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Armor, Light<br />

Light armor must be worn for magical effects<br />

to occur, unless stated otherwise. To randomly<br />

determine magical light armor, at least 3 rolls must<br />

be made. First, roll 1d100 to determine the specific<br />

type of light armor:<br />

Roll Light<br />

Armor<br />

01-05ArmingCap 06-10Bracers, Leather<br />

11-20Bracers, Steel<br />

21-40Gambeson 41-60Leather, Studded<br />

61-99Leather 100Extraordinary--bypassnexttable Next, roll 1d100 to determine the bonus or<br />

penalty applied to the light armor:<br />

Roll Result<br />

0 1 The<br />

armor<br />

has<br />

a penalty<br />

of<br />

5d6<br />

to<br />

CA.<br />

0 2 The<br />

armor<br />

has<br />

a penalty<br />

of<br />

4d6<br />

to<br />

CA.<br />

0 3-04<br />

The<br />

armor<br />

has<br />

a penalty<br />

of<br />

3d6<br />

to<br />

CA.<br />

0 5-09<br />

The<br />

armor<br />

has<br />

a penalty<br />

of<br />

2d6<br />

to<br />

CA.<br />

1 0-20<br />

The<br />

armor<br />

has<br />

a penalty<br />

of<br />

1d6<br />

to<br />

CA.<br />

2 1-65<br />

The<br />

armor<br />

has<br />

a bonus<br />

of<br />

1d6<br />

to<br />

CA.<br />

6 6-85<br />

The<br />

armor<br />

has<br />

a bonus<br />

of<br />

2d6<br />

to<br />

CA.<br />

8 6-95<br />

The<br />

armor<br />

has<br />

a bonus<br />

of<br />

3d6<br />

to<br />

CA.<br />

9 6-99<br />

The<br />

armor<br />

has<br />

a bonus<br />

of<br />

4d6<br />

to<br />

CA.<br />

1 00<br />

The<br />

armor<br />

has<br />

a bonus<br />

of<br />

5d6<br />

to<br />

CA.<br />

Magical light armor may have both a prefix<br />

and a suffix, such as a Bouncing Bracers of<br />

Blindfighting. In this example, ‘bouncing’ is the prefix,<br />

and ‘blindfighting’ is the suffix. First, roll 1d100<br />

and consult the table below to determine the type(s).<br />

Roll Result<br />

01-45Prefix 46-90Suffix 91-100Prefix and<br />

Suffix<br />

To determine the prefix and/or suffix, consult<br />

the appropriate table(s) listed under Armor,<br />

Barding.<br />

723<br />

Armor, Medium<br />

Medium armor must be worn for magical<br />

effects to occur, unless stated otherwise. To randomly<br />

determine magical medium armor, at least 3<br />

rolls must be made. First, roll 1d100 to determine<br />

the specific type of medium armor:<br />

Roll Medium<br />

Armor<br />

0 1-02<br />

Chainmail<br />

coif<br />

( 4-in-1)<br />

0 3-10<br />

Chainmail<br />

hauberk<br />

( 4-in-1)<br />

1 1-15<br />

Chainmail<br />

chausses<br />

( 4-in-1)<br />

1 6 Chainmail<br />

coif<br />

( 6-in-1)<br />

1 7-22<br />

Chainmail<br />

hauberk<br />

( 6-in-1)<br />

2 3-25<br />

Chainmail<br />

chausses<br />

( 6-in-1)<br />

2 6-50<br />

Chainmail<br />

suit<br />

( 4-in-1)<br />

5 1-60<br />

Chainmail<br />

suit<br />

( 6-in-1)<br />

61-70Chainmailwithbreastplate 71-80BandedMail 81-90Brigandine 91-99Scalemail 100Extraordinary--bypassnexttable Next, roll 1d100 to determine the bonus or<br />

penalty applied to the medium armor:<br />

Chapter 13: Magical Items

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