2 bonus | 
|  | 9395 | 7579 | Unholy | +2 bonus | 
|  |  | 8084 | Speed | +3 bonus | 
|  |  | 8590 | Brilliant energy | +4 bonus | 
| 100 | 96100 | 91100 | Roll again twice2 |  | 
| 1 Add to enhancement bonus on Table: 
          Weapons to determine total market price. | ||||
| 2 Reroll if you get a duplicate special 
          ability, an ability incompatible with an ability that youve already 
          rolled, or if the extra ability puts you over the +10 limit. A weapons 
          enhancement bonus and special ability bonus equivalents cant total 
          more than +10. | ||||
Weapons for Unusually Sized Creatures: 
    The cost of weapons for creatures who are neither Small nor Medium varies. 
    The cost of the masterwork quality and any magical enhancement remains 
    the same.
Special Qualities: Roll d%. If the item is 
    a melee weapon, a 0130 result indicates that the item sheds light, 3145 
    indicates that something (a design, inscription, or the like) provides a clue 
    to the weapons function, and 46100 indicates no special qualities. 
If the item is a ranged weapon, a 0115 
    result indicates that something (a design, inscription, or the like) provides 
    a clue to the weapons function, and 16100 indicates no special qualities.
Magic Weapon Special Ability Descriptions
In addition to enhancement bonuses, 
    weapons can have one or more of the special abilities detailed below. A weapon 
    with a special ability must have at least a +1 enhancement bonus.
Anarchic: An anarchic weapon is chaotically aligned 
    and infused with the power of chaos. It makes the weapon chaos-aligned and 
    thus bypasses the corresponding damage reduction. It deals an extra 2d6 points 
    of damage against all of lawful alignment. It bestows one negative level on 
    any lawful creature attempting to wield it. The negative level remains as 
    long as the weapon is in hand and disappears when the weapon is no longer 
    wielded. This negative level never results in actual level loss, but it cannot 
    be overcome in any way (including restoration spells) while the weapon 
    is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power 
    upon their ammunition.
Moderate evocation [chaotic]; CL 
    7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; 
    Price +2 bonus.
Axiomatic: An axiomatic weapon is lawfully 
    aligned and infused with the power of law. It makes the weapon law-aligned 
    and thus bypasses the corresponding damage reduction. It deals an extra 2d6 
    points of damage against all of chaotic alignment. It bestows one negative 
    level on any chaotic creature attempting to wield it. The negative level remains 
    as long as the weapon is in hand and disappears when the weapon is no longer 
    wielded. This negative level never results in actual level loss, but it cannot 
    be overcome in any way (including restoration spells) while the weapon 
    is wielded. Bows, crossbows, and slings so crafted bestow the lawful power 
    upon their ammunition.
Moderate evocation [lawful]; CL 
    7th; Craft Magic Arms and Armor, orders wrath, creator must be lawful; 
    Price +2 bonus.
Bane: A bane weapon excels at attacking one 
    type or subtype of creature. Against its designated foe, its effective enhancement 
    bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 
    points of damage against the foe. Bows, crossbows, and slings so crafted bestow 
    the bane quality upon their ammunition. To randomly determine a weapons designated 
    foe, roll on the following table.
| d% | Designated Foe | 
| 0105 | Aberrations | 
| 0609 | Animals | 
| 1016 | Constructs | 
| 1722 | Dragons | 
| 2327 | Elementals | 
| 2832 | Fey | 
| 3339 | Giants | 
| 40 | Humanoids, aquatic | 
| 4142 | Humanoids, dwarf | 
| 4344 | Humanoids, elf | 
| 45 | Humanoids, gnoll | 
| 46 | Humanoids, gnome | 
| 4749 | Humanoids, goblinoid | 
| 50 | Humanoids, halfling | 
| 5154 | Humanoids, human | 
| 5557 | Humanoids, reptilian | 
| 5860 | Humanoids, orc | 
| 6165 | Magical beasts | 
| 6670 | Monstrous humanoids | 
| 7172 | Oozes | 
| 73 | Outsiders, air | 
| 7476 | Outsiders, chaotic | 
| 77 | Outsiders, earth | 
| 7880 | Outsiders, evil | 
| 81 | Outsiders, fire | 
| 8284 | Outsiders, good | 
| 8587 | Outsiders, lawful | 
| 88 | Outsiders, water | 
| 8990 | Plants | 
| 9198 | Undead | 
| 99100 | Vermin | 
Moderate conjuration; CL 8th; Craft 
    Magic Arms and Armor, summon monster I; Price +1 bonus.
Brilliant Energy: A brilliant energy weapon 
    has its significant portion transformed into light, although this does not 
    modify the items weight. It always gives off light as a torch (20-foot radius). 
    A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses 
    to AC (including any enhancement bonuses to that armor) do not count against 
    it because the weapon passes through armor. (Dexterity, deflection, dodge, 
    natural armor, and other such bonuses still apply.) A brilliant energy weapon 
    cannot harm undead, constructs, and objects. This property can only be applied 
    to melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; 
    Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 
    bonus.
Dancing: As a standard action, a dancing weapon 
    can be loosed to attack on its own. It fights for 4 rounds using the base 
    attack bonus of the one who loosed it and then drops. While dancing, it cannot 
    make attacks of opportunity, and the person who activated it is not considered 
    armed with the weapon. In all other respects, it is considered wielded or 
    attended by the creature for all maneuvers and effects that target items. 
    While dancing, it takes up the same space as the activating character and 
    can attack adjacent foes (weapons with reach can attack opponents up to 10 
    feet away). The dancing weapon accompanies the person who activated it everywhere, 
    whether she moves by physical or magical means. If the wielder who loosed 
    it has an unoccupied hand, she can grasp it while it is attacking on its own 
    as a free action; when so retrieved the weapon cant dance (attack on its 
    own) again for 4 rounds.
Strong transmutation; CL 15th; 
    Craft Magic Arms and Armor, animate objects; Price +4 bonus.
Defending: A defending weapon allows 
    the wielder to transfer some or all of the swords enhancement bonus to his 
    AC as a bonus that stacks with all others. As a free action, the wielder chooses 
    how to allocate the weapons enhancement bonus at the start of his turn before 
    using the weapon, and the effect to AC lasts until his next turn.
Moderate abjuration; CL 8th; 
    Craft Magic Arms and Armor, shield or shield of faith; Price 
    +1 bonus.
Disruption: A weapon of disruption is 
    the bane of all undead. Any undead creature struck in combat must succeed 
    on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning 
    weapon. (If you roll this property randomly for a piercing or slashing weapon, 
    reroll.)
Strong conjuration; CL 14th; Craft Magic 
    Arms and Armor, heal; Price +2 bonus.
Distance: This property can only be 
    placed on a ranged weapon. A weapon of distance has double the range increment 
    of other weapons of its kind.
Moderate divination; CL 6th; Craft Magic 
    Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.
Flaming: Upon command, a flaming weapon is sheathed 
    in fire. The fire does not harm the wielder. The effect remains until another 
    command is given. A flaming weapon deals an extra 1d6 points of fire damage 
    on a successful hit. Bows, crossbows, and slings so crafted bestow the fire 
    energy upon their ammunition.
Moderate evocation; CL 10th; 
    Craft Magic Arms and Armor and flame blade, flame strike, or fireball; 
    Price +1 bonus.
Flaming Burst: A flaming burst weapon functions 
    as a flaming weapon that also explodes with flame upon striking a successful 
    critical hit. The fire does not harm the wielder. In addition to the extra 
    fire damage from the flaming ability (see above), a flaming burst weapon deals 
    an extra 1d10 points of fire damage on a successful critical hit. If the weapons 
    critical multiplier is x3, add an extra 2d10 points of fire damage instead, 
    and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, 
    crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Even if the flaming ability is not active, 
    the weapon still deals its extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft 
    Magic Arms and Armor and flame blade, flame strike, or fireball; 
    Price +2 bonus.
Frost: Upon command, a frost weapon is sheathed 
    in icy cold. The cold does not harm the wielder. The effect remains until 
    another command is given. A frost weapon deals an extra 1d6 points of cold 
    damage on a successful hit. Bows, crossbows, and slings so crafted bestow 
    the cold energy upon their ammunition.
Moderate evocation; CL 8th; Craft 
    Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.
Ghost Touch: A ghost touch weapon deals 
    damage normally against incorporeal creatures, regardless of its bonus. (An 
    incorporeal creatures 50% chance to avoid damage does not apply to attacks 
    with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal 
    creature at any time. A manifesting ghost can wield the weapon against corporeal 
    foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal 
    at any given time, whichever is more beneficial to the wielder.
Moderate conjuration; CL 9th; Craft 
    Magic Arms and Armor, plane shift; Price +1 bonus.
Holy: A holy weapon is imbued with holy power. 
    This power makes the weapon good-aligned and thus bypasses the corresponding 
    damage reduction. It deals an extra 2d6 points of damage against all of evil 
    alignment. It bestows one negative level on any evil creature attempting to 
    wield it. The negative level remains as long as the weapon is in hand and 
    disappears when the weapon is no longer wielded. This negative level never 
    results in actual level loss, but it cannot be overcome in any way (including 
    restoration spells) while the weapon is wielded. Bows, crossbows, and 
    slings so crafted bestow the holy power upon their ammunition.
Moderate evocation [good]; CL 7th; Craft 
    Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus.
Icy Burst: An icy burst weapon functions 
    as a frost weapon that also explodes with frost upon striking a successful 
    critical hit. The frost does not harm the wielder. In addition to the extra 
    damage from the frost ability, an icy burst weapon deals an extra 1d10 points 
    of cold damage on a successful critical hit. If the weapons critical multiplier 
    is x3, add an extra 2d10 points of cold damage instead, and if the multiplier 
    is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow 
    the cold energy upon their ammunition. 
Even if the frost ability is not active, 
    the weapon still deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; 
    Craft Magic Arms and Armor, chill metal or ice storm; Price 
    +2 bonus.
Keen: This ability doubles the threat range 
    of a weapon. Only piercing or slashing weapons can be keen. (If you roll this 
    property randomly for an inappropriate weapon, reroll.) This benefit doesnt 
    stack with any other effect that expands the threat range of a weapon (such 
    as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; 
    Craft Magic Arms and Armor, keen edge; Price +1 bonus.
Ki Focus: The magic weapon serves 
    as a channel for the wielders ki, allowing her to use her special 
    ki attacks through the weapon as if they were unarmed attacks. These 
    attacks include the monks stunning attack, ki strike, and quivering 
    palm, as well as the Stunning Fist feat. Only melee weapons can have the ki 
    focus ability.
Moderate transmutation; CL 8th; Craft 
    Magic Arms and Armor, creator must be a monk; Price +1 bonus.
Merciful: The weapon deals an extra 
    1d6 points of damage, and all damage it deals is nonlethal damage. On command, 
    the weapon suppresses this ability until commanded to resume it. Bows, crossbows, 
    and slings so crafted bestow the merciful effect upon their ammunition.
Faint conjuration; CL 5th; Craft Magic 
    Arms and Armor, cure light wounds; Price +1 bonus.
Mighty Cleaving: A mighty cleaving weapon 
    allows a wielder with the Cleave feat to make one additional cleave attempt 
    in a round.
Moderate evocation; CL 8th; Craft 
    Magic Arms and Armor, divine power; Price +1 bonus.
Returning: This special ability can 
    only be placed on a weapon that can be thrown. A returning weapon flies through 
    the air back to the creature that threw it. It returns to the thrower just 
    before the creatures next turn (and is therefore ready to use again in that 
    turn).
Catching a returning weapon when it 
    comes back is a free action. If the character cant catch it, or if the character 
    has moved since throwing it, the weapon drops to the ground in the square 
    from which it was thrown.
Moderate transmutation; CL 7th; 
    Craft Magic Arms and Armor, telekinesis; Price +1 bonus.
Seeking: Only ranged weapons can have the seeking 
    ability. The weapon veers toward its target, negating any miss chances that 
    would otherwise apply, such as from concealment. (The wielder still has to 
    aim the weapon at the right square. Arrows mistakenly shot into an empty space, 
    for example, do not veer and hit invisible enemies, even if they are nearby.)
Strong divination; CL 12th; Craft Magic 
    Arms and Armor, true seeing; Price +1 bonus.
Shock: Upon command, a shock weapon is sheathed 
    in crackling electricity. The electricity does not harm the wielder. The effect 
    remains until another command is given. A shock weapon deals an extra 1d6 
    points of electricity damage on a successful hit. Bows, crossbows, and slings 
    so crafted bestow the electricity energy upon their ammunition.
Moderate evocation; CL 8th; Craft 
    Magic Arms and Armor, call lightning or lightning bolt; Price 
    +1 bonus.
Shocking Burst: A shocking burst weapon 
    functions as a shock weapon that also explodes with electricity upon striking 
    a successful critical hit. The electricity does not harm the wielder. In addition 
    to the extra electricity damage from the shock ability, a shocking burst weapon 
    deals an extra 1d10 points of electricity damage on a successful critical 
    hit. If the weapons critical multiplier is x3, add an extra 2d10 points of 
    electricity damage instead, and if the multiplier is x4, add an extra 3d10 
    points. Bows, crossbows, and slings so crafted bestow the electricity energy 
    upon their ammunition.
Even if the shock ability is not active, 
    the weapon still deals its extra electricity damage on a successful critical 
    hit.
Moderate evocation; CL 10th; 
    Craft Magic Arms and Armor, call lightning or lightning bolt; Price 
    +2 bonus.
Speed: When making a full attack action, the 
    wielder of a speed weapon may make one extra attack with it. The attack uses 
    the wielders full base attack bonus, plus any modifiers appropriate to the 
    situation. (This benefit is not cumulative with similar effects, such as a 
    haste spell.)
Moderate transmutation; CL 7th; 
    Craft Magic Arms and Armor, haste; Price +3 bonus.
Spell Storing: A spell storing weapon allows 
    a spellcaster to store a single targeted spell of up to 3rd level in the weapon. 
    (The spell must have a casting time of 1 standard action.) Any time the weapon 
    strikes a creature and the creature takes damage from it, the weapon can immediately 
    cast the spell on that creature as a free action if the wielder desires. (This 
    special ability is an exception to the general rule that casting a spell from 
    an item takes at least as long as casting that spell normally.) Once the spell 
    has been cast from the weapon, a spellcaster can cast any other targeted spell 
    of up to 3rd level into it. The weapon magically imparts to the wielder the 
    name of the spell currently stored within it. A randomly rolled spell storing 
    weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored 
    spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster 
    of at least 12th level; Price +1 bonus.
Thundering: A thundering weapon creates 
    a cacophonous roar like thunder upon striking a successful critical hit. The 
    sonic energy does not harm the wielder. A thundering weapon deals an extra 
    1d8 points of sonic damage on a successful critical hit. If the weapons critical 
    multiplier is x3, add an extra 2d8 points of sonic damage instead, and if 
    the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, 
    and slings so crafted bestow the sonic energy upon their ammunition. Subjects 
    dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save 
    or be deafened permanently.
Faint necromancy; CL 5th; Craft 
    Magic Arms and Armor, blindness/deafness; Price +1 bonus.
Throwing: This ability can only be 
    placed on a melee weapon. A melee weapon crafted with this ability gains a 
    range increment of 10 feet and can be thrown by a wielder proficient in its 
    normal use.
Faint transmutation; CL 5th; 
    Craft Magic Arms and Armor, magic stone; Price +1 bonus.
Unholy: An unholy weapon is imbued with unholy 
    power. This power makes the weapon evil-aligned and thus bypasses the corresponding 
    damage reduction. It deals an extra 2d6 points of damage against all of good 
    alignment. It bestows one negative level on any good creature attempting to 
    wield it. The negative level remains as long as the weapon is in hand and 
    disappears when the weapon is no longer wielded. This negative level never 
    results in actual level loss, but it cannot be overcome in any way (including 
    restoration spells) while the weapon is wielded. Bows, crossbows, and 
    slings so crafted bestow the unholy power upon their ammunition.
Moderate evocation [evil]; CL 
    7th; Craft Magic Arms and Armor, unholy blight, creator must be evil; 
    Price +2 bonus.
Vicious: When a vicious weapon strikes an opponent, 
    it creates a flash of disruptive energy that resonates between the opponent 
    and the wielder. This energy deals an extra 2d6 points of damage to the opponent 
    and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic 
    Arms and Armor, enervation; Price +1 bonus.
Vorpal: This potent and feared ability allows 
    the weapon to sever the heads of those it strikes. Upon a roll of natural 
    20 (followed by a successful roll to confirm the critical hit), the weapon 
    severs the opponents head (if it has one) from its body. Some creatures, 
    such as many aberrations and all oozes, have no heads. Others, such as golems 
    and undead creatures other than vampires, are not affected by the loss of 
    their heads. Most other creatures, however, die when their heads are cut off. 
    A vorpal weapon must be a slashing weapon. (If you roll this property randomly 
    for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; 
    CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; 
    Price +5 bonus.
Wounding: A wounding weapon deals 1 point of 
    Constitution damage from blood loss when it hits a creature. A critical hit 
    does not multiply the Constitution damage. Creatures immune to critical hits 
    (such as plants and constructs) are immune to the Constitution damage dealt 
    by this weapon.
Moderate evocation; CL 10th; Craft Magic 
    Arms and Armor, mages sword; Price +2 bonus.
| Table: Specific Weapons | ||||
| Minor | Medium | Major | Specific Weapon | Market Price | 
| 0115 |  |  | Sleep arrow | 132 gp | 
| 1625 |  |  | Screaming bolt | 267 gp | 
| 2645 |  |  | Silver dagger, masterwork | 322 gp | 
| 4665 |  |  | Cold iron longsword, masterwork | 330 gp | 
| 6675 | 0109 |  | Javelin of lightning | 1,500 gp | 
| 7680 | 1015 |  | Slaying arrow | 2,282 gp | 
| 8190 | 1624 |  | Adamantine dagger | 3,002 gp | 
| 91100 | 2533 |  | Adamantine battleaxe | 3,010 gp | 
|  | 3437 |  | Slaying arrow (greater) | 4,057 gp | 
|  | 3840 |  | Shatterspike | 4,315 gp | 
|  | 4146 |  | Dagger of venom | 8,302 gp | 
|  | 4751 |  | Trident of warning | 10,115 gp | 
|  | 5257 | 0104 | Assassins dagger | 10,302 gp | 
|  | 5862 | 0507 | Shifters sorrow | 12,780 gp | 
|  | 6366 | 0809 | Trident of fish command | 18,650 gp | 
|  | 6774 | 1013 | Flame tongue | 20,715 gp | 
|  | 7579 | 1417 | Luck blade (0 wishes) | 22,060 gp | 
|  | 8086 | 1824 | Sword of subtlety | 22,310 gp | 
|  | 8791 | 2531 | Sword of the planes | 22,315 gp | 
|  | 9295 | 3237 | Nine lives stealer | 23,057 gp | 
|  | 9698 | 3842 | Sword of life stealing | 25,715 gp | 
|  | 99100 | 4346 | Oathbow | 25,600 gp | 
|  |  | 4751 | Mace of terror | 38,552 gp | 
|  |  | 5257 | Life-drinker | 40,320 gp | 
|  |  | 5862 | Sylvan scimitar | 47,315 gp | 
|  |  | 6367 | Rapier of puncturing | 50,320 gp | 
|  |  | 6873 | Sun blade | 50,335 gp | 
|  |  | 7479 | Frost brand | 54,475 gp | 
|  |  | 8084 | Dwarven thrower | 60,312 gp | 
|  |  | 8591 | Luck blade (1 wish) | 62,360 gp | 
|  |  | 9295 | Mace of smiting | 75,312 gp | 
|  |  | 9697 | Luck blade (2 wishes) | 102,660 gp | 
|  |  | 9899 | Holy avenger | 120,630 gp | 
|  |  | 100 | Luck blade (3 wishes) | 142,960 gp | 
Specific Weapons
The following specific weapons usually 
    are preconstructed with exactly the qualities described here.
Adamantine Battleaxe: This nonmagical axe is made 
    out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on 
    attack rolls.
No aura (nonmagical); Price 3,010 gp.
Adamantine Dagger: This nonmagical dagger is 
    made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus 
    on attack rolls.
No aura (nonmagical); Price 3,002 gp.
Assassins Dagger: This wicked-looking, curved 
    +2 dagger provides a +1 bonus to the DC of a Fortitude save forced 
    by the death attack of an assassin.
Moderate necromancy; CL 9th; 
    Craft Magic Arms and Armor, slay living; Price 18,302 gp; Cost 9,302 
    gp + 720 XP.
Dagger of Venom: This black +1 dagger has 
    a serrated edge. It allows the wielder to use a poison effect (as the 
    spell, save DC 14) upon a creature struck by the blade once per day. The wielder 
    can decide to use the power after he has struck. Doing so is a free action, 
    but the poison effect must be invoked in the same round that the dagger 
    strikes.
Faint necromancy; CL 5th; Craft 
    Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.
Dwarven Thrower: This weapon commonly functions 
    as a +2 warhammer. In the hands of a dwarf, the warhammer gains an 
    additional +1 enhancement bonus (for a total enhancement bonus of +3) and 
    gains the returning special ability. It can be hurled with a 30-foot range 
    increment. When hurled, it deals an extra 2d8 points of damage against giants 
    or an extra 1d8 points of damage against any other target.
Moderate evocation; CL 10th; 
    Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; 
    Price 60,312 gp; Cost 30,312 gp + 2,400 XP.
Flame Tongue: This is a +1 flaming 
    burst longsword. Once per day, the sword can blast forth a fiery ray at 
    any target within 30 feet as a ranged touch attack. The ray deals 4d6 points 
    of fire damage on a successful hit.
Moderate evocation; CL 12th; Craft Magic 
    Arms and Armor, scorching ray, and flame blade, flame strike, or 
    fireball; Price 20,715 gp; Cost 10,515 gp + 816 XP.
Frost Brand: This +3 frost greatsword 
    sheds light as a torch when the temperature drops below 0°F. At such times 
    it cannot be concealed when drawn, nor can its light be shut off. Its wielder 
    is protected from fire; the sword absorbs the first 10 points of fire damage 
    each round that the wielder would otherwise take.
A frost brand extinguishes all 
    nonmagical fires in its area. As a standard action, it can also dispel lasting 
    fire spells, but not instantaneous effects, though you must 
    succeed on a dispel check (1d20 +14) against each spell to dispel it. The 
    DC to dispel such spells is 11 + the caster level of the fire spell.
Strong evocation; CL 14th; Craft 
    Magic Arms and Armor, ice storm, dispel magic, protection from energy; 
    Price 54,475 gp; Cost 27,375 gp and 5 sp + 2179 XP.
Holy Avenger: This +2 cold iron longsword 
    becomes a +5 holy cold iron longsword in the hands of a paladin.
It provides spell resistance of 5 + 
    the paladins level to the wielder and anyone adjacent to her. It also enables 
    the wielder to use greater dispel magic (once per round as a standard 
    action) at the class level of the paladin. (Only the area dispel is possible, 
    not the targeted dispel or counterspell versions of greater dispel magic.)
Strong abjuration; CL 18th; Craft 
    Magic Arms and Armor, holy aura, creator must be good; Price 120,630 
    gp; Cost 60,630 gp + 4,800 XP.
Javelin of Lightning: This javelin becomes a 5d6 
    lightning bolt when thrown (Reflex DC 14 half ). It is consumed in 
    the attack.
Faint evocation; CL 5th; Craft 
    Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 
    30 XP.
Life-Drinker: This +1 greataxe is 
    favored by undead and constructs, who do not suffer its drawback. A life-drinker 
    bestows two negative levels on its target whenever it deals damage, just 
    as if its target had been struck by an undead creature. One day after being 
    struck, subjects must make a DC 16 Fortitude save for each negative level 
    or lose a character level.
Each time a life-drinker deals 
    damage to a foe, it also bestows one negative level on the wielder. Any negative 
    level gained by the wielder in this fashion lasts for 1 hour.
Strong necromancy; CL 13th; Craft 
    Magic Arms and Armor, enervation; Price 40,320 gp; Cost 20,320 gp + 
    1,600 XP.
Luck Blade: This +2 short sword gives 
    its possessor a +1 luck bonus on all saving throws. Its possessor also gains 
    the power of good fortune, usable once per day. This extraordinary ability 
    allows its possessor to reroll one roll that she just made. She must take 
    the result of the reroll, even if its worse than the original roll. In addition, 
    a luck blade may contain up to three wishes (when randomly rolled, 
    a luck blade holds 1d41 wishes, minimum 0). When the last wish 
    is used, the sword remains a +2 short sword, still grants the +1 
    luck bonus, and still grants its reroll power.
Strong evocation; CL 17th; Craft Magic 
    Arms and Armor, wish or miracle; Price 22,060 gp (0 wishes), 
    62,360 gp (1 wish), 102,660 gp (2 wishes), 142,960 gp (3 wishes); 
    Cost 11,030 gp + 882 XP (0 wishes), 31,180 gp + 2,494 XP (1 wish); 
    51,330 gp + 4,106 XP (2 wishes), 71,480 gp + 5,718 XP (3 wishes).
Mace of Smiting: This +3 adamantine heavy 
    mace has a +5 enhancement bonus against constructs, and any critical hit 
    dealt to a construct completely destroys it (no saving throw). A critical 
    hit dealt to an outsider deals x4 damage rather than x2.
Moderate transmutation; CL 11th; 
    Craft Magic Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 
    gp + 2,880 XP.
Mace of Terror: On command, this +2 heavy 
    mace causes the wielders clothes and appearance to transform into an 
    illusion of darkest horror such that living creatures in a 30-foot cone become 
    panicked as if by a fear spell (Will DC 16 partial). They take a 2 
    morale penalty on saving throws, and they flee from the wielder. The wielder 
    may use this ability up to three times per day. 
Strong necromancy; CL 13th; Craft Magic 
    Arms and Armor, fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.
Masterwork Cold Iron Longsword: This nonmagical longsword 
    is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement 
    bonus on attack rolls.
No aura (nonmagical); Price 330 gp.
Nine Lives Stealer: This longsword always performs 
    as a +2 longsword, but it also has the power to draw the life force 
    from an opponent. It can do this nine times before the ability is lost. At 
    that point, the sword becomes a simple +2 longsword (with a hint of 
    evil about it). A critical hit must be dealt for the swords death-dealing 
    ability to function, and this weapon has no effect on creatures not subject 
    to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid 
    death. If the save is successful, the swords death-dealing ability does not 
    function, no use of the ability is expended, and normal critical damage is 
    determined. This sword is evil, and any good character attempting to wield 
    it gains two negative levels. These negative levels remain as long as the 
    sword is in hand and disappear when the sword is no longer wielded. These 
    negative levels never result in actual level loss, but they cannot be overcome 
    in any way (including restoration spells) while the sword is wielded.
Strong necromancy [evil]; CL 
    13th; Craft Magic Arms and Armor, finger of death; Price 23,057 gp; 
    Cost 11,528 gp 5 sp + 922 XP.
Oathbow: Of elven make, this white +2 composite 
    longbow (+2 Str bonus) whispers Swift defeat to my enemies in Elven 
    when nocked and pulled. Once per day, if the firer swears aloud to slay her 
    target (a free action), the bows whisper becomes the low shout Swift death 
    to those who have wronged me. Against such a sworn enemy, the bow has a +5 
    enhancement bonus, and arrows launched from it deal an additional 2d6 points 
    of damage (and x4 on a critical hit instead of the normal x3). However, the 
    bow is treated as only a masterwork weapon against all foes other than the 
    sworn enemy, and the wielder takes a 1 penalty on attack rolls with any weapon 
    other than the oathbow. These bonuses and penalties last for seven 
    days or until the sworn enemy is slain or destroyed by the wielder of the 
    oathbow, whichever comes first.
The oathbow may only have one 
    sworn enemy at a time. Once the wielder swears to slay a target, he cannot 
    make a new oath until he has slain that target or seven days have passed. 
    Even if the wielder slays the sworn enemy on the same day that he makes the 
    oath, he cannot activate the oathbows special power again until 24 
    hours have passed from the time he made the oath.
Strong evocation; CL 15th; Craft Magic 
    Arms and Armor, creator must be an elf; Price 25,600 gp; Cost 13,100 gp + 
    1,000 XP.
Rapier of Puncturing: Three times per day, this 
    +2 wounding rapier allows the wielder to make a touch attack with the 
    weapon that deals 1d6 points of Constitution damage by draining blood. Creatures 
    immune to critical hits are immune to the Constitution damage dealt by this 
    weapon.
Strong necromancy; CL 13th; Craft Magic 
    Arms and Armor, harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.
Screaming Bolt: One of these +2 bolts 
    screams when fired, forcing all enemies of the wielder within 20 feet 
    of the path of the bolt to succeed on a DC 14 Will save or become shaken. 
    This is a mind-affecting fear effect.
Faint enchantment; CL 5th; Craft Magic 
    Arms and Armor, doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.
Shatterspike: Wielders without the Improved 
    Sunder feat use Shatterspike as a +1 longsword only; wielders 
    with the Improved Sunder feat add a +4 bonus (including the swords +1 enhancement 
    bonus) to the opposed roll when attempting to strike a foes weapon. If successful, 
    Shatterspike deals 1d8+4 points of damage plus the wielders Strength 
    modifier to the target weapon (the target weapons hardness must still be 
    overcome with each hit). Shatterspike can damage weapons with an enhancement 
    bonus of +4 or lower.
Strong evocation; CL 13th; Str 13, Craft 
    Arms and Armor, Power Attack, Improved Sunder, shatter; Price 4,315 
    gp; Cost 2,315 gp + 160 XP; Weight 4 lb.
Shifters Sorrow: This +1/+1 two-bladed 
    sword has blades of alchemical silver. The weapon deals an extra 2d6 points 
    of damage against any creature with the shapechanger subtype. When a shapechanger 
    or a creature in an alternate form (such as a druid using wild shape) is struck 
    by the weapon, it must make a DC 15 Will save or return to its natural form.
Strong transmutation; CL 15th; Craft 
    Arms and Armor, baleful polymorph; Price 12,780 gp; Cost 6,780 gp + 
    480 XP; Weight 10 lb.
Silver Dagger, Masterwork: This masterwork alchemical 
    silver dagger is nonmagical. As a masterwork weapon, it has a +1 enhancement 
    bonus on attack rolls.
No aura (nonmagical); Price 322 gp.
Slaying Arrow: This +1 arrow is 
    keyed to a particular type or subtype of creature. If it strikes such a creature, 
    the target must make a DC 20 Fortitude save or die (or, in the case of unliving 
    targets, be destroyed) instantly. Note that even creatures normally exempt 
    from Fortitude saves (undead and constructs) are subject to this attack. When 
    keyed to a living creature, this is a death effect (and thus death ward 
    protects a target). To determine the type or subtype of creature the arrow 
    is keyed to, roll on the table below.
A greater slaying arrow functions 
    just like a normal slaying arrow, but the DC to avoid the death effect 
    is 23.
Strong necromancy; CL 13th; Craft 
    Magic Arms and Armor, finger of death (slaying arrow) or heightened 
    finger of death (greater slaying arrow); Price 2,282 gp (slaying 
    arrow) or 4,057 gp (greater slaying arrow); Cost 1,144 gp 5 sp 
    + 91 XP (slaying arrow) or 2,032 gp + 162 XP (greater slaying arrow).
| d% | Designated Type or Subtype | 
| 0105 | Aberrations | 
| 0609 | Animals | 
| 1016 | Constructs | 
| 1722 | Dragons | 
| 2327 | Elementals | 
| 2832 | Fey | 
| 3339 | Giants | 
| 40 | Humanoids, aquatic | 
| 4142 | Humanoids, dwarf | 
| 4344 | Humanoids, elf | 
| 45 | Humanoids, gnoll | 
| 46 | Humanoids, gnome | 
| 4749 | Humanoids, goblinoid | 
| 50 | Humanoids, halfling | 
| 5154 | Humanoids, human | 
| 5557 | Humanoids, reptilian | 
| 5860 | Humanoids, orc | 
| 6165 | Magical beasts | 
| 6670 | Monstrous humanoids | 
| 7172 | Oozes | 
| 73 | Outsiders, air | 
| 7476 | Outsiders, chaotic | 
| 77 | Outsiders, earth | 
| 7880 | Outsiders, evil | 
| 81 | Outsiders, fire | 
| 8284 | Outsiders, good | 
| 8587 | Outsiders, lawful | 
| 88 | Outsiders, water | 
| 8990 | Plants | 
| 9198 | Undead | 
| 99100 | Vermin | 
Sleep Arrow: This +1 arrow is 
    painted white and has white fletching. If it strikes a foe so that it would 
    normally deal damage, it instead bursts into magical energy that deals nonlethal 
    damage (in the same amount as would be lethal damage) and forces the target 
    to make a DC 11 Will save or fall asleep.
Faint enchantment; CL 5th; Craft 
    Magic Arms and Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.
Sun Blade: This sword is the size of 
    a bastard sword. However, a sun blade is wielded as if it were a short 
    sword with respect to weight and ease of use. (In other words, the weapon 
    appears to all viewers to be a bastard sword, and deals bastard sword damage, 
    but the wielder feels and reacts as if the weapon were a short sword.) Any 
    individual able to use either a bastard sword or a short sword with proficiency 
    is proficient in the use of a sun blade. Likewise, Weapon Focus and 
    Weapon Specialization in short sword and bastard sword apply equally, but 
    the benefits of those feats do not stack.
In normal combat, the glowing golden 
    blade of the weapon is equal to a +2 bastard sword. Against evil creatures, 
    its enhancement bonus is +4. Against Negative Energy Plane creatures or undead 
    creatures, the sword deals double damage (and x3 on a critical hit instead 
    of the usual x2).
The blade also has a special sunlight 
    power. Once per day, the wielder can swing the blade vigorously above 
    her head while speaking a command word. The sunblade then sheds a bright 
    yellow radiance that is like full daylight. The radiance begins shining in 
    a 10-foot radius around the sword wielder and extends outward at 5 feet per 
    round for 10 rounds thereafter, to create a globe of light with a 60-foot 
    radius. When the wielder stops swinging, the radiance fades to a dim glow 
    that persists for another minute before disappearing entirely. All sun 
    blades are of good alignment, and any evil creature attempting to wield 
    one gains one negative level. The negative level remains as long as the sword 
    is in hand and disappears when the sword is no longer wielded. This negative 
    level never results in actual level loss, but it cannot be overcome in any 
    way (including restoration spells) while the sword is wielded.
Moderate evocation; CL 10th; 
    Craft Magic Arms and Armor, daylight, creator must be good; Price 50,335 
    gp; Cost 25,335 gp + 2,000 XP.
Sword of Life Stealing: This black iron +2 longsword 
    bestows a negative level when it deals a critical hit. The sword wielder 
    gains 1d6 temporary hit points each time a negative level is bestowed on another. 
    These temporary hit points last for 24 hours. One day after being struck, 
    subjects must make a DC 16 Fortitude save for each negative level or lose 
    a character level.
Strong necromancy; CL 17th; Craft 
    Magic Arms and Armor, enervation; Price 25,715 gp; Cost 12,857 gp and 
    5 sp + 1,029 XP.
Sword of the Planes: This longsword has an enhancement 
    bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement 
    bonus increases to +2. (The +2 enhancement bonus also applies on the Material 
    Plane when the weapon is used against elementals.) It operates as a +3 
    longsword on the Astral Plane or the Ethereal Plane or when used against 
    opponents native to either of those planes. On any other plane, or against 
    any outsider, it functions as a +4 longsword.
Strong evocation; CL 15th; Craft 
    Magic Arms and Armor, plane shift; Price 22,315 gp; Cost 11,157 gp 
    and 5 sp + 893 XP.
Sword of Subtlety: A +1 short sword with 
    a thin, dull gray blade, this weapon provides a +4 bonus on its wielders 
    attack and damage rolls when he is making a sneak attack with it.
Moderate illusion; CL 7th; Craft 
    Magic Arms and Armor, blur; Price 22,310 gp; Cost 11,155 gp + 892 XP.
Sylvan Scimitar: This +3 scimitar, when 
    used outdoors in a temperate climate, grants its wielder the use of the Cleave 
    feat and deals an extra 1d6 points of damage.
Moderate evocation; CL 11th; 
    Craft Magic Arms and Armor, divine power or creator must be a 7th-level 
    druid; Price 47,315gp; Cost 23,657 gp and 5 sp + 1,893 XP.
Trident of Fish Command: The magical properties of 
    this +1 trident with a 6-foot-long haft enable its wielder to charm 
    up to 14 HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus 
    if currently under attack by the wielder or his allies), no two of which can 
    be more than 30 feet apart. The wielder can use this effect up to three times 
    per day. The wielder can communicate with the animals as if using a speak 
    with animals spell. Animals making their saving throw are free of control, 
    but they will not approach within 10 feet of the trident. The trident can 
    be used up to three times per day.
Moderate enchantment; CL 7th; 
    Craft Magic Arms and Armor, speak with animals; Price 18,650 gp; Cost 
    9,325 gp + 746 XP.
Trident of Warning: A weapon of this type enables 
    its wielder to determine the location, depth, kind, and number of aquatic 
    predators within 680 feet. A trident of warning must be grasped and 
    pointed in order for the character using it to gain such information, and 
    it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon 
    is otherwise a +2 trident.
Moderate divination; CL 7th; Craft Magic Arms and Armor, locate creature; Price 10,115 gp; Cost 5,057 gp and 5 sp + 405 XP.